In AS3 i've created a code that load a sound and execute it in streaming.
var mySound:Sound = new Sound();
var myChannel:SoundChannel = new SoundChannel();
mySound.load(new URLRequest("surrender.mp3"));
myChannel = mySound.play();
Considering that the mp3 file is placed on the server, i need to trace if it's already begun or still receiving initial data from the server. Once it's effectively started i've to call a function that initialize some things.
the problem is, how i can trace if a sound or channel object "is playing" ?
You can check this by listening for the different Events the Sound object dispatches as well as its properties like Sound.isBuffering
Refer to the Sound manpage
you could wait for the mp3 to be loaded completely
var myChannel:SoundChannel;
var soundFactory:Sound = new Sound();
soundFactory.addEventListener(Event.COMPLETE, completeHandler);
soundFactory.load(request);
// ...
private function completeHandler(event:Event):void {
trace("completeHandler: " + event);
myChannel = soundFactory.play();
}
or you can use a Timer and check the myChannel.position periodically - if it doesn't change the sound stopped playing...
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 need to load a sound file on my project but it must be loaded and called only once at the start of executing the code.One way to do this is using CSS but CSSis consuming high bit rate so how can i do this?
I think you must read the AS3 doc: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Sound.html
As you can see you just have to create a new Sound object:
var mySound:Sound = new Sound( new URLRequest('http://url.to.your.sound') );
or if you want to wait for the load complete:
// create sound object
var mySound:Sound = new Sound();
// listen for the end of the loading
mySound.addEventListener( Event.COMPLETE, _onSoundLoaded );
// maybe you want to track the progress of the loading
mySound.addEventListener( Event.COMPLETE, _onSoundLoading );
// start loading
mySound.load( new URLRequest('http://url.to.your.sound') );
// the loading is complete
function _onSoundLoaded(e:Event):void
{
// play the sound
mySound.play();
}
// the loading progress
function _onSoundLoading(e:Event):void
{
// trace the progression
trace( mySound.bytesTotal / mySound.bytesLoaded );
}
Hope this helps.
Firstly add sound in the library and name that mysound1 and see this code;
var mysound:mysound1 = new mysound1 ();
var mychannel:SoundChannel = mysound1.play();
When your game complete put this code:-
mychannel.stop();
I have a program that I use as a recording platform, and for each sound I play I make a new Sound.
public function playAudioFile():void {
trace("audio file:", currentAudioFile);
sound = new Sound();
sound.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
sound.addEventListener(Event.COMPLETE, soundLoaded);
sound.load(new URLRequest(soundLocation + currentAudioFile));
}
public function soundLoaded(event:Event):void {
sound.removeEventListener(IOErrorEvent.IO_ERROR, errorHandler);
sound.removeEventListener(Event.COMPLETE, soundLoaded);
var soundChannel:SoundChannel = new SoundChannel();
soundChannel = sound.play();
soundChannel.addEventListener(Event.SOUND_COMPLETE, handleSoundComplete);
trace('soundChannel?', soundChannel);
}
public function handleSoundComplete(event:Event):void {
var soundChannel:SoundChannel = event.target as SoundChannel;
soundChannel.stop();
soundChannel.removeEventListener(Event.SOUND_COMPLETE,handleSoundComplete);
soundChannel = null;
}
After 32 times, I stop getting a SoundChannel object when I call sound.play() (in soundLoaded). However, I don't need to have 32 SoundChannel objects because I play these sounds only serially and not at the same time. How can I get rid of the SoundChannel after I 'used' it to play a file?
You could be explicit about the soundChannel you use :
var soundChannel:SoundChannel = new SoundChannel();
soundChannel = sound.play();
soundChannel.addEventListener(Event.SOUND_COMPLETE,handleSoundComplete);
Then when you are done playing the sound, you can then set the channel to null so it will be marked for garbage collection :
function handleSoundComplete(e:Event):void
{
var soundChannel:SoundChannel = e.target as SoundChannel;
soundChannel.removeEventListener(Event.SOUND_COMPLETE,handleSoundComplete);
soundChannel = null;
}
Keep in mind that you need to remove those event listeners that you show in your code above, when the sound is done loading.
Also keep in mind that when you set something to null, that just sets it as fair game for garbage collection, it doesn't force garbage collection.
Another note is that this code I have posted is just an example, and you might want to think about having several sound channels instances that you keep active, and reuse as needed. Management is required in that case, but then you will not be constantly creating/killing sound channels.
My project has a main loader that load all the assets for the project. I need to load a bit of my video with it.
The video has 16mb, i want to load 3mb to use after the main loader is completed.
I've tried to open a new connection using Netconnection/Netstream to load 3mb and close the connection, but when the project starts and the video is played, a new connection is opened loading it from beginning.
I'm trying to find a way that i can use those 3mb already loaded. Doing this way, the user don't need to wait a main loader and a secondary loader (buffertime).
