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  • Android 3.2 HTTP streaming

    - by user1281053
    I'm trying to create an app to stream live TV. Currently the problem I'm facing is that after say 10 minutes of playing, the video will freeze but the audio will carry on. This is on a 1.3mbps stream. I also have lower streams, such as a 384kbps stream, that might last an hour or so, but will still do the same. I've tested this with a local video, that is high quality (file size is 2.3gb) and that has no lag and doesn't freeze at all, so it must be something to do with the way HLS is streamed to android. Does anyone have any idea on how to solve this problem? Thanks

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  • Lower CPU % used by FFMPEG Process via PHP (FLV Video Conversion)

    - by BoRo
    Hi, Okay, so I currently execute an ffmpeg command via PHP to run a video conversion. The Problem I'm Having is during the conversion, the ffmpeg process(es) use up so much CPU/Processing Power (near 100%), which slows down the response of my webserver. Is there a Way (crontab or script) I can limit the ffmpeg processes to a certain CPU percentage? Thanks,

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  • Help implementing virtual d-pad

    - by Moshe
    Short Version: I am trying to move a player around on a tilemap, keeping it centered on its tile, while smoothly controlling it with SneakyInput virtual Joystick. My movement is jumpy and hard to control. What's a good way to implement this? Long Version: I'm trying to get a tilemap based RPG "layer" working on top of cocos2d-iphone. I'm using SneakyInput as the input right now, but I've run into a bit of a snag. Initially, I followed Steffen Itterheim's book and Ray Wenderlich's tutorial, and I got jumpy movement working. My player now moves from tile to tile, without any animation whatsoever. So, I took it a step further. I changed my player.position to a CCMoveTo action. Combined with CCfollow, my player moves pretty smoothly. Here's the problem, though: Between each CCMoveTo, the movement stops, so there's a bit of a jumpiness introduced between movements. To deal with that, I changed my CCmoveTo into a CCMoveBy, and instead of running it once, I decided to have it CCRepeatForever. My plan was to stop the repeating action whenever the player changed directions or released the d-pad. However, when the movement stops, the player is not necessarily centered along the tiles, as it should be. To correctly position the player, I use a CCMoveTo and get the closest position that would put the player back into the proper position. This reintroduces an earlier problem of jumpiness between actions. What is the correct way to implement a smooth joystick while smoothly animating the player and keeping it on the "grid" of tiles? Edit: It turns out that this was caused by a "Bug Fix" in the cocos2d engine.

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  • Ruby: implementing alpha-beta pruning for tic-tac-toe

    - by DerNalia
    So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in the link: http://www.webkinesia.com/games/gametree.php #based off http://www.webkinesia.com/games/gametree.php # (converted from C++ code from the alpha - beta pruning section) # returns 0 if draw LOSS = -1 DRAW = 0 WIN = 1 @next_move = 0 def calculate_ai_next_move score = self.get_best_move(COMPUTER, WIN, LOSS) return @next_move end def get_best_move(player, alpha, beta) best_score = nil score = nil if not self.has_available_moves? return false elsif self.has_this_player_won?(player) return WIN elsif self.has_this_player_won?(1 - player) return LOSS else best_score = alpha NUM_SQUARES.times do |square| if best_score >= beta break end if self.state[square].nil? self.make_move_with_index(square, player) # set to negative of opponent's best move; we only need the returned score; # the returned move is irrelevant. score = -get_best_move(1-player, -beta, -alpha) if (score > bestScore) @next_move = square best_score = score end undo_move(square) end end end return best_score end the problem is that this is returning nil. some support methods that are used above: WAYS_TO_WIN = [[0, 1, 2], [3, 4, 5], [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8],[0, 4, 8], [2, 4, 6]] def has_this_player_won?(player) result = false WAYS_TO_WIN.each {|solution| result = self.state[solution[0]] if contains_win?(solution) } return (result == player) end def contains_win?(ttt_win_state) ttt_win_state.each do |pos| return false if self.state[pos] != self.state[ttt_win_state[0]] or self.state[pos].nil? end return true end def make_move(x, y, player) self.set_square(x,y, player) end

