I’m resurrecting a simple banner where we used an FLV movie and the following code to have the movie pause using setInterval and then play again. It’s a simple butterfly movie that flaps it’s wings and then goes back to a static state.
Looks like FLVs are now discouraged in the more recent Flash versions so I would like to know how to make a movie play, then pause using setInterval, then replay.
Here is the working AS3 when using an FLV on the Timeline in a frame based animation but does not work with an imported .mp4:
stop();
function timesUp()
{
gotoAndPlay(1,"Scene 1");
clearInterval(itv);
}
var itv=setInterval(timesUp, 15000);
Do the new suggested methods use a single frame movie where you load and play the mp4, then use setInterval as a timer to replay?
I can’t find any tutorials that have this method as an example.
I did read a tutorial on the Adobe site but the following did not load and play the movie (morpho.mp4)
var nc:NetConnection = new NetConnection();
nc.connect(null);
var vid:Video = new Video();
addChild(vid);
var ns:NetStream = new NetStream(nc);
ns.addEventListener(NetStatusEvent.NET_STATUS,netStatusHandler);
ns.addEventListener(AsyncErrorEvent.ASYNC_ERROR, asyncErrorHandler);
function netStatusHandler(event:NetStatusEvent):void
{
// handle netStatus events, described later
}
function asyncErrorHandler(event:AsyncErrorEvent):void
{
// ignore error
}
vid.attachNetStream(ns);
ns.play("morpho.mp4");
Try this :
import flash.utils.Timer
import flash.events.TimerEvent
var video_playing:Boolean = false,
timer:Timer,
nc:NetConnection,
ns:NetStream,
video:Video,
video_name:String = 'video.mp4'
nc = new NetConnection()
nc.connect(null)
ns = new NetStream(nc)
ns.addEventListener(NetStatusEvent.NET_STATUS,netStatusHandler);
ns.addEventListener(AsyncErrorEvent.ASYNC_ERROR, asyncErrorHandler);
function netStatusHandler(event:NetStatusEvent):void {
switch (event.info.code){
case 'NetStream.Play.Start' :
if(timer.currentCount == 0){
timer.start()
}
break
}
}
function asyncErrorHandler(event:AsyncErrorEvent):void {
}
video = new Video(135, 135) // set the size of video to 135x135px
video.x = 165 // set the left of video to 300 - 135 = 165px
video.y = 0 // set the top of video to 0
video.attachNetStream(ns)
addChild(video)
timer = new Timer(1000, 3) // 3 seconds, just for example
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timer_on_Complete)
function timer_on_Complete(e:TimerEvent){
if(video_playing){
video_playing = false
ns.close()
} else {
start_video()
}
timer.reset()
timer.start()
}
start_video()
function start_video(){
ns.play(video_name)
video_playing = true
}
Related
I'm currently working on a AS3 AIR project which involves allowing the user to browse a video file and load that same video onto the stage. I've managed to allow the user to browse for a video file type and according to my traces it completes loading the video but this is as far as I've got. There is plenty of tutorials which involve how to load video files from local sources or external links but nothing to show me what to do with a browsed file to display it on the stage. Here is the code so far for browsing to the video file:
private function browseVideo():void {
fileReference = new FileReference();
fileReference.addEventListener(Event.SELECT, videoFileSelected);
var videoTypeFilter:FileFilter = new FileFilter("Video files", "*.3g2; *.3gp; *.asf; *.asx; *.avi; *.flv; *.m4v; *.mov; *.mp4; *.mpg; *.rm; *.swf; *.vob; *.wmv;");
fileReference.browse([videoTypeFilter]);
}
private function videoFileSelected(e:Event):void {
fileReference.addEventListener(Event.COMPLETE, onVideoFileLoaded);
fileReference.addEventListener(IOErrorEvent.IO_ERROR, onVideoFileLoadError);
fileReference.load();
}
function onVideoFileLoaded(e:Event):void {
var fileReferenceTarget:FileReference = e.target as FileReference;
var data:ByteArray = fileReferenceTarget["data"];
fileReference.removeEventListener(Event.COMPLETE, onVideoFileLoaded);
fileReference.removeEventListener(IOErrorEvent.IO_ERROR, onVideoFileLoadError);
var videoLoader:Loader = new Loader();
videoLoader.loadBytes(data);
videoLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onVideoLoaderComplete);
trace("video file loaded");
}
function onVideoFileLoadError(e:Event):void {
fileReference.removeEventListener(Event.COMPLETE, onVideoFileLoaded);
fileReference.removeEventListener(IOErrorEvent.IO_ERROR, onVideoFileLoadError);
trace("video file load failed");
}
function onVideoLoaderComplete(e:Event):void {
var loadedContent:DisplayObject = e.target.content;
var loader:Loader = e.target.loader as Loader;
scope.addChild(loader);
}
To play a video using AS3 ( Flash ) you can use a Video object on which you can attach a NetStream object, you can also use an FLVPlayback component. For flex, take a look on my answer of this question where I put an example of playing a video stream. And in all cases, I think that you don't need a FileReference object because a File is suffisant to get the path of your local file and then play it with any manner you want.
