Stream to Sound object
Hi,
I have the below snippet
stream = new NetStream(netConnection);
stream.client = this;
stream.play("FILE_NAME");
which basically plays a stream located on my Flash Media
Server.
Instead of playing the flv file with the stream object, I
want to make use of the Sound object , sth. like
var request:URLRequest = new URLRequest(url);
var s:Sound = new Sound();
s.load(request);
How can I achieve this, any snippets
You'd have to use an RTMP address, which the Sound object
can't get to. I'm not sure if this is because of encoding problems
or simple because rtmp can't be accessed that way. Also, a lot of
the functionality of the SoundChannel object is lost (like any
attempt at visualization) when streaming through FMS.
I like how the LiveDocs list explicitly "stream through FMS"
as one of the options for the Sound object, but offer no
explanation of how to do so.
Similar Messages
-
How to flush the loaded bytes of a Sound object
Hi all,
I've now been looking for a solution to my problem for quite
a while now, but so far without any success, so I thought I'll give
this forum a try.. maybe someone in here can help ;-)
Ok here's the deal: I'm trying to create a simple audio
player in flex that is able to play mp3 audio streams. I'm not
looking for a solution that works with an FMS (Flash Mediaserver)
and I do also not need code that shows me how to play a remote mp3
file (which of course is also some sort of streaming streaming). I
have an icecast internet radio server which is streaming a constant
flow of mp3 encoded data. I can connect to that stream with
standard media players like winamp or mplayer.
I've been playing around with the
URLRequest-SoundLoaderContext-Sound-SoundChannel-combo and tried
many different combinations, but somehow the Sound object won't let
go of the bytes it already played. The Sound.bytesLoaded will just
keep increasing and my memory will just keep being eaten by the
Flashplayer. Is there any way to free that memory again without
having to destroy the Sound object? Or if I have to destroy it, how
do I make sure that the user doesn't realize that I just switched
the old Sound object with a fresh and empty one?
I was also trying to get a NetConnection-NetStream-combo to
play my stream, but here I failed even sooner: Even though the
NetStream seems to be receiving the data from my server (Firefox
states that it is receiving data after I invoke
NetStream.play(url_to_stream)) I'm not able to get that data to
come out of my speakers. I just can't hear anything :-(
I'm pretty new to flex, as and flash, so please forgive me my
ignorance ;) I really tried to figure this one out for about 3 days
now..
I'd be very grateful for any hints or advice :-)
cheers,
Lorenz
Edit: oh yeah right: I don't know if this is too obvious, but
I'm using flex3 :-)kurusaki wrote:
i need to get the serial number of a X509Certificate
the getSerialNumber() methode of X509Certificat return an BigInteger then can see in (windows application) or in the debuger of eclipse that the serial number is coded in HEXA
how i can getting it in HEXA.
If you look at the Javadoc for BigInteger you will see a toString() method that allows one to specify the radix. Hex is just radix 16. -
I'm using Flash CS3, running code in ActionScript 3.
I use the Loader class to load a child SWF file, which then
takes over the entire area on my website that is reserved for
Flash. If the user decides to stop watching the SWF file before it
is completed, he hits the "close" button within the child SWF,
ultimately causing the Loader.unload() method to be executed. So
far, so good, only the sound from the remaining portion of the SWF
file keeps playing. According to the Flash Docs for the
Loader.unload() method:
"As a best practice, before you unload a child SWF file, you
should explicitly close any streams in the child SWF file's
objects, such as LocalConnection, NetConnection, NetStream, and
Sound objects. Otherwise, audio in the child SWF file might
continue to play, even though the child SWF file was unloaded."
It then gives an example that assumes you already have access
to the Sound object, so closing the Sound object is done by:
mySound.close();
The only problem is that I have no idea how to access the
Sound object when I use the Loader.load() method. Where is this
beast? I can't seem to find anything in the documentation that
tells me how to find the Sound object after calling Loader.load().
As a temporary fix, I modified the target SWF file so that when the
"close" button is hit, it calls the "stop()" function; however,
this only stops the sound, it does not close the associated Sound
object, and I presume it continues to lurk around in memory with
nothing useful to do. (When the user hits the "close" button in the
child SWF file, it creates a "bubbling" event so that the Loader
class can call the Loader.unload() method on it.)
I've attached code for your reference.
Any help is deeply appreciated!
-DanAck! Looks like I hijacked this thread, sorry.