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • Game Trees Conceptual Question

    - by Chris Corbin
    I am struggling to conceptually understand a question in a programming assignment for an algorithms class. The problem is dealing with a fictitious 2 player game, named Easy. The rules of the game are simple; each player may chose one of 4 integers {0-3} after which that integer is not available for the other player. The catch is, a player picks {0} it means they quit. The objective is for Player 1 to get {1} and Player 2 to get {2}, in which case they may win, however if both or neither succeed, then the game ends in a draw. I have been asked to draw the game tree for Easy, showing all nodes, which they explained as 4! = 24. Labeling the edges, which represent moves (selecting a number) and the leaves with who won (1 means Player 1 won, -1 means Player 2 won, and 0 means a tie). I have drawn out a game tree, which I believe is correct, however I am not 100% certain hence I am asking the question. My game tree only has 16 leaves. I am thinking that when a player picks {0}, and then quits, the game tree stops there? I don't see how it is possible to get to 24 leaves? Any help would be greatly appreciate, and if you need more information I would be happy to provide it. Thanks

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  • Changing State in PlayerControler from PlayerInput

    - by Jeremy Talus
    In my player input I wanna change the the "State" of my player controller but I have some trouble to do it my player input is declared like that : class ResistancePlayerInput extends PlayerInput within ResistancePlayerController config(ResistancePlayerInput); and in my playerControler I have that : class ResistancePlayerController extends GamePlayerController; var name PreviousState; DefaultProperties { CameraClass = class 'ResistanceCamera' //Telling the player controller to use your custom camera script InputClass = class'ResistanceGame.ResistancePlayerInput' DefaultFOV = 90.f //Telling the player controller what the default field of view (FOV) should be } simulated event PostBeginPlay() { Super.PostBeginPlay(); } auto state Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 200; `log("Player Walking"); } } state Running extends Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 350; `log("Player Running"); } } state Sprinting extends Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 800; `log("Player Sprinting"); } } I have tried to use PCOwner.GotoState(); and ResistancePlayerController(PCOwner).GotoState(); but won't work. I have also tried a simple GotoState, and nothing happen how can I call GotoState for the PC Class from my player input ?

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • 2D Camera Acceleration/Lag

    - by Cyral
    I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im thinking somehow I need to Lerp the values when I set CameraPosition. Heres my code private void ScrollCamera(Viewport viewport) { float ViewMargin = .35f; float marginWidth = viewport.Width * ViewMargin; float marginLeft = cameraPosition.X + marginWidth; float marginRight = cameraPosition.X + viewport.Width - marginWidth; float TopMargin = .3f; float BottomMargin = .1f; float marginTop = cameraPosition.Y + viewport.Height * TopMargin; float marginBottom = cameraPosition.Y + viewport.Height - viewport.Height * BottomMargin; Vector2 CameraMovement; Vector2 maxCameraPosition; CameraMovement.X = 0.0f; if (Player.Position.X < marginLeft) CameraMovement.X = Player.Position.X - marginLeft; else if (Player.Position.X > marginRight) CameraMovement.X = Player.Position.X - marginRight; maxCameraPosition.X = 16 * Width - viewport.Width; cameraPosition.X = MathHelper.Clamp(cameraPosition.X + CameraMovement.X, 0.0f, maxCameraPosition.X); CameraMovement.Y = 0.0f; if (Player.Position.Y < marginTop) //above the top margin CameraMovement.Y = Player.Position.Y - marginTop; else if (Player.Position.Y > marginBottom) //below the bottom margin CameraMovement.Y = Player.Position.Y - marginBottom; maxCameraPosition.Y = 16 * Height - viewport.Height; cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y + CameraMovement.Y, 0.0f, maxCameraPosition.Y); }

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  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

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  • More efficient way to find media item in WMP media library?

