ActionScript 3 FFMPEG losing Metadata of video - actionscript-3

I am converting video files to the .flv format using FFMPEG so that I can use LoaderMax (GreenSocks) to play the video files. The issue is that when the video is converted with FFMPEG the metadata is lost so I cannot later on with LoaderMax get the duration or current play time with the code below.
video.getTime();
video.duration();
I could get the duration of the video before converting it with FFMPEG easily enough but this doesn't solve the issue of being able to get the current play time. My goal is to allow the user to click on the seek bar and jump to any point in the video which works but for obvious reasons I need to be able to show the current time and video length.
I'm attempting to now use FFMPEG with something called flvtool2 which should rebuild the metadata?
My code currently for this:
nativeProcessInfo = new NativeProcessStartupInfo();
nativeProcessInfo.executable = File.applicationDirectory.resolvePath(ffmpegPath); //path to ffmpeg (included in project files)
//nativeProcessInfo.executable = File.applicationDirectory.resolvePath(flvtool2Path); //path to flvtool2 (included in project files)
var processArgument:Vector.<String> = new Vector.<String>(); //holds command line arguments for converting video
processArgument.push("-i"); //filename
processArgument.push(filePath);
processArgument.push("-s"); //size
processArgument.push("640x480");
processArgument.push("-b:v"); //bitrate - video
processArgument.push("4800k");
processArgument.push("-b:a"); //bitrate -
processArgument.push("6400k");
processArgument.push("-ar"); //audio sampling frequency
processArgument.push("44100");
processArgument.push("-ac"); //audio channels
processArgument.push("2");
processArgument.push("-ab"); //audio bitrate frequency
processArgument.push("160k");
processArgument.push("-f"); //force
processArgument.push("flv");
processArgument.push("-");
/*processArgument.push("|");
processArgument.push("flvtool2");
processArgument.push("-U");
processArgument.push("stdin");
processArgument.push(filePath);*/
nativeProcessInfo.arguments = processArgument;
if (NativeProcess.isSupported) {
nativeProcess = new NativeProcess();
nativeProcess.start(nativeProcessInfo); //start video buffering
nativeProcess.addEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, ProgressEventOutputHandler);
nativeProcess.addEventListener(ProgressEvent.STANDARD_ERROR_DATA, ProgressEventErrorHandler);
nativeProcess.addEventListener(NativeProcessExitEvent.EXIT, NativeProcessExitHandler);
nativeProcess.addEventListener(IOErrorEvent.STANDARD_OUTPUT_IO_ERROR, standardIOErrorHandler);
nativeProcess.addEventListener(IOErrorEvent.STANDARD_ERROR_IO_ERROR, standardIOErrorHandler);
} else {
trace("!NativeProcess.isSupported");
}
I've uploaded an example project to download which should help explain the problem. To use it you will need to point the ActionScript Properties to the location of Greensock to use LoaderMax and have a video somewhere on your computer to test with. The link is: http://www.prospectportal.co.uk/example.zip

Take this example of a working code to convert a video (an AVI in my case) to an FLV video file using ffmpeg via AIR's NativeProcess :
var loader:VideoLoader,
exe:File = File.applicationDirectory.resolvePath('ffmpeg.exe'),
video_in:File = File.applicationDirectory.resolvePath('video.avi'),
video_out:File = File.applicationDirectory.resolvePath('video.flv');
var args:Vector.<String> = new Vector.<String>();
args.push("-i", video_in.nativePath, "-b:v", "800k", "-ar", "44100", "-ab", "96k", "-f", "flv", video_out.nativePath);
var npsi:NativeProcessStartupInfo = new NativeProcessStartupInfo();
npsi.executable = exe;
npsi.arguments = args;
var process:NativeProcess = new NativeProcess();
process.addEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, onOutputData);
process.addEventListener(ProgressEvent.STANDARD_ERROR_DATA, onErrorData);
process.addEventListener(IOErrorEvent.STANDARD_OUTPUT_IO_ERROR, onIOError);
process.addEventListener(IOErrorEvent.STANDARD_ERROR_IO_ERROR, onIOError);
process.addEventListener(NativeProcessExitEvent.EXIT, onExit);
process.start(npsi);
function onOutputData(event:ProgressEvent):void
{
trace("Got: ", process.standardOutput.readUTFBytes(process.standardOutput.bytesAvailable));
}
function onErrorData(event:ProgressEvent):void
{
trace("ERROR -", process.standardError.readUTFBytes(process.standardError.bytesAvailable));
}
function onExit(event:NativeProcessExitEvent):void
{
playFLV();
}
function onIOError(event:IOErrorEvent):void
{
trace(event.toString());
}
function playFLV()
{
loader = new VideoLoader(
video_out.nativePath,
{
container: this,
width: 400,
height: 300,
scaleMode: "proportionalInside",
bgColor: 0x000000,
autoPlay: true,
volume: 0.5
}
);
loader.addEventListener(LoaderEvent.COMPLETE, onVideoLoad);
loader.load();
}
function onVideoLoad(e:LoaderEvent): void {
trace(loader.duration); // gives for example : 67.238
loader.playVideo();
}
Hope that can help.