I'm doing almost exactly the same thing the OP is doing...
Loader class to load an external SWF (which is a video file FLV).
If the user hits the "close" button on the video, the video goes
away as it should but the audio continues.
I understand that I need to close any NetConnection and
NetStream objects in addition to unloading the movie. What I don't
understand is how to do that. I'm sure that it's a syntax thing I'm
just not getting right. I would just really like a more detailed
explanation of stopping NetConnections and NetStreams (but an
explanation for the not-so-actionscript-experienced LOL).
Thanks. -
Sound Object and Media Display
I'm creating a music player that uses xml generated from a
database to load a song. One of the attributes of the xml is the
path to the mp3 file. The attribute is stored in a generic object
and is then passed as a function parameter. There's a lot of
information i'd like to use from the id3 tags but the only object
that supports them is the Sound object. I need the files to stream
so they aren't cached onto the local system and have a media
component to control playback.
If I create a sound object and use the file path parameter in
the loadSound method I can grab the id3 tags but the media
component doesn't have control of playback and the files are
cached.
mySound:Sound = new Sound();
mySound.loadSound(pathparam, true);
If I just load the file path into the media component it
starts playing right away and streams with the lovely built-in
progress bar but I can't seem to access the id3s.
mediaComponent.setMedia(pathparam, "MP3");
Is there a way to load an actual Sound object into the media
component so they will stream but also have access to the id3s?
Thanks in advance for any tips!How can this NOT work????
//Create an instance of the Sound class
var soundClip:Sound = new Sound();
//Create a new SoundChannel Object
var sndChannel:SoundChannel = new SoundChannel();
//Load sound using URLRequest
soundClip.load(new URLRequest("chimes.wav"));
//Create an event listener that wll update once sound has finished loading
soundClip.addEventListener(Event.COMPLETE, onComplete, false, 0, true);
function onComplete(evt:Event):void {
//Play loaded sound
sndChannel = soundClip.play();
Taken directly from:
http://flashspeaksactionscript.com/loading-external-sounds-using-as3/
I hear nothing. -
hi,
I am making some training modules in flash. The modules are
spaned from 300-1000 seconds.
When I play the module it plays in sych with the animation
but as we proceed the sound starts leading the animation. And this
diffrence keep on incresing. I have tested both stream and event
sound. I tried to make smaller sound units but still it doesnot
The event cannot be implemented since this presentation is
simulation need to be paused sometimes.
I am playing this in a engine which organizes such more
files.
One more issue is that when i pause the simulation for a long
time say 10-15 mins then this difference is quite large.
please help me.kglad wrote:
> open_1 = new Sound(this);
This way the _root is used. In the case of using more than
one Sound
Object can have problems. eg. when attributing a new value to
the volume
of an object, all the other Sound Objects will receive the
new value.
To use a movieclip for each object is the most correct.
this.createEmptyMovieClip("objOpenSound",
this.getNextHighestDepth());
open_1 = new Sound(objOpenSound);
open_1.attachSound("open_1");
this.open_1.start(0, 1);
Erick Souza
www.ericksouza.com -
Record microphone to Sound-object
Hello,
is there a way to record sound from an attached microphone and get the result as a Sound object or save it on a server as MP3 (and then load it again into a Sound object, which would be easy)?
I searched the forums but didn't find anything helpful.
It's quite easy to get a webcam stream, so there must be a way to get only the audio , too?
best regards, florian hIt is possible, but is not easy to setup. Requires Flash
Media Server or Red5, Also requires setting up Linux codec to
transcode audio from NellyMoser audio codec to mp3 or setting up
commercial NellyMoser codec ( price starts at 7,500$). -
How can I play a flv file, stored on my file system
(C:\Program Files\Macromedia\Flash Media Server
2\applications\my_app\streams\_definst_\File1.flv) play with the
Sound object?
Any help greatly appreciated.blurrymurry wrote:
> your right !
> thanks flashtard your the tardiest!
> I thought the variable name was good enough, but forgot
to include the linkage
> id in the stop button. so that it would only stop the
specified sound.
> So much to learn
> Hey how does one go about becoming a news group member
so that other forum
> users think I'm cool. Is there a point in this or do
they just get mad at all
> the newbie questions?
In regards to News Group users.
