This my first time using StackExchange so I apologize if I miss anything.
I am trying to create a AS3 Flash that will record a video using a webcam and RED5 media server; I am stuck (I am not a programmer, more of a computer handyman that does everything).
The example that comes with RED5 works fine (though is in AS2 and I could not, for some reason, make certain things I need to do work), but my code doesnt seem to record the stream as there is not file, the RED5 console only says:
[INFO] [NioProcessor-3] org.red5.server.adapter.ApplicationAdapter - File lecture.flv was deleted
here is the code so far. (updated 09/07/12)
import flash.display.Sprite;
import flash.net.NetConnection;
import flash.net.NetStream;
import flash.media.Camera;
import flash.events.MouseEvent;
import flash.media.Microphone;
import flash.events.*;
import flash.media.Video;
var _cam:Camera
var _mic:Microphone
// create basic netConnection object
var _nc:NetConnection = new NetConnection();
_nc.client = this
// connect to the local Red5 server
_nc.connect("rtmp://localhost/myapp");
_nc.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);
//Add listeners for buttons
record_btn.addEventListener( MouseEvent.CLICK, recordvid );
stop_btn.addEventListener( MouseEvent.CLICK, stopvideo );
//submit_btn.addEventListener( MouseEvent.CLICK, onSubmit );
//Listeners
function netStatusHandler(event:NetStatusEvent):void{
trace("start netstatus handler");
if (event.info.code == "NetConnection.Connect.Success"){
attachCamera();
}
}
function attachCamera(e:Event = null):void {
trace("attach");
//Attach Camera to field
_cam=Camera.getCamera();
_mic=Microphone.getMicrophone()
vid.attachCamera(_cam);
}
function stopvideo(e:MouseEvent):void {
//_ns.close();
}
function recordvid(e:MouseEvent):void {
var _ns:NetStream = new NetStream(_nc);
trace("publish");
_ns.attachCamera(_cam);
_ns.attachAudio(_mic);
_ns.publish("lecture", "record");
}
You have to connect & wait for the successful status before publishing the stream.
For Example :
var nc:NetConnection = new NetConnection();
nc.connect("rtmp://fms.example.com/lectureseries");
nc.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);
function netStatusHandler(event:NetStatusEvent):void{
if (event.info.code == "NetConnection.Connect.Success"){
var ns:NetStream = new NetStream(nc);
ns.publish("lecture", "record");
}
}
Have a look at the Netstream documentation to learn more.
I just found the answer thru extreme googleing, I needed to declare the Netstream variable outside the function; otherwise the "publish" video was "empty" as the garbage collector was destroying my variable at some point.
so outside a function I declare
var _ns:NetStream;
and inside the function I declare:
function recordvid(e:MouseEvent):void {
_ns = new NetStream(_nc);
_ns.attachCamera(_cam);
_ns.attachAudio(_mic);
_ns.publish("lecture", "record");
Awesomely enough, I found the answer right here in stackoverflow
Related
So having trouble making sound on keyboard press
I have the imports:
import flash.net.URLRequest;
import flash.media.Sound;
I have the variables
private var soundDownRequest:URLRequest = new URLRequest ("SoundDown.mp3");
private var downSound:Sound = new Sound (soundDownRequest);
and the event listener
private function keyDownHandler(evt:KeyboardEvent):void
{
if (evt.keyCode == 40)//ascii for down arrow
{
downSound.play();
}
}
The sound folder is in the same folder as the .as, its also in the library of the fla, yet it still doesn't work. Any idea why?
Thank you.
Update:
I got the sound to work but not using the external method I was trying to do above.
Had to do it internally.
so you need:
import flash.media.SoundChannel;
-Then you need to make sure your sound file is in your fla library.
once its in the library
-Right click > properties
-Select the Action Script Tab
-Check "export for action script"
-Give the class a name in accordance to the sound
-press ok
add this variable (your will be different):
private var downSound:TheDownSound = new TheDownSound();
downsound is the selected name of the variable, and TheDownSound is the name of the class (the one made earlier for the sound file)
then add this to where you want the sound to play:
var myDownSound:SoundChannel = downSound.play();
Do this if you cant get it working externally like me.
for a better explanation watch this guys youtube video:
https://www.youtube.com/watch?v=SZpwppe7yGs
Your code is working perfectly ok if you put your .mp3 file in the same folder as the output .swf, not near the class .as source file (because its the swf file loading the sound, so the path must be relative to it)
public class ASEntryPoint extends Sprite {
private var soundDownRequest:URLRequest = new URLRequest ("click.mp3");
private var downSound:Sound = new Sound (soundDownRequest);
public function ASEntryPoint() {
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
}
private function keyDownHandler(evt:KeyboardEvent):void{
if (evt.keyCode == 40) {
downSound.play();
}
}
}
You need to load the external file, which is asynchronous operation. Then you track the loading event and if it all goes normally you can play your loaded sound.