That's my code, sorry guys.
var loader:Loader = new Loader();
var nc:NetConnection = new NetConnection();
var ns:NetStream = new NetStream(nc);
var client:Object = new Object();
var swfRatio:Number;
var videoRatio:Number;
function init():void
{
nc.connect(null);
client.onCuePoint = cuePointHandler;
client.onMetaData = metaDataHandler;
ns.client = client;
loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progressLoader);
addEventListener(Event.ENTER_FRAME, progressTotal);
loader.load(new URLRequest("swf/main.swf"));
ns.play("f4v/main_movie.f4v");
ns.pause();
}
function progressLoader(event:ProgressEvent):void
{
swfRatio = (event.bytesLoaded / event.bytesTotal);
}
function progressTotal():void
{
//Here i get the amount that i want to preload from my video, in this case i want 3mb or 3072000 bytes
videoRatio = (ns.bytesLoaded / 3072000);
//This is a variable that i use to fill my loader asset and verify if my content its totaly loaded.
var frameValue:int = ((videoRatio + swfRatio) / 2) * 100;
if (frameValue >= 100)
{
removeEventListener(Event.ENTER_FRAME, progressTotal);
// Here i close my connection, i suppose that i need to use the same connection in my player.
ns.close();
ns = null;
nc.close();
nc = null;
loaderComplete();
}
}
function loaderComplete():void
{
removeChild(assetLoader);
//Here i add my player to the stage, i want to use the preloaded video with him.
addChild(loader.content);
}
function cuePointHandler(infoObject:Object):void {
trace(infoObject.name);
}
function metaDataHandler(infoObject:Object):void {
trace("metaData");
}
Then in my player that i've just loaded and added to the stage i'm using OSMF to help me with controls.
To test the "preloaded video" i'm doing this:
private var mediaPlayer:MediaPlayerSprite;
private function _init(e:Event):void
{
this.removeEventListener(Event.ADDED_TO_STAGE, _init);
mediaPlayer = new MediaPlayerSprite();
addChild(mediaPlayer);
//And here OSMF start to load the entire main_movie.f4v again.
mediaPlayer.resource = new URLResource("f4v/main_movie.f4v");
}
It looks like your strategy would work if you let the video download completely. I'm assuming if the video downloaded completely, the browser may cache it and make it available to the next NetStream that comes along.
Your strategy looks OK otherwise. What you are doing (playing, then pausing the video immediately) is the way to start buffering the video. But since there are two NetStream's being used (one by the main loader, the other by the OSMF player) this won't work.
Perhaps you can devise a scheme where you pass the NetStream from the main loader into the loaded SWF (main.swf). So that it can use the data it's already downloaded. Just a thought, I've never tried this.
Another idea would be to get the OSMF player in your main.swf to do the buffering. That would mean the buffering would start happening only after main.swf is loaded (which may be too late).
I am having some trouble with an AS3 script to upload data to the server via PHP and then return some values from the PHP upload script. I am using the FileReference.upload() function, and the files are being successfully uploaded, but the eventListener I attached to the DataEvent.UPLOAD_COMPLETE_DATA event is not triggering. Is there something I can do on the PHP end of things to manually trigger this event when the file is done uploading?
as3:
private function onFileLoaded(event:Event):void {
//var _fileReference:FileReference = event.target as FileReference;
//var data:ByteArray = fileReference["data"];
//var filename:String = fileReference.name;
var urlRequest:URLRequest = new URLRequest("http://www.arttoframes.com/canvasSystems/uploadImage.php");
urlRequest.method = URLRequestMethod.POST;
fileReference.addEventListener(DataEvent.UPLOAD_COMPLETE_DATA, onUploadComplete);
fileReference.upload(urlRequest);
}
private function onFileLoadError(event:Event):void {
fileReference.removeEventListener(Event.COMPLETE, onFileLoaded);
fileReference.removeEventListener(IOErrorEvent.IO_ERROR, onFileLoadError);
}
private function onUploadComplete(event:Event):void {
trace("ok");
fileReference.removeEventListener(DataEvent.UPLOAD_COMPLETE_DATA,onUploadComplete);
var thumbReferenceName = fileReference.name.substr(0,fileReference.name.indexOf("."))+"_thumb"+fileReference.name.substr(fileReference.name.indexOf("."),4)+"?nocache=" + new Date().getTime()
var urlRequest:URLRequest = new URLRequest("http://www.arttoframes.com/canvasSystems/uploads/Thumbnails/"+thumbReferenceName);
var urlLoader:Loader = new Loader ();
urlLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onDownloadComplete);
//urlLoader.load(urlRequest);
}
So this is a long standing bug that Adobe claims they've fixed, but at least in Flex 3 lots of people claim they can reproduce it even after Adobe says they've fixed it. And that's including yours truly.
https://bugs.adobe.com/jira/browse/FP-1419
I'd employ a work around monitoring the progress directly and when all of it has uploaded manually dispatch the event or just do your work there. There are several work arounds you can try reading the comments in Jira.