The news server was the very first thing set up almost decade
ago by macromedia
for all their products as user-to-user support. Web based
forum is a very new
addition and it's not properly synchronized. Many of use
remain using news server
because it's much faster to load the messages, there are no
pages to flip through,
all the topic and replies follow by the order they appear and
generally, it's much
faster to search the forum than using the web based interface
and lots and
lots more pros in using that. Not all users however have the
access to news servers
so the web based forum is to allow anyone to get help when
comes to Adobe/Macromedia
tools.
If you run programs like Outlook or Thunderbird (like myself
here) for you emails, you
can easily add/access the news server by setting up new
Newsgroup Account.
The server is forums.macromedia.com , once you there you can
get list of all the other
servers and subscribe to any one you need.
Best Regards
Urami
!!!!!!! Merry Christmas !!!!!!!
<urami>
If you want to mail me - DO NOT LAUGH AT MY ADDRESS
</urami> -
How do I know when a file loaded into a Sound object is invalid?
I'm writing an app that allows the user to play various sound files.
Some of these files are mp3, but some may also be ogg, wma, etc. The selection is out of my control, so I need the sound API to tell me if it can't play something.
To test, I loaded some test files into a sound object like so:
var urlRequest:URLRequest = new URLRequest("http://support.microsoft.com/support/MediaPlayer/wmptest/samples/new/mediaexample.wma");
var sound:Sound = new Sound();
var soundChannel:SoundChannel = sound.play();
Even though Flex doesn't play wma's there is no error information or null objects anywhere. Everthings seems to be fine to flex, I can even register for progress events and see the wma being loaded.
Just to see how far this goes, I loaded a gif instead of an audio file and the same thing happened. Progress went fine with no errors of any kind even though I registered for every listed event. As expected though, no sound played from the gif file.
What is the recommended way for checking if a file is not playable?I'm looking more for an "is it playable" value (since it might be an FLA or FLV as well).
Even a meaningful length value would work (for some reason duration is set to a value even when loading a gif file - not sure what it means for a GIF to have a length of 96 milliseconds).
For now I'll have to filter on extension as you mentioned. -
Apple TV3 and the New iPad - I WANT to stream the sound only
Hey guys!
I've got the new iPad and apple tv 3 which is great together!
I have a receiver (which is located in the living room) with Zone2 option and also have outdoor speakers which are connected to that Zone2.
When I sit outside i want to use my great speaker system and use the outdoor speakers using AirPlay and ATV and stream the content to my ATV but the thing is that when i do that I lose my video on the device and the tv shows my video feed.
That of course is a problem coz I enjoy my great speakers but can't watch the video (like YouTube video or something else)...
Is there a way to stream the sound only to the ATV?
I found discussions of people who don't manage to stream their video to the ATV and only managed to stream their sound but that was an error and things like firmware update solved their problem...
Found no discussions of people who TRY to stream only the sound, like I want to...
Does anyone have an idea that can solve my problem?
Thanks a lot in advance!!!
GolanIt's actually very easy and doesn't even require splitting the video stream and extracting the audio track from it (which is pretty easy if you have a desktop computer).
If you don't want to play back protected content (non-music videos purchased from iTunes Store), all you need to do is getting GoodPlayer, letting it play audio in background (Settings > Background Audio) and connect to your ATV in non-AirPlay mirroring mode. It'll happily play back the audio track of the video while you can do anything in the foreground. (Note that, in addition to GoodPlayer, other background audio-playback players may also work - it's just that I've tested GoodPlayer in this regard between my ATV3 and iPad 3. Let me know if you need more - for example, a list - info on them.) -
Dynamic Variable Naming for Sound Object
Is it possible to dynamically name a variable? I'd like to
create a new Sound Object on the fly, so that I can use the
Sound.load() method multiple times. I would simply like to create
and name the variable and add a number to the end of the name
(i.e.; var "audio_1":Sound). I'm sure that this is possible.
However, I can't seem to get it figured out.This code worked great! However, how can I set a global
variable equal to the newly created Sound Object so that it is
available globally via a reuseable reference?
Here's an example of how I attempted to do this. Please note:
audioObject is a global variable that I am trying to use to
reference the new Sound Object in various places.
audioObjectCount is a global variable that I am using to set
or get the next number to use when dynamically creating the next
new Sound Object -
Out of memmory with Sound object
Hello,
I have 2k+ of mp3 files and i need form playlist based on id3 tags. When i create air.Sound object in JS I run load() method and get ID3 tags in COMPLETE event handler. After that i create new Sound object for next file and all looks fine but near 900 file I get Out of memmory error. Whats wrong?