Take a look on this example :
function browseVideo():void {
var file:File = new File();
file.addEventListener(Event.SELECT, videoFileSelected);
file.browse([videoTypeFilter]);
}
function videoFileSelected(e:Event):void {
playVideo(e.currentTarget.nativePath);
}
function playVideo(video_path:String){
// using a Video + NetStream object
var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
ns.client = this;
var video:Video = new Video();
video.attachNetStream(ns);
addChild(video);
ns.play(video_path);
// using an FLVPlayback component inserted on the Stage
flvplayback.load(video_path);
flvplayback.play();
}
For more details on how to work with video, you can take a look here, you can find all what you need to know about video ( loading videos, supported formats, cue points, ... ).
Hope that can help.
I found this code on the net, and it's almost perfect for my needs - but I need it to continuously loop the clip.
var so: Sound= new Sound();
var audioChannel: SoundChannel= new SoundChannel();
var audioTransform: SoundTransform = new SoundTransform();
var video:Video=new Video(320,240);
var nc:NetConnection=new NetConnection ;
nc.connect(null);
var ns:NetStream=new NetStream(nc);
var meta: Object = new Object();
meta.onMetaData = function(meta:Object){
trace(meta.duration);
};
ns.client=meta;
addChild(video);
video.attachNetStream(ns);
ns.play("vid.flv");
//clip is a transparent clip (alpha=0) for the entire scene
clip.addEventListener(MouseEvent.MOUSE_OVER,mute);
clip.addEventListener(MouseEvent.MOUSE_OUT,unmute);
function mute(e:MouseEvent) {
ns.soundTransform=audioTransform;
audioTransform.volume=0;
}
function unmute(e:MouseEvent) {
ns.soundTransform=audioTransform;
audioTransform.volume=1;
}
To loop a video stream in AS3:
Listen for the streams NET_STATUS event.
//ns is a netstream object
ns.addEventListener(NetStatusEvent.NET_STATUS, streamStatus);
In your streamStatus event handler, check if the status code is the video stop event:
function streamStatus(status:NetStatusEvent) {
if (status.info.code == "NetStream.Play.Stop") {
//the video has stopped
}
}
To loop the video, just seek to the beginning.
ns.seek(0);
So this is the final code:
ns.addEventListener(NetStatusEvent.NET_STATUS, streamStatus);
ns.play("vid.flv");
function streamStatus(status:NetStatusEvent) {
if (status.info.code == "NetStream.Play.Stop") {
ns.seek(0);
}
}
To see whatever status codes you can check for, see the documentation.
Okay, so, here's the deal, i have a sound steaming from an URL since the first frame (60 total), and i added another sound file (from the library) to a certain frame. As expected, both sounds overlapp, so i decided to make a mute function... the problem is, i cant get it to apply only to the streaming audio, the function mutes all audio, and i cant use the variable mySound because the mute function needs to be on other keyframe to work...
Here's the code of the streaming audio:
var mySound:Sound = new Sound();
var myChannel:SoundChannel = new SoundChannel();
var lastPosition:Number = 0;// pause button
mySound.load(new URLRequest("http://trollfacequiz.16mb.com/MusicFiles/Goat%20Songs.mp3"));
//mySound.play();
SoundMixer.stopAll();
myChannel = mySound.play();
btn_mute.btn_pause.addEventListener(MouseEvent.CLICK, onClickPause);
btn_mute.btn_play.addEventListener(MouseEvent.CLICK, onClickPlay);
function onClickPause(e:MouseEvent):void
{
btn_mute.btn_pause.visible = false;
lastPosition = myChannel.position;
myChannel.stop();
}
function onClickPlay(e:MouseEvent):void
{
btn_mute.btn_pause.visible = true;
myChannel = mySound.play(lastPosition);
}
And the mute function:
function setVolume(vol){
var volTransform:SoundTransform = new SoundTransform();
volTransform.volume = vol;
SoundMixer.soundTransform = volTransform;
}
setVolume(0);
i am working on an actionscript3 project. when i am loading the video file in a class without the e:Event parameter;
private function setupVideo_2():void
{
vid = new Video(640,480);
addChild(vid);
nc= new NetConnection();
nc.connect(null);
ns= new NetStream(nc);
vid.attachNetStream(ns);
var listener:Object = new Object();
listener.onMetaData= function (evt:Object):void{};
ns.client = listener;
ns.play("introduction to 3G and 4G.flv");
}
it plays fine.