import flash.events.SecurityErrorEvent;
import flash.events.IOErrorEvent;
import flash.events.Event;
import flash.net.URLRequest;
import flash.media.Sound;
import flash.media.SoundChannel;
// Keep the sound loader from being garbage collected.
var soundLoader:Sound;
function loadSound(url:String):void
{
var aRequest:URLRequest = new URLRequest(url);
soundLoader = new Sound();
// Handle the normal loading.
soundLoader.addEventListener(Event.COMPLETE, onLoaded);
// Handle the error cases.
soundLoader.addEventListener(IOErrorEvent.IO_ERROR, onError, false, 0, true);
soundLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError, false, 0, true);
soundLoader.load(aRequest);
}
var audioChannel:SoundChannel;
function onLoaded(e:Event):void
{
// Sound is available here for playback.
audioChannel = soundLoader.play();
}
function onError(e:Event):void
{
trace(e);
}
You can also handle your sound as a streaming audio, but I worked with that years ago in AS2 so I cannot help here. Still, internet suggests a link: http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7d22.html
why this code in Action Script 3 not working when i publish it in html
its worke when i test it in flash program put when i publish it in html not working
some function not working
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.DisplayObjectContainer;
// The player SWF file on www.youtube.com needs to communicate with your host
// SWF file. Your code must call Security.allowDomain() to allow this
// communication.
Security.allowDomain("www.youtube.com");
// This will hold the API player instance once it is initialized.
var player:Object;
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.INIT, onLoaderInit);
loader.load(new URLRequest("http://www.youtube.com/apiplayer?version=3"));
function onLoaderInit(event:Event):void {
addChild(loader);
loader.content.addEventListener("onReady", onPlayerReady);
}
function autoClick():void
{
//=========================
//Some nested children, we need to dig through a bit to get to the LargePlayButton
var safeLoader:DisplayObjectContainer = (loader.content as DisplayObjectContainer).getChildAt(0) as DisplayObjectContainer;
var videoApplication:DisplayObjectContainer = safeLoader.getChildAt(0) as DisplayObjectContainer;
var largePlayBtn:DisplayObjectContainer = videoApplication.getChildAt(6) as DisplayObjectContainer;
//=========================
//And finally dispatching our event to this button. It will think that a person has clicked it
largePlayBtn.dispatchEvent(new MouseEvent(MouseEvent.CLICK,
true,
true,
stage.stageWidth / 2,
stage.stageHeight / 2));
}
function onPlayerReady(event:Event):void {
// Event.data contains the event parameter, which is the Player API ID
trace("player ready:", Object(event).data);
// Once this event has been dispatched by the player, we can use
// cueVideoById, loadVideoById, cueVideoByUrl and loadVideoByUrl
// to load a particular YouTube video.
player = loader.content;
// Set appropriate player dimensions for your application
player.setSize(300, 250);
player.cueVideoById("zlOB8nPdPG8",0);
//====================================================
//As long as player is loaded we can call our function
autoClick();
}
pleas help me to solve this problem fast
I tried your code, and HTML does work.
Just that it won't work if you double click to open it, it need to open it in a webserver. Do you have Apache / MAMP / XAMMP / Appserv installed on your machine?
I am having issues with variable scope. I know this must be an easy fix but I can't find it.
I need to play sound through a sound channel in a function. Then I need another function to read the sound channel position. But it is not seeing it because of the new var in the function that plays it. If I play it outside the function I can get the position from another function but if I beging the sound in the function then another function can not read the channel position. How do I fix this.
The Code
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
var lastPosition:Number = 0; var CrossAudio = new Sound();
CrossAudio.load(new URLRequest("Cross.mp3"));
function playCross() {
PapaAudioChannel = CrossAudio.play();
}
bt_play.addEventListener(MouseEvent.CLICK, playA);
function playA(event:MouseEvent):void {
trace(PapaAudioChannel.position); // Does not work
/// It can't doesn't recognize the PapaAudioChannel because
/// it began playing in another function.
}
How can I get the second function to see the position of the audio. I need to start the audio with a play and pause button so the play has to start in a function.
Thanks
AFAIK the sound can start with a little delay, so tracing sound position just after a play() statement is not a good idea.
EDIT
By the way, where is PapaAudioChannel defined, if it is? (it should since this is AS3)
If you define a var in a function, it dies with that function, at the end of function!