Before create new object I set old variable value to NULL.Below is my basic code. I can convert it into something even more bare if needed. Basically I scan the hard drive for mp3 and AAC's, then pass the file object to this class to get the id3 tags. I've tried deleting sound, setting it to null, but no matter what I seem to have the song sticking in memory. It seems to be about 8MB of RAM for each sound object opened.
NX.Sound = Class.create(,
getId3Object: function(file, onComplete){
var urlRequest = new air.URLRequest(file.url);
var soundLoaderContext = new air.SoundLoaderContext(0, false);
var sound = new air.Sound();
sound.addEventListener(air.Event.ID3, function(e){
var id3 = air.Sound(e.currentTarget).id3;
id3.path = file.url;
id3.title = id3.TIT2;
id3.artist = id3.TPE1;
sound.close();
onComplete(id3);
sound.load(urlRequest, soundLoaderContext); -
Multiple sounds, One sound object.
So,
What I want to do is load in a narrative, based on what a
person is doing in a game. I create a sound object, load in a sound
and play it. But, once the user does something, i want to stop that
sound and start up another sound. I don't want to use
stopAllSounds() because of sound effects and what not. I made a
custom function. The way my head tells me this will work is that
when I cue one sound, it will start playing, and if I cue another
by calling playSound(), it will destroy the old instance (because
it is stopping it and clearing it by creating a new sound with the
same name) and start playing my new sound. What is wrong with my
logic here?
function playSound (mySound) {
narrationSound.stop();
var narrationSound:Sound = new Sound ();
narrationSound.attachSound (mySound);
narrationSound.start ();Which option?
-
How remove box showing up around sound object
hi all - can anyone please tell me how to remove the white box that "houses" my sound object:
http://www.gratefulcreative.com/portfolio.html
Thanks one million!
ken d
creative director
grateful creative
www.gratefulcreative.comHi Larry,
I didn't think that was a default setting for a spreadsheet built within a table, but apparently it is.
I'm guessing your experience is similar to mine when I first tried out Numbers after years with Excel. I just didn't get it. It was only after I realized the advantages of working with discrete tables (as opposed to Excel's one big sheet) that things got easier, much easier.
it looks like with so many people complaining they're starting to add features back in.
None of us are privy to what is going on within Apple, of course, but just a general knowledge of the complexities of software engineering and the typical lead times suggests that the major features added back in had to have been planned quite some time ago. It seems more are likely in the works.
Unfortunately, if you have to work with folks who use Office (on Windows) it's still not a great option.
This depends on what your work involves. I've had few problems in a Window-centric office. In general, if you have to do a lot of printing of precisely formatted documents, Numbers 3 in its current form is not a great choice.
But if you're interested in collaborating, the iCloud sharing has gotten pretty decent (in some ways better than the MS offering). Anyone on any OS with a modern browser can take advantage of that.
And if you want to do data entry in the field on a popular mobile device and have it sync automatically back to a computer, Numbers currently has a big leg up on the competition.
SG -
Can the Sound Object control two sounds at once?
I have a sound object that I want to control two seperate
sounds in different movie clips..one is intro music which lives on
the main shell of the website along with the sound object. This
fades out into a loop that lives on another movie clip that loads
into the shell on a loadMovie action naturally.
My goal:
To control both sound clips with ONE sound object living in
the main flash site's shell. Can this be done or would I have to
have two seperate sound objects for each sound clip?
Thank you,
DaytonYou could write a fairly simple class that would act as a
wrapper for the sound class. In this class you would let it define
the 2 sound objects but then you would only need to use call to the
class object to control both. This could also be expanded to
control more than 2 sounds. It is not exactly what you were hoping
for but in the long term it would simplify sound control and be
reusable in pretty much any setting that required sound.
Tim -
My Flash site has a media player which uses the attachSound
method to play and skip through 3 mp3s. As a result the preloader
shows up after the movie has loaded 60%. To rectify this, i changed
the Publish Settings under the Flash Tab so that the classes for AS
2.0 load in the 2nd frame of the Preloader Scene(I have separated
the preloader and the main movie to diffrerent scenes..)
I read it somewhere that to correct a similar problem with
MCs, you need to place them somewhere in the timeline (say,Off
Stage), But how can same be done for Sound Objects.???if i do that then the preloader works fine,however the player
doesnt work...since the audio files dont get loaded..
Maybe you are looking for
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