FLV Stops at first Cue Point

Anyone have any idea why an FLV would stop at the first cue
piont? I've switched the cue point to event AND navigation and it
stops every time... can't figure it out.

OK, now not anymore. Didn't change anything.

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    I'm creating a presentaiton of a Google Earth flythru. At
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    NetStream events have nothing to do with cue points.
    onCuePoint method belongs to NetStream client. So, you will need
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    More information:
    http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/net/NetStream.html
    As for your code, your syntax is not correct.
    You wrote: vid.addEventListener(NetStatusEvent.NET_STATUS,
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    If you listener function is myFirstCuePoint you need to
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    vid.addEventListener(NetStatusEvent.NET_STATUS,
    myFirstCuePoint); - no quotes.
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  • Create navigation cue points in a FLV file using Media Encoder CC

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  • Displaying previous FLV cue point during scrubbing

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    Thank you again Dima!!!
    Now I've CS6 now but the only way that I see to have flv is: Creates (I'm translating from my language) => Flash, from menu file.
    I need to insert cue point ("navigation" like in Media Encore Cs5.5).
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  • Stopping streaming video with cue points

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    function cp_listener(eventObject:Object):void
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      obmintro.pause();
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    please tell me what i'm doing wrong and how it's really supposed to be done. i'm feeling very hopeless and blonde right now. help a girl out?

    you're welcome.
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  • How to insert cue point in flv with cloud applications

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    Thank you again Dima!!!
    Now I've CS6 now but the only way that I see to have flv is: Creates (I'm translating from my language) => Flash, from menu file.
    I need to insert cue point ("navigation" like in Media Encore Cs5.5).
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    Is there a way to insert inside the flv file the "navigation" cue points?
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  • Exporting FLV With Cue Points In Adobe Premiere Pro CS5

    Hello
    I am currently using Adobe Premiere Pro CS5 to export to a FLV file with flash cue points. I have managed to do this but I also want to export (separately) a list of all the time codes of the cue points in the clip. I see that you can save the cue points to an xml file but it doesn't come up with the time codes (well it does, but it is in milliseconds and amongst other things). Is there any way I can save a list of the time codes of the cue points on my FLV file, rather than having to manually type it out?
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    Cheers,
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  • I need help with my event-based cue points with audio

    Im having trouble with my video game project for my action script 3 class at school. Here is what i did, i made a game called Tailgate toss up. I filmed my character and rendered it in Adobe Premiere. I than brought my .mov file into After Effects and I put event-based cue points-
    my first cue point at 0:00:03:13 called "loop"
    my second cue point at 00:00:03:27 called "draw"
    my third cue point at 00:00:05:24 called "bang"
    my fourth cue point at 00:00:13:29 called "dead"
    my fifth cue point at 00:00:14:29 called "You Lose"
    my last cue point at 00:00:19:14 called "End"
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    ///first frame:
    start_btn.addEventListener(MouseEvent.CLICK, startGame);
    function startGame(event:MouseEvent){
    gotoAndStop(2);
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    stop();
    ///second frame:
    stop();
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    var hitHim:Boolean = false;
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    vConnection.connect(null);
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    var client:Object = new Object();
    client.onCuePoint = onCuePoint;
    vStream.client = client;
    var myVideo:Video = new Video(418, 480);
    myVideo.y = 0;  ///this adjusts where the video is, right now it is the size of the canvas which is 418,480
    addChild(myVideo);
    myVideo.attachNetStream(vStream);
    vStream.play("michelle.flv");
    var throw_bottle:Sound
    throw_bottle = new Sound(new URLRequest("audio/throw_bottle.mp3")); //change to button noise, will add sound into ae file
    target_mc.addEventListener(MouseEvent.CLICK, shoot);
    target_mc.buttonMode = true;
    target_mc.visible = false;
    draw_mc.visible = false;
    function onCuePoint(cuePoint:Object):void {
       if(cuePoint.name == "loop"){
    loopTime = cuePoint.time;
        if(cuePoint.name == "draw"){
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    target_mc.visible = false;
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    vStream.seek(15);    
    if(cuePoint.name == "dead"){
    vStream.close();
    myVideo.clear();
    gotoAndStop(3);
    if(cuePoint.name == "end"){
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    throw_bottle.play();
    hitHim = true;
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    playAgain_btn.addEventListener(MouseEvent.CLICK, playAgain);
    function playAgain(event:MouseEvent){
    gotoAndStop(2);
    SoundMixer.stopAll()
    stop();
    When I have no audio it works perfectly, no problems. When I bring audio in i re-render it as a .mov file and bring it back into After Effects and add the cue points to it. Than i re-render it out again as a flv file. When i bring it into my flash project it will work when the looping variable does just one loop and my target will appear so you can click on it or not. But when the looping variable makes it loop 2 to 10 times it skips over the catching (the part of the clip if you clip the button) and goes directly to the dropping of the can, not giving you the option of clicking the button. So basically it skips the "draw" or second cue point of my game and goes to "You Lose" cue point.
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    Hi,
    The latest audio driver for your machine is on the following link.
    http://ftp.hp.com/pub/softpaq/sp59501-60000/sp59649.exe
    Regards,
    DP-K
    ****Click the White thumb to say thanks****
    ****Please mark Accept As Solution if it solves your problem****
    ****I don't work for HP****
    Microsoft MVP - Windows Experience

