VideoPlayer complete event firing early

I'm not sure why this is happening, but for some reason the complete event is firing about 5-10 seconds into my minutes long video.
Here is the code for the VideoPage that loads the video and listens for the events. Does anything seem off to anyone?
package com.applied.flex.pages
     import com.applied.flex.events.PageEvent;
     import flash.events.ProgressEvent;
     import spark.components.VideoPlayer;
     import spark.events.VideoEvent;
     public class VideoPage extends BasePage
          private var _video:VideoPlayer;
          private var _startTime:uint = 0;
          private var _endTime:uint;
          private var _cuePoints:Array;
          private var _displayedPoints:Array;
          private var resetting:Boolean = false;
          private var seekSafe:Boolean = true;
          public var readyToStart:Boolean = false;
          public function VideoPage(xml:XML,majorType:String,minorType:String,path:String)
               super(xml,majorType,minorType,path);
               _video = new VideoPlayer();
               if(xml..Video[0].@StartTime != undefined)
                    _startTime = xml..Video[0].@StartTime;
               if(xml..Video[0].@EndTime != undefined)
                    _endTime = xml..Video[0].@EndTime;
               _cuePoints = new Array();
               for each(var i:XML in _pageXML.Video.CuePoints.children())
                    _cuePoints.push(i.@OnTime);
               _video.addEventListener(VideoEvent.READY,doVideoReady);
               _video.source = path;
               this.addChild(_video);
          private function doVideoReady(e:VideoEvent):void
               _video.removeEventListener(VideoEvent.METADATA_RECEIVED,doVideoReady);
               if(_pageXML..Video[0].@EndTime == undefined)
                    _endTime = _video.totalTime;
               readyToStart = true;
               this.dispatchEvent(new PageEvent(PageEvent.READY_TO_START,false,false,0,this));
          public override function startPage():void
               addListeners();
               _video.seek(_startTime);
          public override function resumePage():void
               addListeners();
               _video.play();
          public override function pausePage():void
               removeListeners();
               _video.pause();
          public override function stopPage():void
               removeListeners();
               var ar:Boolean = _video.autoRewind;
               _video.autoRewind = true;
               _video.stop();
               _video.autoRewind = ar;
          public function seekPage(seekTo:Number):void
               if(seekSafe)
                    removeListeners();
                    _video.pause();
                    _video.addEventListener(VideoEvent.PLAYHEAD_UPDATE,doSeekSafe);
                    _video.seek(seekTo);
                    seekSafe = false;
          private function doSeekSafe():void
               _video.removeEventListener(VideoEvent.PLAYHEAD_UPDATE,doSeekSafe);
               addListeners();
               _video.dispatchEvent(new VideoEvent(VideoEvent.PLAYHEAD_UPDATE));
               seekSafe = true;
          private function addListeners():void
               _video.addEventListener(VideoEvent.COMPLETE,dispatchPageComplete);
               _video.addEventListener(VideoEvent.PLAYHEAD_UPDATE,doVidProgress);
          private function removeListeners():void
               _video.removeEventListener(VideoEvent.COMPLETE,dispatchPageComplete);
               _video.removeEventListener(VideoEvent.PLAYHEAD_UPDATE,doVidProgress);
          private function doVidProgress(e:VideoEvent):void
               var scrubObj:Object = new Object();
               scrubObj.currentTime = (e.currentTarget as VideoPlayer).playheadTime;
               scrubObj.totalTime = _endTime - _startTime;
               trace("playheadTime | "+e.currentTarget.playheadTime);
               trace("end time | "+_endTime);
               dispatchUpdateScrubber(scrubObj);
               checkForCuePoint(e);
               if(_video.playheadTime >= _endTime)
                    dispatchPageComplete();
          private function checkForCuePoint(e:VideoEvent):void
               if(_cuePoints.length > 0)
                    if( (e.currentTarget as VideoPlayer).playheadTime > _cuePoints[0].toString() && !resetting )
                         var item:Object = new Object();
                         item.point = _pageXML..CuePoints[_displayedPoints.length].toString()+"<br><br>";
                         dispatchUpdateScrubber(item);
                         _displayedPoints.push(_cuePoints.shift());                         

Not sure if you found an answer to your problem, but I have come across this a few times, and I eventually found that is was a "corrupted" FLV.  It seems as though at a given point in the encoding process, there is a little "skip".  This skip causes the COMPLETE event to fire when there might be a good amount of video left in the file.  Try making the FLV in a different encoding program and see if you still have your problem.