Related

progressive load and play video from base64 pieces

I have many pieces of a video in base64.
Just that I want is to play the video progressively as I receive them.
var fileInput = document.querySelector('input#theInputFile');//multiple
fileInput.addEventListener('change', function(e) {
var files = fileInput.files;
for (var i = 0; i < files.length; i++) {
var file = fileInput.files[i]
fileLoaded(file, 0, 102400, file.size);
};
e.preventDefault();
});
videoA=[];
function fileLoaded(file, ini, end, size) {
if (end>size){end=size}
var reader = new FileReader();
var fr = new FileReader();
fr.onloadend = function(e) {
if (e.target.readyState == FileReader.DONE) {
var piece = e.target.result;
display(piece.replace('data:video/mp4;base64,', ''));
}
};
var blob = file.slice(ini, end, file.type);
fr.readAsDataURL(blob);
var init = end;
var endt = init+end;
if (end<size){
fileLoaded(file, init, end, size);
}
}
Trying to display the video by chunks:
var a=0;
function display(vid, ini, end) {
videoA.push(vid);
$('#video').attr('src','data:video/mp4;base64,'+videoA[a]);
a++;
}
I know this is not the way but I`m trying to search and any response adjust to that I'm searching.
Even I'm not sure if it is possible.
Thanks!
EDIT
I've tried to play the chunks one by one and the first one is played well but the rest of them give the error:
"Uncaught (in promise) DOMException: Failed to load because no supported source was found".
If I could make the chunks to base64 correctly it's enough for me
Ok, the solution is to solve the creation of base64 pieces from the original uploaded file in the browser that can be played by an html5 player
So I've put another question asking for that.
Chunk video mp4 file into base64 pieces with javascript on browser

VLC syntax to transcode and stream to stdout?

