as3 air convert sequence of bitmaps to flv - actionscript-3

It's posible convert an image sequence (jpg, png) to .flv (or .mp4 instead), using AS3/AIR?
I'm developing an app. This app must record video on an Android tablet.
As the "CameraUI" class doesn't permit to put images/design over the camera capture, and I need to overlay branded design,
I'm trying to save a sequence of bitmaps using this Starling extension (Using this extension I can overlay desing and it's manage a good performance).
My idea is take the generated image sequence, convert it to video, and then to delete the original bitmap files.
Any idea?
Thanks.

Yes this is possible. FLV is an open format. Easiest way is to create raw flv. Otherwise you need to search for the proper compression (there are libraries online).
For the first one, there are a few very old posts, but I think the idea is the same. Few can be found here:
http://www.zeropointnine.com/blog/simpleflvwriteras-as3-class-to-create-flvs/
http://www.joristimmerman.be/wordpress/2008/12/18/flvrecorder-record-to-flv-using-air/
Try to search for 'flv recorder'. There are few out, even with compression and audio.

Related

AS3: Recording sound as they are output/played

I understand how to record microphone input in AS3 from this doc.
Is it possible to record sound exactly as they are being output/played?
The reason is I applied some sound transform (via the global SoundMixer) to sounds that are currently playing; and I also want to record this sound data while it is being played.
I just saw this question, to clarify, I am not trying to record just all sounds on the user's computer (which is not possible). My flash app has a Youtube player in it (via their AS3 API), and it's playing some sounds. I applied transforms using SoundMixer.soundTransform, and I want to record what's being played when the user is playing it.
Thanks in advance.
Just a passing suggestion.. on my desktop it seems ABLE to record sound into Flash from a different tab playing Youtube (HTML5).. I don't know how it's doing that!!
I allow microphone here.. (none actually plugged in, and speaker out has in-ear headphones)
http://code.tutsplus.com/tutorials/create-a-useful-audio-recorder-app-in-actionscript-3--active-5836
PS: Anyone trying this must reduce Windows volume since anything above 10-20% is distorted audio into the Flash app.
And this HTML5 youtube trailer was recorded fine into the Wav file produced by Flash app above
http://www.youtube.com/watch?v=MVt32qoyhi0
So after a quick search it seems my Realtek Audio is classed as a Full-Duplex soundcard and also within its own control panel I have an option called "Multi-streaming" which is enabled/ticked. I think Full-Duplex is enough to do this though. Try options within your soundcard's own settings software. Don't know about your end-users. Some hardware will do it, some wont, there is no all-round solution outside of AIR (which makes desktop apps out of your AS3 code).

How does Youtube's HTML5 video player control buffering?

