XNA Audio and WASAPI conflict? - windows-phone-8

I've recently been working on integrating some code for a VoIP application. On one end, the UI (mainly the dialer) uses the XNA Audio framework to play sound bytes (DTMF) on button presses. On the other hand, the actual call module uses WASAPI for capturing/rendering audio. After integrating the parts, I was seeing an AUDCLIENT_BUFFER_SILENT flag during the call, and no audio was getting through. I disabled all traces of XNA and tried again, only to see the call work just fine (no silent buffer flag present).
Do XNA and WASAPI not play nice? Is there a way to keep using XNA for the sound bytes and WASAPI for calls?

Just to tie things up here -- Microsoft has stated that while XNA is still available on WP8, it has been officially deprecated. So, assuming the problem stems from cross API headbutting, the answer is to use another API. I found that using MediaElements is a suitable replacement for the XNA sound effects.

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Is ActionScript a more secure alternative to Flash Player?

With all the security issues with Flash lately I am looking at alternatives for if/when Flash is retired at my work. We use strictly IE 11 and IE11 seems to be very finicky about css3 animations. I see the new Flash has the ability to publish the file as embeddable actionscript files instead of a swf file. Is this a viable alternative to Flash or is this vulnerable to the same security issues Flash has? My assumption is the vulnerabilities exist in the Flash players but I want to be certain.
No. Apples and Oranges, really.
The Flash Player is a runtime environment of the Flash platform (AIR being another). It "plays" .swf files.
ActionScript is the scripting language that an apropriate compiler (mxmlc, for example) compiles into .swf files.
I see the new Flash has the ability to publish the file as embeddable ActionScript files instead of a swf file.
You can embed any file, but guess where you embed it into? Into the swf file.
Again, ActionScript is the programing/scripting language and an swf file is the compiled result.
Flash CC can also export to JavaScript/HTML/CSS. That means that instead of creating a .swf file, a bunch of JavaScript/HTML/CSS files are created.
As you can see in the link you provided, the feature sets are not equivalent.
Note: The 3D Rotation tool in the toolbar of the Flash Professional CC workspace is disabled when creating HTML5 Canvas documents because it is specific to SWF projects and not supported in the HTML5 specification (see Figure 3).
There's a whole bunch of other things not supported
Recommendation
If one comes to the conclusion that the Flash platform is not an appropriate publishing platform any more, why bother sticking to the Adobe Flash program?
It appears to be disadvantageous to cling to the program, just for the sake of keep on using it.
Why not use the CreateJS library on its own? Or any of the other dozens of great JS libraries? There's a lot to explore in the post-Flash era and it is very exiting. It's not a good idea to stay behind, still coding in dead languages, hoping that there's a translator to communicate with the Present. Try to order a pizza in Latin and you know what I mean.
If the goal is to target multiple different platforms, there are alternative tools to do this like defrac or Haxe that allow you to compile from one languages to many platforms.
The answer to the question if compiling ActionScript to JavaScript/HTML/CSS is a reasonable workflow for the future is no. It might be a good tool to port existing projects, but not to neglect the current developments in the JavaScript/HTML/CSS realm.
I seem to get almost weekly Java updates. All these technologies can have security issues, it's just that Adobe react quickly, and release a fix as soon as possible. That does come with a certain amount of publicity.
About using CreateJS on its own, you could do that, and come up with your own libraries to create hierarchy, synchronizing sound to visual events, asset management, etc. You could also do everything purely in code, if your imagination is good enough to do that. Or, you could just use Flash Pro, and get all of those things for free.

How to access video streams which are transferred by WebRTC in Chrome

guys.
I want to access my video streams which are generated by WebRTC in Chrome.
It seems impossible for javaScript to access my streams, am I right?
How to deal with?
How about you start by looking at this very simple tutorial:
http://www.html5rocks.com/en/tutorials/webrtc/basics/
It will teach you the basics of WebRTC web interface, then you can move up from there ;)

Display RTSP stream in Adobe AIR

I am working on a project that involves displaying video feed from an IP camera using Adobe AIR. I know that Flash does not have a native support of RTSP protocol and therefore I am evaluating all possible routes I can take to solve this issue:
Use Adobe Media Server to convert incoming RTSP stream to RTMP and then use Flash API (NetConnection & NetStream) directly.
Write a custom class to fetch, decode and display the stream in adobe AIR. [I am unable to confirm if this is possible due to insufficient info on the net]
Give up on RTSP and instead fetch JPEG/MJPEG sequence of images and display them in AIR relatively easily but with doubtful live performance. [due to JPEG/MJPEG refresh interval of IP camera and same interval separately in AIR]
Use DirectShow Video Source Filter for JPEG and M-JPEG IP Cameras to process the JPEG/MJPEG stream, create a virtual Webcam device (the filter does this automatically) and then use Camera class to display the video feed in AIR.
Use webcam 7 - A software designed to handle RTSP, JPEG/MJPEG and other stream protocols for many camera brands/models. It installs a driver in system that creates a virtual camera, and that all the other applications can then use as a normal webcam.
Unfortunately this software is buggy and often becomes unstable (could be with my particular camera model only though) and might even crash.
Are there any better, easier options that might not require any third-party software?
EDIT:
In case anybody else bumps into same problem:
As suggested by Rudolfs Bundulis, I decided to write a NativeProcess (ANE) that uses FFMPEG to fetch the RTSP stream data, transcode it, and feed it to Flash player.
You might want to look at these for more specific steps:
http://www.purplesquirrels.com.au/2013/02/converting-video-with-ffmpeg-and-adobe-air/
https://www.youtube.com/watch?v=6N7eN9wvAGQ
Take the route described in option 2 - write a Adobe AIR native extension (ANE) that uses FFMpeg to handle the RTSP stream, decode it and pass the RGB data back to AIR for rendering. The hardest part would be compiling FFmpeg if you need cross platform functionality, however, since you mention DirectShow that is Windows only, then I assume you are bound to Windows. Zeranoe provides prebuild FFmpeg libraries for Windows, Stackoverflow has a lot of topics on decoding a stream using FFmpeg and then all you need is a callback to AIR and you're good.

Can I generate a FirefoxOS App from game written using starling framework?

A friend of mine has developed an excellent game using the starling framework. He is now wondering if he could port the game to FirefoxOS before he launches. The game is written in actionscript 3 and the starling framework project can build mobile packages for android and ios. It also can generate the flash file for the web (using flash player). Are there any paths for porting the game to FirefoxOS?
Someone suggested using shumway. If you know about this way, or any other path, please give a bief account of advantages/disadvantages. I am specially concerned about the performance, since the game in question has very high quality graphics. I think it needs to run in a GPU accelerated environment.
EaselJS uses a similar syntax to ActionScript; it has a Display List, Stage, Graphics and even Filters, this will make working with the canvas easier for us Flash developers.
I suggest you to port that game to EaselJS and TweenJS (both from CreateJS), I have used it to develop games for Firefox OS and worked quite well.
An advantage is that CreateJS now uses a WebGL renderer, but it also has a fall back to Context2D rendering if WebGL is not available. That would make your device more widely supported.
You will find all its features very explained in the following post from Mozilla Hacks. It has also some cool benchmarks to try it.
WebGL and CreateJS for FirefoxOS

AS3 library for handling Apple HTTP Live Streaming

I wonder what is the best solution for handling HLS in action script.
This very project seems to be quite mature, but somewhat outdated.
GitHub shows nothing relevant.
JW Player supports playing HLS from Flash.
http://www.longtailvideo.com/jw-player/hls-rtmp-live-streaming/