Goal: I am trying to use VLC as a local server to expand the video capabilities of an app created with Adobe AIR, Flex and Actionscript. I am using VLC to stream to stdoutand reading that output from within my app.
VLC Streaming capabilities
VLC Flash Video
Stream VLC to Website with asf and Flash
Status: I am able to launch VLC as a background process and control it through its remote control interface (more detail). I can load, transcode and stream a local video file. The example app below is a barebones testbed demonstrating this.
Issue: I am getting data in to my app but it is not rendering as video. I don't know if it is a problem with my VLC commands or with writing to/reading from stdout. This technique of reading from stdout in AIR works (with ffmpeg for example).
One of the various transcoding commands I have tried:
-I rc // remote control interface
-vvv // verbose debuging
--sout // transcode, stream to stdout
"#transcode{vcodec=FLV1}:std{access=file,mux=ffmpeg{mux=flv},dst=-}"
This results in data coming into to my app but for some reason it is not rendering as video when using appendBytes with the NetStream instance.
If instead I write the data to an .flv file, a valid file is created – so the broken part seems to be writing it to stdout. One thing I have noticed: I am not getting metadata through the stdout`method. If I play the file created with the command below, I do see metadata.
// writing to a file
var output:File = File.desktopDirectory.resolvePath("stream.flv");
var outputPath:String = output.nativePath;
"#transcode{vcodec=FLV1}:std{access=file,mux=ffmpeg{mux=flv},dst=" + outputPath + "}");
Hoping someone sees where I am going wrong here.
Update 1: Just to add some more detail (!) – I took a look at the .flv file that is generated to examine the metadata. It appears at the head of the file as shown below. I have the correct onMetaData handler set up and see a trace of this data if I play the file from disk. I do not see this trace when reading from stdout and NetStream is in Data Generation mode. Is it possible that it isn't getting sent to stdout for some reason? I've tried generating my own header and appending that before the stream starts – I may not have the header format correct.
Update 2: So in my AIR app I was able to crudely parse the incoming stdout stream coming from VLC. I wanted to see if the FLV header data was being sent – and it appears that it is. I don't know if it is in the correct format, etc. but as I mention above, if I write to an .flv file instead of stdout, a valid .flv file is created.
Completely at a loss now – have tried everything I could think of and followed up every web link I could find on the issues involved. Alas – so close and it would have been so cool to leverage VLC from within AIR. 🙁
Update 3: Per VC ONE's suggestion, I have used his/her example code to check the incoming bytes for correct data. I get a massive string (1000's of chars) but these are the first ones:
What I get:
464C560105000000090000000012000111000000000000000200
46 4C 56 01 05 00 00 00 09 00 00 00 00 // check outs
What it should be:
46 4C 56 01 05 00 00 00 09 00 00 00 00
Note: In order to get this to work in AIR, you need to define the app profile as "extendedDesktop"
<?xml version="1.0" encoding="utf-8"?>
<s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx"
width="1024" height="768"
showStatusBar="false"
applicationComplete="onApplicationCompleteHandler(event)">
<fx:Script>
<![CDATA[
import mx.events.FlexEvent;
public var dataIn:Number = 0;
public var dataTotal:Number = 0;
private var processExe:File;
private var processArgs:Vector.<String>;
private var process:NativeProcess;
private var nc:NetConnection;
private var ns:NetStream;
private var vid:Video;
private var videoPath:String; // video to be streamed
protected function onApplicationCompleteHandler(event:FlexEvent):void {
var testFile:File = File.desktopDirectory.resolvePath("test.mp4");
if (testFile.exists){
videoPath = testFile.nativePath;
}
setUpNetStream();
createNativeProcess();
startNativeProcess();
}
protected function setUpNetStream():void {
nc = new NetConnection();
nc.addEventListener(AsyncErrorEvent.ASYNC_ERROR, errorHandler);
nc.addEventListener(NetStatusEvent.NET_STATUS, connStatusHandler);
nc.connect(null);
ns = new NetStream(nc);
ns.addEventListener(AsyncErrorEvent.ASYNC_ERROR, errorHandler);
ns.addEventListener(NetStatusEvent.NET_STATUS, streamStatusHandler);
var client:Object = new Object();
client.onMetaData = onMetaDataHandler;
ns.client = client;
vid = new Video(640,480);
vid.x= 100;
vid.y = 200;
this.stage.addChild(vid);
vid.attachNetStream(ns);
ns.play(null);
}
private function createNativeProcess():void {
if(NativeProcess.isSupported) {
// This is for OSX;
var pathToVLC:String = "utils/OSX/VLC.app/Contents/MacOS/VLC";
processExe = File.applicationDirectory.resolvePath(pathToVLC);
if (processExe.exists){
process = new NativeProcess();
process.addEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, onOutputData);
process.addEventListener(ProgressEvent.STANDARD_ERROR_DATA, onErrorData);
process.addEventListener(ProgressEvent.PROGRESS, onOutputData);
process.addEventListener(ProgressEvent.SOCKET_DATA, onOutputData);
process.addEventListener(IOErrorEvent.STANDARD_OUTPUT_IO_ERROR, onIOError);
process.addEventListener(IOErrorEvent.STANDARD_ERROR_IO_ERROR, onIOError);
} else {
trace("process not found");
}
} else {
trace("Native Process not supported");
}
}
private function startNativeProcess():void {
processArgs = new Vector.<String>();
processArgs.push("-I rc");
processArgs.push("-vvv"); // verbose debug output
processArgs.push("--sout");
// -------TO WRITE TO A FILE ----------
// file to playback from
//var output:File = File.desktopDirectory.resolvePath("stream.flv");
//var outputPath:String = output.nativePath;
//processArgs.push("#transcode{vcodec=FLV1}:std{access=file,mux=ffmpeg{mux=flv},dst=" + outputPath + "}");
processArgs.push("#transcode{vcodec=FLV1,acodec=mp3}:gather:std{access=file,mux=flv,dst=-}");
processArgs.push("--sout-keep");
// ------VARIATIONS-------
//processArgs.push("#transcode{vcodec=FLV1,acodec=mp3}:std{access=file,mux=flv,dst=-}");