So you may want to define PapaAudioChannel in the global scope:
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
var PapaAudioChannel:SoundChannel; // defines variable
var lastPosition:Number = 0; var CrossAudio = new Sound();
CrossAudio.load(new URLRequest("Cross.mp3"));
function playCross() {
PapaAudioChannel = CrossAudio.play();
}
bt_play.addEventListener(MouseEvent.CLICK, playA);
function playA(event:MouseEvent):void {
trace(PapaAudioChannel.position);
}
I'm trying to get an audio file to play in the background of my project but so far have been unsuccessful so far. Heres what I've gotten so far.
package {
import flash.display.*;
import flash.events.*;
import flash.net.*;
import flash.media.*;
public class Music extends MovieClip {
// Create a sound
private var music:Sound;
// Use a URLRequest for file path
private var request:URLRequest;
// Create a sound buffer
private var buffer:SoundLoaderContext;
// Create a sound channel
private var channel:SoundChannel;
public function Music() {
// constructor code
//Instantiate all sound objects
buffer = new SoundLoaderContext(1000);
request = new URLRequest("SMB3-Grassland-Map.mp3");
music = new Sound(request, buffer);
// Play music and assign it to a channel
channel = music.play();
// Add an event listener to the channel
channel.addEventListener(Event.SOUND_COMPLETE, loopMusic);
}
// playMusic method restarts music
private function playMusic()
{
channel = music.play();
channel.addEventListener(Event.SOUND_COMPLETE, loopMusic);
}
// Channel event listener call playMusic method
private function loopMusic(e:Event)
{
if (channel != null)
{
channel.removeEventListener(Event.SOUND_COMPLETE, loopMusic);
playMusic();
}
}
}
}
this is just to play an external audio file and have it continually loop.
Rather than having an event listener that plays the sound again upon sound complete, you can add parameters to the .play() method. The first parameter indicates at what point in the sound you would like it to begin playing, the second parameter indicates how many times you would like it to play, and the third is used if you want to apply sound transform. In your case you can do .play(0, int.MAX_VALUE); this will give you the continuous loop you are looking for.
"the problem is it's not playing anything at all."
I copied your code and created an AS3 class file (substituting my own local MP3 URL)
Then created an AS3 file with the following:
import Music;
var mus:Music = new Music();
and ran it. The sound played and looped correctly.
It's working for me, so maybe that's why there are no errors. Sorry for the question but are your speakers on; is your system playing sound from another source... cd, mp3 player?
I've used the play(0, 1000); #Goose mentioned and it worked great; simple and effective.
I've got an Adobe Flash 10 program that freezes in certain cases, however only when running under a release version of the flash player. With the debug version, the application works fine.
What are the best approaches to debugging such issues? I considered installing the release player on my computer and trying to set some kind of non-graphical method of output up (I guess there's some way to write a log file or similar?), however I see no way to have both the release and debug versions installed anyway :( .
EDIT: Ok I managed to replace my version of flash player with the release version, and no freeze...so what I know so far is:
Flash: Debug Release
Vista 32: works works
XP PRO 32: works* freeze
I gave them the debug players I had to test this
Hmm, seeming less and less like an error in my code and more like a bug in the player (10.0.45.2 in all cases)... At the very least id like to see the callstack at the point it freezes. Is there some way to do that without requiring them to install various bits and pieces, e.g. by letting flash write out a log.txt or something with a "trace" like function I can insert in the code in question?
EDIT2: I just gave the swf to another person with XP 32bit, same results :(
EDIT3:
Ok, through extensive use of flash.external.ExternalInterface.call("alert", "..."); I managed to find the exact line causing the problem (I also improved exception handling code so rather than freeze it told me there was an "unhandled" exception). The problem now is what on earth is flashes problem with this with the release player on some machines...
particles.push(p);
Which causes a TypeError #1034 on said platforms. Particles is a Vector.<Particle>, p is a Particle. I tested with getQualifiedClassName and got:
getQualifiedClassName(p) = ::Particle
getQualifiedClassName(particles) = __AS3__.vec::Vector.<::Particle>
Any ideas why this is a problem and what to do to make it work?
EDIT4:
Ok I seem to have solved this. The Particle class is just a simple internal class located after the package {...} in the action script file using it. I moved this into its own file (particle.as) and made it a proper public class in my package, and problem solved.
Maybe its a flash bug or maybe I missed the memo about not using internal classes in vectors or something, although if that's the case I would have expected something or other (either at compile time or with debug runtimes) to disallow it explicitly, e.g. some error on the "private var particles:Vector.<Particle>;" line. If I get a chance I guess I'll take a look at contacting the Adobe flash team concerning this or something.
Thanks for help giving debugging tips which I guess is more along the original questions lines :)
This is a long shot, but are the Particles the objects that you are clicking? If so then catching the event in the wrong phase of bubbling, and pushing event.target (assuming it to be a Particle) could cause that problem.