I was watching a youtube video and I decided to investigate some parts of its video player. I noticed that unlike most HTML5 video I have seen, Youtube's video player does not do a normal video source and instead utilizes a blob url as the source.
Previously I have tested HTML5 videos and I found that the server starts streaming the whole video from the start and buffers in the background the complete rest of the video. This means that if your video is 300 megs, all 300 megs will be downloaded. If you seek to the middle, it will start downloading from the seek position all the way to the end.
Youtube does not work this way (at least in chrome). Instead it manages to control buffering so it only buffers a certain amount while paused. It also seems to only buffer the relevant pieces, so if you skip around it will make sure not to buffer pieces that are unlikely to be watched.
In my attempts to investigate how this worked, I noticed the video src tag has a value of blob:http%3A//www.youtube.com/ee625eee-2802-49b2-a13f-eb374d551d54, which pointed me to blobs, which then led me to typed arrays. Using those two resources I am able to load a mp4 video into a blob and display it in a HTML5 video tag.
However, what I am now stuck on is how Youtube deals with the pieces. Looking at the network traffic it appears to sends requests to http://r6---sn-p5q7ynee.c.youtube.com/videoplayback which returns binary video data back in chunks of 1.1mb. It also seems worth noting that most normal requests due to HTML5 video requests seem to receive a 206 response code back while it streams, yet youtube's playvideo calls get a 200 back.
I tried to attempt to only load a range of bytes (via setting the Range http header) which unfortunately failed (I'm assuming because there was no meta-data for the video coming with the video).
At this point I'm stuck on figuring out how Youtube accomplishes this. I came up with several ideas though none of which I am completely sold on:
1) Youtube is sending down self contained video and audio chunks with each /videoplayback call. This seems like a pretty heavy burden on the upload side and it seems like it would be difficult to stitch these together to make it appear like it's one seemless video. Also, the video tag seems to think it's one full video, judging from calling $('video').duration and $('video').currentTime, which leads me to believe that the video tag thinks it's a single video file. Finally, the vidoe src tag never changes which makes me believe it is working with a singular blob and not switching out blobs.
2) Youtube constructs an empty blob pre-sized to the full video array and updates the blob with pieces as it downloads it. It would then make sure the user has not gotten too close to the last downloaded piece (to prevent the user from entering an undownloaded section of the blob). The problem that I see with this that I don't see any way to dynamically update a blob through javascript (although maybe I'm just having trouble googling for it)
3) Youtube downloads the meta data and then starts constructing the blob in order by appending the video pieces as it downloads them. The problem I see with this method is I don't understand how it would handle seeks in post-buffered territory.
Maybe I"m just missing an obvious answer that's right in front of me. Anyone have any ideas?
edit: I just thought of a fourth option. Another idea is they might use the file API to write the binary chunks to a file and use that file to stream off of. The file API seems to have the ability to seek to specific positions, therefore allowing you to fill a video with empty bytes and fill them in as they are received. This would definitely accommodate video seeking as well.
Okay, so few things you need to know is that YouTube is based on this great open source Project. It behaves different for every browser and if your browser supports more intensive decoding like WEBM it will use that to save Google's bandwidth. Also if you look at this Demo
Then you will find a section which downloads the entire video into a thing called "offline storage". I know chrome has it and some other browsers not every in some cases they do have to use the entire video source instead of a blob. So that blob is streaming depending on the user interaction with the video. Yes the video is just 1 file and they have metadata for that video like a little database that tells the time of the video and the points at which chunks can be divided in.
You can find out more by reading the Project's documentation. I really recommend you have a look at the demo.
When you look at the AppData of GoogleChrome, while playing a youtube video, you will see that it buffers in segmented files. The videos uploaded to youtube are segmented, which is why you can't perfectly pinpoint a timeframe in the first click on the bar if that timeframe is outside of the current segment.
The amount of segments depends on the length of the video, and the time from which you start and stop playing back the video.
When you are linked to a timeframe of a video, it will simply skip the buffering of the segments that come before that timeframe.
Unfortunately I don't know much about the coding for video playback, but I hope this points you in the right direction.
there is a canvas element in the page ,Maybe This Will Help
http://html5doctor.com/video-canvas-magic/
we knew the video is been segmented,the question is how to stitch them together.i think the real video element doesn't do the play work,it support the datasource,and draw the seagments each frame to the canvas element。
var v = document.getElementById('v');
var canvas = document.getElementById('c');
v.addEventListener('play', function(){
if(v.paused || v.ended) return false;
c.drawImage(v,0,0,w,h);
setTimeout(draw,20,v,c,w,h);
},false);
Youtube is using this feature only in browsers that support Media Source Extensions so it is up to the browser decide about all the rest because of this feature.

Create SWF video of images through Adobe Flex

I don't know whether it's the right place to put this up. But I've been trying from past 12 hours and haven't found anything related.
I'm creating a Adobe AIR project (which'll run on desktop), it'll ask for image locations on the local pc.
After the user is done selecting images. I want to output a SWF video (slideshow) of the selected images.
How to do the second step. Please guide. I want to create an output file (SWF) from my AIR Flex Desktop Application.
Check out https://github.com/claus/as3swf to compile SWFs at runtime...
This individual seems to have had a similar issue AS3 to Generate Dynamic SWF?
You can try following options from SWFtools
JPEG2SWF Takes one or more JPEG pictures and generates a SWF slideshow from them. Supports motion estimation compression (h.263) for better compression of video sequences.
PNG2SWF Like JPEG2SWF, only for PNGs.
GIF2SWF Converts GIFs to SWF. Also able to handle animated gifs.
Here is what I did :
Install the as3 compiler (mxmlc)
Run the command mxmlc.exe sample.as3 using NativeProcess