//processArgs.push("#transcode{vcodec=h264,vb=512,acodec=mp3,ab=128,samplerate=44100}:std{mux=ffmpeg{mux=flv},access=file,dst=-}");
var nativeProcessStartupInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo();
nativeProcessStartupInfo.executable = processExe;
nativeProcessStartupInfo.arguments = processArgs;
process.start(nativeProcessStartupInfo);
// add video to playlist and play
process.standardInput.writeUTFBytes("add " + videoPath + " \n" );
process.standardInput.writeUTFBytes("play" + "\n" );
}
public function onOutputData(event:ProgressEvent):void {
if (process && process.running){
if (process.standardOutput.bytesAvailable){
var videoStream:ByteArray = new ByteArray();
process.standardOutput.readBytes(videoStream,0, process.standardOutput.bytesAvailable);
dataIn = videoStream.length;
dataTotal+= dataIn;
report.text = String("Current Bytes: " + dataIn + "\t Total Bytes: "+ dataTotal);
if (videoStream.length){
ns.appendBytes(videoStream);
}
//trace(ns.info);
}
}
}
private function errorHandler(e:AsyncErrorEvent):void {
trace('ERROR: ' + e.text);
}
private function connStatusHandler(e:NetStatusEvent):void {
trace('CONN_STATUS: ' + e.info.code);
switch(e.info.code){
case "NetConnection.Connect.Success":
//onFinishSetup();
break;
}
}
private function streamStatusHandler(e:NetStatusEvent):void {
trace('STREAM_STATUS: ' + e.info.code);
}
private function streamMetadataHandler(info:Object):void {
for (var key:String in info) {
trace("STREAM_METADATA: " + key + "=" + info[key]);
}
}
public function onErrorData(event:ProgressEvent):void {
if (process && process.running){
trace(process.standardError.readUTFBytes(process.standardError.bytesAvailable));
}
}
public function onIOError(event:IOErrorEvent):void {
trace(event.toString());
}
private function onMetaDataHandler(metadata:Object):void {
trace("### Begin Metadata listing : FLV Entries ### " );
for (var entry:* in metadata)
{
var value:Object = metadata[ entry ];
trace(" > " + entry + " : " + value);
}
trace("### End of Metadata listing for this FLV ### " );
}
]]>
</fx:Script>
<s:Label id="report" x="25" y="25" fontSize="18" />
</s:WindowedApplication>
In your other Question's comments you asked for my thoughts :
I noticed in your code you're running VLC process under OSX environment.
On Windows PC be aware that -I rc does not later respond to standardInput commands sent. I'm a Windows user so cannot help with that part.
Tried using --no-rc-fake-tty or even --rc-fake-tty, VLC still did not respond to stdout on PC.
You want to do playback & seeking within VLC but watch result in AS3 (like a projection screen), right? but I'm not even sure VLC will give you back FLV tags starting from your selected time stamps etc (by seeking you are accessing an FLV tag of a specific timestamp & the related a/v data)...
Other FFmpeg/Mencoder powered players like MPlayer I tested only send back "status" text data into stdout during playback (so cannot be fed to NetStream decoder for display).
I was able to crudely parse the incoming stdout stream coming from
VLC. I wanted to see if the FLV header data was being sent – and it
appears that it is. I don't know if it is in the correct format, etc.
Check the bytes: (a valid FLV header begins with 46 4C 56 01 05 00 00 00 09 00 00 00 00)
Just update your Question with a copy-paste of the "bytes check" result from the below function. Then easier to tell you if it's playable or maybe you need some alternative.
1) Setup some public (or private) vars...
Make a public var temp_String : String = "";
Make a public var videoStream:ByteArray = new ByteArray();
2) Replace your function onOutputData with below code...
public function onOutputData(event:ProgressEvent):void
{
if (process && process.running)
{
if (process.standardOutput.bytesAvailable)
{
//# make a private/public bytearray outside of this function
//var videoStream:ByteArray = new ByteArray();
process.standardOutput.readBytes(videoStream, videoStream.length, process.standardOutput.bytesAvailable);
dataIn = process.standardOutput.bytesAvailable;
dataTotal += dataIn;
//report.text = String("Current Bytes: " + dataIn + "\t Total Bytes: "+ dataTotal);
if (videoStream.length >= 1000 )
{
//ns.appendBytes(videoStream);
temp_String = bytes_toString(videoStream);
trace("bytes checking : " + "\n");
trace( temp_String ); //see hex of FLV bytes
//# temporary pausing of progress events
process.removeEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, onOutputData);
}
//trace(ns.info);
}
}
}
Supporting function bytes_toString code :
public function bytes_toString ( ba:ByteArray ) : String
{
var str_Hex:String = ""; var len:uint = ba.length;
ba.position = 0;
for (var i:uint = 0; i < len; i++)
{
var n:String=ba.readUnsignedByte().toString(16);
if(n.length<2) //padding
{ n="0"+n; } str_Hex += n ;
}
return str_Hex.toUpperCase();
}
Some other notes :
Each firing of progress events only captures 32kb / 64kb packets of incoming stdout bytes at a time.
You make your videoStream:ByteArray = new ByteArray(); outside of the progressEvent so that each event firing does not make a new byteArray (which discards the old data that may be needed later for a full FLV tag).
Don't write each packet to 0 position since that will overwrite existing data. Add to the end-of existing by using videoStream.length as new writing position.
process.standardOutput.readBytes(videoStream, videoStream.length, process.standardOutput.bytesAvailable);
Also if (videoStream.length){ ns.appendBytes(videoStream); } is kinda dangerous. Any incomplete data (of header, frame or whatever) will jam the NetStream decoder if you append too soon. It will not restart unless you reset everything and begin again (re-append bytes of full FLV header, full frame tag, etc).
A couple of things I would try, some of which you might have thought of already:
Try without debugging turned on, in case that is fouling up your stdout stream.
Try a different video format (not FLV) in case it's a format-specific issue. For example, you might try mpeg4
Try piping your stdout stream to something else, like ffplay to see if the problem is the stream or your receiving app's assumptions about the stream.