The moment i put it in the condition stating play only when the marker pattern is sited; it loadz but there is a visible lag followed by stopping of the video and repeating of the first line around 3 times and then the air application stops working and eventually crashes.
here is the code for it.
private function loop (e:Event):void
{
bmd.draw(vid);
try
{
if (detector.detectMarkerLite(raster, 80)&& detector.getConfidence() > 0.5)
{
vid = new Video(640,480);
addChild(vid);
nc= new NetConnection();
nc.connect(null);
ns= new NetStream(nc);
vid.attachNetStream(ns);
var listener:Object = new Object();
listener.onMetaData= function (evt:Object):void{};
ns.client = listener;
ns.play("4 Clever Ethernet Cable Hacks.flv");
}
}
catch(e:Error){}
}
Please tell me why is the video lagging when played inside the if condition.
I'm new with AS3,I'm building a full flash website where I tried to include background music with play,pause and stop button(the play and pause is the same button). The problem is the music player play automatically when the page load and when I click the HOME button of my website the music plays again and overlap with the music that played first, so what should I do..thanks in advance
stop();
function goHome (e:MouseEvent):void{
gotoAndStop("HOME");
}
home_btn.addEventListener(MouseEvent.CLICK, goHome);
function goAbout (e:MouseEvent):void{
gotoAndStop("COMPANY");
}
company_btn.addEventListener(MouseEvent.CLICK, goAbout);
function goTestimony (e:MouseEvent):void{
gotoAndStop("TESTIMONY");
}
news_btn.addEventListener(MouseEvent.CLICK, goTestimony);
function goProduct (e:MouseEvent):void{
gotoAndStop("PRODUCT");
}
product_btn.addEventListener(MouseEvent.CLICK, goProduct);
function goContact (e:MouseEvent):void{
gotoAndStop("CONTACT");
}
contacts_btn.addEventListener(MouseEvent.CLICK, goContact);
//imports the necessary as events
import flash.events.Event
import flash.events.MouseEvent;
var isPlaying:Boolean = new Boolean();
var pausePosition:Number = new Number();
//Create an instance of the Sound class
var soundClip:Sound = new Sound();
//Create a new SoundChannel Object
var sndChannel:SoundChannel = new SoundChannel();
//Load sound using URLRequest
soundClip.load(new URLRequest("thousandyears.mp3"));
//Create an event listener that wll update once sound has finished loading
soundClip.addEventListener(Event.COMPLETE, onComplete, false, 0, true);
controller.addEventListener(MouseEvent.MOUSE_DOWN, btnPressController, false, 0, true);
stop_btn.addEventListener(MouseEvent.MOUSE_DOWN, btnPressStop, false, 0, true);
function onComplete(evt:Event):void {
//Play loaded sound
sndChannel = soundClip.play();
isPlaying = true;
}
function btnPressController(evt:MouseEvent):void
{
switch(isPlaying)
{
case true:
controller.gotoAndStop(2);
pausePosition = sndChannel.position;
sndChannel.stop();
isPlaying = false;
break;
case false:
controller.gotoAndStop(1);
sndChannel = soundClip.play(pausePosition);
isPlaying = true;
break;
}
}
function btnPressStop(evt:MouseEvent):void
{
pausePosition = 0;
sndChannel.stop();
controller.gotoAndStop(2);
isPlaying = false;
}
Is this code in the frame 1?
Is frame 1 labelled 'HOME'?
If so I would add a new frame at the beginning of the timeline (new frame 1) and move the code into it. This way, the code would still be in frame 1, the frame 'HOME' would be frame 2, and so on.
You would need to slightly update your code:
replace stop() with gotoAndStop('HOME');