Whatever the problem, I have something that should help you debug. A class that creates a pseudo trace window in your SWF, much nicer than extinterfacing to javascript. I've forgotten who wrote it, but I feel like it's Senocular. I use it any time I need to get traces back from end users.
Just drop it in the default package for your project, call stage.addChild(new Output());, and then to trace call Output.trace("A message");
package {
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.GradientType;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Matrix;
import flash.text.TextField;
import flash.text.TextFieldType;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
import flash.text.TextFieldAutoSize;
/**
* Creates a pseudo Output panel in a publish
* swf for displaying trace statements.
* For the output panel to capture trace
* statements, you must use Output.trace()
* and add an instance to the stage:
* stage.addChild(new Output());
*
*/
public class Output extends Sprite {
private var output_txt:TextField;
private var titleBar:Sprite;
private static var instance:Output;
private static var autoExpand:Boolean = false;
private static var maxLength:int = 1000;
public function Output(outputHeight:uint = 400){
if (instance && instance.parent){
instance.parent.removeChild(this);
}
instance = this;
addChild(newOutputField(outputHeight));
addChild(newTitleBar());
addEventListener(Event.ADDED, added);
addEventListener(Event.REMOVED, removed);
}
// public methods
public static function trace(str:*):void {
if (!instance) return;
instance.output_txt.appendText(str+"\n");
if (instance.output_txt.length > maxLength) {
instance.output_txt.text = instance.output_txt.text.slice(-maxLength);
}
instance.output_txt.scrollV = instance.output_txt.maxScrollV;
if (autoExpand && !instance.output_txt.visible) instance.toggleCollapse();
}
public static function clear():void {
if (!instance) return;
instance.output_txt.text = "";
}
private function newOutputField(outputHeight:uint):TextField {
output_txt = new TextField();
//output_txt.type = TextFieldType.INPUT;
output_txt.border = true;
output_txt.borderColor = 0;
output_txt.background = true;
output_txt.backgroundColor = 0xFFFFFF;
output_txt.height = outputHeight;
var format:TextFormat = output_txt.getTextFormat();
format.font = "_sans";
output_txt.setTextFormat(format);
output_txt.defaultTextFormat = format;
return output_txt;
}
private function newTitleBar():Sprite {
var barGraphics:Shape = new Shape();
barGraphics.name = "bar";
var colors:Array = new Array(0xE0E0F0, 0xB0C0D0, 0xE0E0F0);
var alphas:Array = new Array(1, 1, 1);
var ratios:Array = new Array(0, 50, 255);
var gradientMatrix:Matrix = new Matrix();
gradientMatrix.createGradientBox(18, 18, Math.PI/2, 0, 0);
barGraphics.graphics.lineStyle(0);
barGraphics.graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, gradientMatrix);
barGraphics.graphics.drawRect(0, 0, 18, 18);
var barLabel:TextField = new TextField();
barLabel.autoSize = TextFieldAutoSize.LEFT;
barLabel.selectable = false;
barLabel.text = "Output";
var format:TextFormat = barLabel.getTextFormat();
format.font = "_sans";
barLabel.setTextFormat(format);
titleBar = new Sprite();
titleBar.addChild(barGraphics);
titleBar.addChild(barLabel);
return titleBar;
}
// Event handlers
private function added(evt:Event):void {
stage.addEventListener(Event.RESIZE, fitToStage);
titleBar.addEventListener(MouseEvent.CLICK, toggleCollapse);
fitToStage();
toggleCollapse();
}
private function removed(evt:Event):void {
stage.removeEventListener(Event.RESIZE, fitToStage);
titleBar.removeEventListener(MouseEvent.CLICK, toggleCollapse);
}
private function toggleCollapse(evt:Event = null):void {
if (!instance) return;
output_txt.visible = !output_txt.visible;
fitToStage(evt);
}
private function fitToStage(evt:Event = null):void {
if (!stage) return;
output_txt.width = stage.stageWidth;
output_txt.y = stage.stageHeight - output_txt.height;
titleBar.y = (output_txt.visible) ? output_txt.y - titleBar.height : stage.stageHeight - titleBar.height;
titleBar.getChildByName("bar").width = stage.stageWidth;
}
}
}
Judging by when the freeze occurs, try to pinpoint some possibilities for what the offending code may be, and use De MonsterDebugger to check variables etc.
EDIT:
I'm pretty certain that the actual call stack is only available to you in the debug versions of the Flash Player / AIR. Still, it may be useful in the debug player to trace the stack from within the handler for the button to see if anything is out of place:
var err:Error = new Error(“An Error”);
trace(err.getStackTrace());
FYI the getStackTrace method is only available in the debug player, so there is no way to write it to a log.txt in production.