WebAudio streaming with fetch : DOMException: Unable to decode audio data

I'm trying to play an infinite stream coming from the fetch API using Chrome 51. (a webcam audio stream as Microsoft PCM, 16 bit, mono 11025 Hz)
The code works almost OK with mp3s files, except some glitches, but it does not work at all with wav files for some reason i get "DOMException: Unable to decode audio data"
The code is adapted from this answer Choppy/inaudible playback with chunked audio through Web Audio API
Any idea if its possible to make it work with WAV streams ?
function play(url) {
var context = new (window.AudioContext || window.webkitAudioContext)();
var audioStack = [];
var nextTime = 0;
fetch(url).then(function(response) {
var reader = response.body.getReader();
function read() {
return reader.read().then(({ value, done })=> {
context.decodeAudioData(value.buffer, function(buffer) {
audioStack.push(buffer);
if (audioStack.length) {
scheduleBuffers();
}
}, function(err) {
console.log("err(decodeAudioData): "+err);
});
if (done) {
console.log('done');
return;
}
read()
});
}
read();
})
function scheduleBuffers() {
while ( audioStack.length) {
var buffer = audioStack.shift();
var source = context.createBufferSource();
source.buffer = buffer;
source.connect(context.destination);
if (nextTime == 0)
nextTime = context.currentTime + 0.01; /// add 50ms latency to work well across systems - tune this if you like
source.start(nextTime);
nextTime += source.buffer.duration; // Make the next buffer wait the length of the last buffer before being played
};
}
}
Just use play('/path/to/mp3') to test the code. (the server needs to have CORS enabled, or be on the same domain your run script from)
AudioContext.decodeAudioData just isn't designed to decode partial files; it's intended for "short" (but complete) files. Due to the chunking design of MP3, it sometimes works on MP3 streams, but wouldn't on WAV files. You'll need to implement your own decoder in this case.
Making the wav stream sound correctly implies to add WAV headers to the chunks as Raymond suggested, plus some webaudio magic and paquet ordering checks;
Some cool guys helped me to setup that module to handle just that and it works beautifully on Chrome : https://github.com/revolunet/webaudio-wav-stream-player
Now works on Firefox 57+ with some config flags on : https://developer.mozilla.org/en-US/docs/Web/API/ReadableStream/getReader#Browser_compatibility