  • Tracing cue points in dynamically loaded video

    The beauty of using a video object in Flash is that you don't
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    and it plays just fine. I've created my own video player buttons
    and they work fine as well.
    I've encoded my Untitled.flv and created a cue point at 10
    secs with the following info:
    Name: cuePtEnd
    Time: 00:00:10.00
    Type: Event
    I left the parameters window empty.
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    once this cue point is reached. I have an idea of how to do this
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    Make a simple Director movie. Link your video file and place
    the sprite on the stage. Add two buttons. Use the first button to
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    movieTime. You can use this sample if you like:
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    Play the video, and at each point where you want the video to
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    section.
    Once you have this list, you can use these as you would use
    the cue points.

  • Pause on Cue Point

    I have set a cue point in my FLV at 58 seconds. Can someone
    tell / show me
    how I can add a pause to the video when it reaches that first
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    have it set (intially) called break and it is set to 'Event'.
    Thanks. I am an eager noobie to Flash video and actionscript.

    NetStream events have nothing to do with cue points.
    onCuePoint method belongs to NetStream client. So, you will need
    something like this:
    client.onCuePoint = pointListener;
    function pointListener (cuePoint:Object):void {
    trace(cuePoint.name + " " + cuePoint.time);
    In a nutshell NetStream events are fired when changes occur
    in video delivery (buffer, start, pause, etc.) - not video content.
    More information:
    http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/net/NetStream.html
    As for your code, your syntax is not correct.
    You wrote: vid.addEventListener(NetStatusEvent.NET_STATUS,
    "myFirstCuePoint");
    If you listener function is myFirstCuePoint you need to
    write:
    vid.addEventListener(NetStatusEvent.NET_STATUS,
    myFirstCuePoint); - no quotes.
    Also, I don't use FLVPlayback - it has it's own methods and
    events. What I wrote pertains to the cases when NetSream and
    NetConnection are used stand alone.

  • Cue Points

    I have a flv which im loading in from another location (ie
    its not embeded), and Im trying to create a loop point using cue
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    I have 3 cue points: begining, loop_point, end
    Basically when the playhead reaches the "end" cuepoint, I
    want it to jump back to "loop_point"
    Can anyone help? I have a deadline for monday to get this
    finished!

    Pewee2000,
    > Oh sorry I get what you mean now. Yeh I imported without
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    using ActionScript. Just about everything is an object.
    Objects are simply
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    buttons are
    objects ... FLVPlayback Component instances are objects --
    you get the idea.
    :) Objects are defined by something called classes. Think of
    a class as a
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    categories in a
    class: properties, methods, and events. Properties are
    characteristics an
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    are things an
    object can do, such as movie clip's ability to gotoAndPlay()
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    Events are things an object can react to, such as a mouse
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    In your case, the FLVPlayback events include a cuePoint
    event. You can
    see detailed information -- often including sample code --
    for all the
    properties, methods, and events of the FLVPlayback class by
    looking up the
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    Reference right in the
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    2.0 Language
    Reference. In the AS Language Reference, the three categories
    are combined
    in each class entry, but for some reason the Components
    Language Reference
    separates them. But you'll see 'em when you look up the
    class.
    You'll want to take things slow and start with a *simple*
    example.
    Assuming you've added cue points through the Component
    Inspector panel, your
    FLV will honor those cue points during playback. Start your
    journey by
    looking up the cuePoint event in the "Event summary" section
    for the
    FLVPlayback class.
    You'll see this:
    var listenerObject:Object = new Object();
    listenerObject.cuePoint = function(eventObject:Object):Void {
    // insert event-handling code here
    my_FLVplybk.addEventListener("cuePoint", listenerObject);
    ... which may look scary if you're not a coder, but it works
    like this:
    first, a variable named listenerObject is delcared as a
    generic Object
    isntance. This object is your "ambassador" for the
    FLVPlayback instance,
    which features the cuePoint event. You assign a function to a
    new cuePoint
    property of your generic object. This function will be
    executed when any
    cue point occurs. Finally, you use the addEventListener()
    method to
    "subscribe" your FLVPlayback instance to the generic object,
    listenerObject.
    Now you're "listening" for cue points.
    In the above example, the instance name for your FLVPlayback
    instance
    must be my_FLVplybk -- but you can make it whatever you like,
    as long as the
    ActionScript matches the instance name.
    Where it says "// insert event-handling code here," you may
    want to use
    a trace function ...
    trace("Here's a cue point!");
    ... just to prove to yourself that it works. Read up in the
    documentation,
    and you'll see that the eventObject object received by the
    function contains
    valuable information about the FLVPlayback instance that
    dispatches the
    cuePoint event. You can trace eventObject.target, for
    example, and get a
    reference back to your FLVPlayback instance.
    trace(eventObject.target);
    That reference would let you refer to the FLVPlayback
    instance and
    invoke FLVPlayback methods on it, such as your various seek
    options for
    looping.
    David Stiller
    Adobe Community Expert
    Dev blog,
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Video cue point question

