Getting "Time Elapsed" of a playing video from the YouTube API in ActionScript 3.0 - actionscript-3

I am building a YouTube video player in Flash / ActionScript 3.0, using their API.
However I am struggling to find a simple way of getting a play progress indicator. All I am looking for is a numerical display that shows time elapsed / total duration. It doesnt need to be a bar or anything.
After going through the YouTube API, I cant see any kind of event or method from which to get this kind of information.
Without any kind of event the best thing I can think of doing is creating a timer to mimick the time progress, pausing the timer when the video buffer event is triggered, but this seems a bit hacky and wrong.
What is the best way of getting the time elapsed data from the YouTube API?

Yes in the Youtube API there are such informations:
player.getDuration():Number
Returns the duration in seconds of the currently playing video. Note that getDuration() will return 0 until the video's metadata is loaded, which normally happens just after the video starts playing.
If the currently playing video is a live event, the getDuration() function will return the elapsed time since the live video stream began. Specifically, this is the amount of time that the video has streamed without being reset or interrupted. In addition, this duration is commonly longer than the actual event time since streaming may begin before the event's start time.
player.getCurrentTime():Number
Returns the elapsed time in seconds since the video started playing.

Related

How to display the time length of video (current time/ total time)?

I would like to ask how to display the displayed time of the video which show only in system using AS 3.0. Example: it show the seek time and total time using trace(). It there any information or solution to solve it?
I appreciate it any of you able to answer it. ^^
Thank you.
I assume that you are using a NetStream object to stream your video?
If so, the NetStream class has a variable called time which gives you the seek time in seconds.
var ns:NetStream;
// load video, etc
...
// update every frame
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(e:Event):void {
trace("seek time: " + ns.time);
}
As for the total time, you can get that from the video's metadata by listening to the onMetaData event. See here.

AS3: Call external function periodically depending on played video stream

I implemented a flex application to play an incoming video stream from a Red5 Media Server.
private function playStream(streamName:String, offset:int):void {
stream = new NetStream(connection);
stream.play(streamName + ".flv", offset);
var streamVideo:Video = new Video();
streamVideo.attachNetStream(stream);
display.addChild(streamVideo); }
The playStream method plays a given stream from the position which is defined by offset parameter. Now I want to update my page content depending on the played video stream. Or more specifically I want to call an actionscript method that updates the content, after each minute in the video. Should I use Timer for that reason?
Best regards
Yes, you will need to user a Timer object. But don't use the Timer to determine where the user is at in playback of the video. You should use the time property of the NetStream instead.
You should also add an event listener for the NetStatusEvent in your playStream() method. In particular, you want to inspect the info property of this event (technically it's the info.code property). This has several useful messages that you will want to use to know: when the video playback starts/stops/pauses, when the user performs a seek, and so on. This way you can manage your Timer and update the UI efficiently when the user interacts w/the video player.
Some of the relevant codes on the NetStatusEvent are below. But inspect the full list, you might find others that will help you.
NetStream.Pause.Notify (the user paused playback, start/stop the timer here as appropriate)
NetStream.Play.Start (playback started, start the timer)
NetStream.Play.Stop (playback stopped, stop the timer)
NetStream.Seek.Notify (user seeked to a new point, update the UI)

Recording sound with actionscript3 without waiting for mic activity to begin writing the bytearray

I am testing sound recording in as3 and now i have this question :
I am using this line to start the recording and write sound data to the bytearray (wich works) :
_mic.addEventListener(SampleDataEvent.SAMPLE_DATA, getMicAudio);
But the thing is that the sound only start to get written when there is some activity on the mic...
For example, let say i use a "rec" button and click it, i want the bytearray to be filled as soon as the button is clicked...not waiting for mic activity...
So, is it possible to fill a bytearray with "no sound" and how would that be done?
Thanks for any help you can bring!
Just adjust the microphone settings so that there is ALWAYS activity on it as long as you're running it. You do this by adjusting settings like microphone.silenceLevel:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Microphone.html#setSilenceLevel()
So for example, you set the silence level to 0 and the timeout to 99999 or something. This way flash will no longer automatically shut off the microphone when there is no or low sound.

Actionscript 3 NetStream immediately paused does not get metadata

I am writing a basic video player in Flash CS5 and Actionscript 3. For this basic player, I attach my NetStream to my NetConnection, then call the stream's .play() method to begin loading. Although I want the metadata and for the stream to begin buffering, I do not wish to start playing right away, so I immediately call the stream's .pause() method. Unfortunately, when I pause immediately, my stream's client's onMetaData event is not always called, so I don't necessarily get the total playtime of the loaded video.
As a workaround, I put the call to the "pause" method inside the onMetaData listener, but sometimes my video will have played a bit before receiving it's metadata, and will therefore continue to play until it does.
Is there a good way to stop my stream from playing, and still get my video metadata?
Okay, here's a neat little way of thinking about this differently... Do not attach your video object to your stream object right away. Start your stream playing while showing a "please wait" visual WITHOUT your video object being displayed. In your onMetaData listener, see if you have stored a duration previously. If not, assume this is the first call to onMetaData, store the duration, pause playback, seek the stream to 0, THEN attach the video object.
The user will see a "please wait" for just a sec, then the video will appear, paused & ready to be played with it's duration times as expected. The user will be completely unaware that the stream played forward a bit while they were waiting.
You should call pause when the NetStatusEvent.STATUS event NetStream.Play.Start is fired.
Update:
For very short streams (e.g. buffer > duration) NetStream.Play.Start is likely to get fired just before the onMetaData callback.
Before pausing on NetStream.Play.Start, check if metaData has been provided, if not don't pause straight but await onMetaData to pause (just set a flag, e.g pauseOnMetaData = true).

Determining an initial NetStream buffersize based on bandwidth and bitrate

I'm trying to determine an initial value for NetStream.bufferTime based on the client's calculated bandwidth and the video's bitrate.
As far as I can tell you can't do this, because you must have an initial buffer set BEFORE you call NetStream.play() (or use the default 2 seconds) and FMS does not call NetStream.onMetaData, where one would normally find the videodatarate, until after NetStream.play() is called.
Even if you modify NetStream.bufferTime during the onMetaData call back it doesn't effect when the video starts playing or when the NetStatus event registers "NetStatus.Buffer.Full".
Therefore my question is:
How do I find the Video Data Rate BEFORE I call NetStream.play?
-Or-
How do how do I reset the initial bufferTime before acctual play back begins and the NetStatus event fires with "NetStatus.Buffer.Full"