WinRT MediaElement not working with InMemoryRandomAccessStream

We loaded video as bytes array, created InMemoryRandomAccessStream over this array and tried to MediaElement.SetSource. In UI we have message on MediaElement - Invalid Source. We tried to save this stream to file and read new stream from this file - works perfectly. Both stream are the identical (we check it using SequenceEqual).
What is the problem?
Part of our code:
var stream = await LoadStream();
mediaElement.SetSource(stream , #"video/mp4");
...
public async Task<IRandomAccessStream> LoadStream()
{
...
var writeStream = part.ParentFile.AccessStream.AsStreamForWrite();
foreach (var filePart in part.ParentFile.Parts)
{
writeStream.Write(filePart.Bytes, 0, filePart.Bytes.Length);
}
writeStream.Seek(0, SeekOrigin.Begin);
return part.ParentFile.AccessStream;
}
P.S - the mime-type is correct for sure
Thanks!

Flash -> ByteArray -> AMFPHP -> Invalid Image?

Im loading images into Flash and using JPGEncoder to encode the image to a ByteArray and send this to AMF PHP which writes out the bytearray to a file. This all appears to work correctly and I can download the resulting file in Photoshop CS4 absolutely fine. When i try to open it from the desktop or open it back in Flash it doesnt work... Picasa my default image browser says "Invalid"
Here is the code i use to write the bytearray to a file -
$jpg = $GLOBALS["HTTP_RAW_POST_DATA"];
file_put_contents($filename, $jpg);
That's it ... I use the NetConnection class to connect and call the service, do I need to say Im sending jpg data? I assumed that JPGEncoder took care of that. How can I validate the bytearray before writing the file? Do I need to set MIME type or something .. excuse the slightly noob questions, a little knowledge can be a dangerous thing.
Thanks
--------------------------------------- PART II ------------------------------------------
Here is some code -
1) load the image into Flash player
item.load();
function _onImageDataLoaded(evt:Event):void {
var tmpFileRef:FileReference=FileReference(evt.target);
image_loader=new Loader ;
image_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, _onImageLoaded);
image_loader.loadBytes(tmpFileRef.data);
}
function _onImageLoaded(evt:Event):void {
bitmap=Bitmap(evt.target.content);
bitmap.smoothing=true;
if (bitmap.width>MAX_WIDTH||bitmap.height>MAX_HEIGHT) {
resizeBitmap(bitmap);
}
uploadResizedImage(bitmap);
}
function resizeBitmap(target:Bitmap):void {
if (target.height>target.width) {
target.width=MAX_WIDTH;
target.scaleY=target.scaleX;
} else if (target.width >= target.height) {
target.height=MAX_HEIGHT;
target.scaleX=target.scaleY;
}
}
function uploadResizedImage(target:Bitmap):void {
var _bmd:BitmapData=new BitmapData(target.width,target.height);
_bmd.draw(target, new Matrix(target.scaleX, 0, 0, target.scaleY));
var encoded_jpg:JPGEncoder=new JPGEncoder(90);
var jpg_binary:ByteArray=encoded_jpg.encode(_bmd);
_uploadService=new NetConnection();
_uploadService.objectEncoding=ObjectEncoding.AMF3
_uploadService.connect("http://.../amfphp/gateway.php");
_uploadService.call("UploadService.receiveByteArray",new Responder(success, error), jpg_binary, currentImageFilename);
}
Many thanks for you help
can you check the endian type of the bytearray? maybe it is defaulted to big endian
Your problem is in your PHP service. In AMFPHP the POST data is abstracted, so what you need in your AMFPHP UploadService script is a function that accepts the two input arguments in your _uploadService.call --jpg_binary and currentImageFilename-- like this:
<?php
class UploadService {
function receiveByteArray( $ba, $filename ) {
$result = file_put_contents($filename, $ba->data);
if ( $result == FALSE ) {
trigger_error( "File save failed" );
}
}
}
?>
var dataToBeSent:ByteArray =jpgEncoder.encode(theBitmapData);
var url:String = "upload.php";
var urlReq:URLRequest = new URLRequest(url);
urlReq.data = dataToBeSent;
urlReq.method = URLRequestMethod.POST;
urlReq.contentType = "application/octet-stream";
var urlLoader:URLLoader = new URLLoader();
urlLoader.load(urlReq);
Please mind the contentType line
PHP
$fp = fopen( $fname, "wb" );
fwrite( $fp, $GLOBALS[ 'HTTP_RAW_POST_DATA' ] );
fclose( $fp );
For me it works perfectly!
Oliver