Embedded Sounds cut off early

I have a combined Flash Builder/Flash Pro project. Because of the hassles involving in maintaining sound assets on the timeline, my sounds are all embedded into Class files, like:
[Embed (source="/mp3/Welcome_01_V.mp3", mimeType="audio/mpeg")]
private static const WELCOME_1:Class;
These files are then referenced by the base Classes for the symbols that need them, embedded for Actionscript on Frame 10 (because the second frame label is on Frame 10 to give space for you to read the first one).
What I'm finding is that a few of these Sounds don't play all the way through, but the SoundChannel dispatches the "soundComplete" event, and its final position matches the Sound's length.
All sounds are converted from wav to mp3 at 44Hz / 16 kbps. I faked out the compiler to avoid a reference to Flex by including a dummy SoundAsset that extends Sound.
I don't know what other steps to take to debug this. Is there a way to figure out whether the problem is on the compile side or on the run side?
Updated
More things I have tried:
Looked at the Size report: The nonworking sounds were smaller in
their embedded form than the source mp3
Got rid of my own BitmapAsset and let Flash link in the Flex Framework and do whatever that does (definitely worse)
Dropped the encoding from 44 kHz to 22 kHz (no improvement or worse)
Dropped the bit rate to 8kbps (the lowest dbPowerAmp, the tool I use, supports). This usually helps somewhat, but I still usually use a word or two from the end of the file
Dropped both parameters in the encoding. This helped a few that just dropping the bit rate didn't, but not all files. Plus it sounds tinny.
Thanks!
For Flash audio, I recommend importing the sound assets into a FLA using wav files if you have the high quality source wavs. Otherwise, you can consider converting your mp3 into a wav as well. Then set the FLA export settings to the quality you want and Flash will convert your wavs into its own format at the quality you set with hopefully less issues.
Once you do that, you can export the sound symbol for actionscript in your library and set a class name just like how you would embed it.
One other trick I use is I have one FLA just for sound assets which can be used to store as big waves as I want. And when I export that, it becomes a small SWF file which I can then embed in my main application. That way, I never have Flash reconvert the wavs to the swf every single time I export the swf. Instead it just copies the swf data which is much faster as well.
[Embed(source="Audio/Sfx.swf", symbol="WELCOME_1_WAV")]
private static const WELCOME_1:Class;
If you are having audio cut off issues in Flash Pro, you may want to check your frame rate.
I had an issue with sounds cutting off (in Flash pro CC 2014). My issue turned out to be related to the frame rate being set to 25 rather than the default 24. I have been using 25 to resolve an issue unrelated to anything in this project, so my solution was to change the FPS to 24, which invoked the necessity to move all of the synchronized animations to re-align with the corresponding audio.
Why long(ish) audio tracks get cut off at the end when the frame rate is at 25 regardless of using proper keyframing is a mystery. This solved the symptoms however, so if you are having audio cut off issues in Flash Pro, you may want to check your frame rate.
My symptoms were specifically when an audio clip was particularly long, and deep into the time line.
What worked for me: I opened the audio files in an audio editor and added a few seconds of silence to the end.
Good luck! - J.Hall

How to apply sound distortion in actionscript-3?

Let's say the sound input is either an embedded mp3 file or the microphone.
Is there an example of how to make it sound demonic and creepy, or like a radio transmission from the battlefield in actionscript-3 dynamically on runtime.
Reference:
http://www.youtube.com/watch?v=JAY88WH0FcU
As far as I know, you simply can't with the microphone, unless you first send it to a server.
With an audio file (embedded or not), you can distort it by playing with its bytes (ref), but its not at all a trivial task (I'm not aware of any library for "easy" sound processing).