    Is it possible to jump to a cue point directly when loading a new video?
    I have a video for one of my sections on my flash web site and depending on from where the user is coming from, they either start to view at the beginning of the FLV, or at a cue point about 10 seconds in. Is that possible? Would there be any loading issues here? Would it load the 10 seconds, or if told to go to that cue point, would it start to load from that point?
    Thanks a lot!

    try:
    var myVideo:Video = new Video();
    addChild(myVideo);
    var nc:NetConnection = new NetConnection();
    nc.connect(null);
    var ns:NetStream = new NetStream(nc);
    myVideo.attachNetStream(ns);
    nc.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);
    ns.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler);
    ns.addEventListener(AsyncErrorEvent.ASYNC_ERROR, asyncErrorHandler);
    ns.play("video/testFLV.flv");
    ns.client = this;
    function cuePointHandler(infoObject:Object):void
         trace("cuePointHandler called");
         trace("infoObject.name: " + infoObject.name);

  • Won't recognize cue point

    Hello,
    I have a project that I am using cue points.  I have several in each video.  The first works fine.  The second and third do not recognize cue points i labled "end".  I have gone through and removed the other cue points and kept only the "end" cue point.  It still lists the first cue point even though it has been removed.

    Are the cue points actually embedded in the video? or added via actionscript?
    There are two parts to cue points... the cue point itself either embedded directly into the video or detailed via actionscript and then there is the "action" that the cue triggers.
    If all you are doing is removing the "action" (event listener or whatever) but not the cue point you would see a situation very similar to what you describe.
    Best to post the code used to create the cue points, the listeners, etc, and then describe in detail how cue points were first added and the later removed. So we need more details to better diagnose.
    Best wishes,
    Adninjastrator

  • Cue points - listener vs event?

    I'm a little over my head here...
    I have a movie that loads an external flv. In the flv I have
    a cue point at
    the very end to mark the end of the movie. Once the flv is
    done playing,
    I'd like to advance to the next frame.
    There are a few posts here and there and I'm not sure if I'd
    be better
    testing for the end cue point with a listener or if it could
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    Any help would be appreciated.
    I'm using Flash 8 Pro/PC

    David,
    >> There are a few posts here and there and I'm not
    sure
    >> if I'd be better testing for the end cue point with
    a
    >> listener or if it could be an event.
    Cue points are events, no matter how you handle them. There
    are three
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    (characteristics),
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    object can react
    to). An "end" cuepoint is something your video object reacts
    to, so it's an
    event. How you *handle* (that is, manage) this event depends
    on how the
    object was written. Some objects, such as Button, TextField,
    and MovieClip
    instances require event handlers. Some require event
    listeners.
    I blogged on this just the other day, so for what it's
    worth, take a
    look here ...
    http://www.quip.net/blog/2006/flash/event-handlers-listeners
    Hope that helps.
    David
    stiller (at) quip (dot) net
    Dev essays:
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Cue Points with netstream

    I've created a custom object without the FlvPlayback
    component. I used the following code:
    var nc:NetConnection = new NetConnection();
    nc.connect(null);
    var ns:NetStream = new NetStream(nc);
    myVid.attachVideo(ns);
    ns.play("flv/home/intro.flv");
    That flv file has embedded cue points. How do I access them?
    I can access them easily if I were using the FlvPlayback component,
    but I don't think the cue points are getting through the netstream.
    Any ideas?

    use the ns.onCuePoint event handler.

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