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  • [svn:osmf:] 11159: Updating unit test with a check to all expected events firing properly.

    Revision: 11159
    Author:   [email protected]
    Date:     2009-10-26 12:12:10 -0700 (Mon, 26 Oct 2009)
    Log Message:
    Updating unit test with a check to all expected events firing properly.
    Modified Paths:
        osmf/trunk/framework/MediaFrameworkIntegrationTest/org/osmf/content/TestContentElementInt egration.as

    camickr wrote:
    Do you really expect us to read all that code to try and understand what you are attempting to do?
    If you need further help then you need to create a "Short, Self Contained, Compilable and Executable, Example Program (SSCCE)", that demonstrates the incorrect behaviour.
    http://homepage1.nifty.com/algafield/sscce.html
    Absolutely not, I wouldn't post such a large amount of code expecting people to read it. I indicated that I believe my error only lies within one of two classes, and that I highlighted the two methods with comments.
    I was told to create an SSCCE as you have mentioned, but I believe all of this code is necessary for the program to run properly, so I only provided it all for compilation purposes.
    I'll check the examples posted, and if I need to I'll see if I can change my methods to use the swing timer class as the first reply mentions, but I did not think this would be necessary.
    Edited by: Drew___ on Nov 29, 2007 3:28 AM
    I have just figured out what my problem was, sorry it was quite a simple mistake. When checking for user input, I was immediately resetting the eventFlag or something afterwards. This meant the object would stop moving as it couldn't remember my last keypress. Thanks for your help, those tutorials are really good.

  • Multiple loaders, one complete event

    Hi,
    What i have:
    I have a buch of data stored in a sqlite db.
    Getting that data is no problem.
    With that data i get 2 image paths to locally stored images.
    Now i want to send the data to a server using a remoteObject and amfphp.
    Getting to the server and sending plain text is no problem.
    Now my images.. what i need to do is get the url of my image, load the image and convert it to bitmapdata, so i can send it to the server.
    On the server I let php take care of the bitmapdata and save the image.
    This way i know when the total saving of one item is done, and i can send a message back to flex.
    You may ask.. why don't you let flex take care of the saving on the server. Well, if i do that, i have seperate saving of the text data and the image. If the image is saved, the text data needs to be saved, so the path to that image is correct.
    Anyways,
    Is it possible to load 2 images using loader, and have one complete event?
    Or is there a better solution to get 2 bitmapdata's of the images.. so i can send all data of one item at once.
    (item contains name, infotext, fullimgurl, thumbimgurl)
    Please some help.
    Greets, Jacob

    By that I meant that I'm using my cell phone to read post and publish 
    post to Adobe Forums so I could've probably misunderstood something.
    You could create a VO and wrap the two images inside the object and 
    then send the VO to your server, I dunno if this works but I'd give it 
    a shot.
    Sincerely,
    Michael
    El 11/05/2009, a las 8:41, Starlover_jacob <[email protected]> escribió:
    >
    hi,
    yess, I was thinking about something like a bytearray, but then I 
    would need a loader and on the load complete, I'll convert it to a 
    bytearray right?
    >
    The thing is I have 2 images. so I have some difficulty 
    understanding how I can load both images.. convert them to 2 
    bytearrays. and then send it along with all the textual data to the 
    server all at once.
    >
    Zipping it was more a way to hold all things together. (textual 
    data, and 2 images)
    >
    How to save the bytearray into files again on the server side is 
    another problem witch I'll research later.
    >
    and what did you mean by;
    Forgive me if I misunderstood something but Adobe Forums doesn't make
    your life easy when you use a cell phone.
    >
    I am building an air app just for on a windows or mac.
    I am not building something for a cell phone. If that's what you 
    meant by it
    >

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