    - by RoseOfJericho
    Hello, all. I am messing around with the WMPLib component provided by Windows Media Player 12 (wmp.dll) in VB.NET with .NET Framework 3.5 SP1. I am trying to retrieve a media item from my media library based on its name (assuming there are no duplicate names). At the moment, I'm grabbing the entire media library, and looping through every media item, and quitting the loop when I've found the correct media item. This works well (except for when a media item with that name cannot be found), but I was hoping there was a more efficient way of doing this. Here is my code so far: Public Class WMPTest Private myWMP As WMPLib.IWMPCore Private myMediaCollection As WMPLib.IWMPMediaCollection Private myTrack As WMPLib.IWMPMedia Private allTracks As WMPLib.IWMPPlaylist Public Sub New() ' This call is required by the Windows Form Designer. InitializeComponent() ' Add any initialization after the InitializeComponent() call. myWMP = New WMPLib.WindowsMediaPlayer myMediaCollection = myWMP.mediaCollection allTracks = myMediaCollection.getAll Dim theTrack As WMPLib.IWMPMedia = findTrack("Yellow Submarine") MessageBox.Show(theTrack.name) End Sub Public Function findTrack(ByVal strTrackName As String) As WMPLib.IWMPMedia For i As Integer = 0 To (allTracks.count - 1) If allTracks.Item(i).name = strTrackName Then myTrack = allTracks.Item(i) Exit For End If Next 'myTrack is now the track that we wanted to retrieve Return myTrack End Function End Class So what I really want is a way to optimize findTrack() to do its thing without looping through the entire media library (which could be huge). Anyone have a clue?

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  • Automatic music rating based on listening habits

    - by marco92w
    I've created a Winamp-like music player in Delphi. Not so complex, of course. Just a simple one. But now I would like to add a more complex feature: Songs in the library should be automatically rated based on the user's listening habits. This means: The application should "understand" if the user likes a song or not. And not only whether he/she likes it but also how much. My approach so far (data which could be used): Simply measure how often a song was played per time. Start counting time when the song was added to the library so that recent songs don't have any disadvantage. Measure how long a song was played on average (minutes). Starting a song but directly change to another one should have a bad influence on the ranking since the user didn't seem to like the song. ... Could you please help me with this problem? I would just like to have some ideas. I don't need the implementation in Delphi.

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  • Delphi: Error when starting MCI

    - by marco92w
    I use the TMediaPlayer component for playing music. It works fine with most of my tracks. But it doesn't work with some tracks. When I want to play them, the following error message is shown: Which is German but roughly means that: In the project pMusicPlayer.exe an exception of the class EMCIDeviceError occurred. Message: "Error when starting MCI.". Process was stopped. Continue with "Single Command/Statement" or "Start". The program quits directly after calling the procedure "Play" of TMediaPlayer. This error occurred with the following file for example: file size: 7.40 MB duration: 4:02 minutes bitrate: 256 kBit/s I've encoded this file with a bitrate of 128 kBit/s and thus a file size of 3.70 MB: It works fine! What's wrong with the first file? Windows Media Player or other programs can play it without any problems. Is it possible that Delphi's TMediaPlayer cannot handle big files (e.g. 5 MB) or files with a high bitrate (e.g. 128 kBit/s)? What can I do to solve the problem?

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  • TechEd Video: The Largest Code Camp In the World ?!?

    Check out this short 2 minute video chat with ASP.NET MVP, Peter Kellner. Peter is the primary coordinator for the Silicon Valley Code Camp and claims that it is the largest in the world. DevExpress is happy to sponsor this 2-day event and I hope to attend it this year in October 2010. Watch the video to learn more about the Silicon Valley Code Camp and Peter Kellner: Links mentioned in the video: Silicon Valley Code Camp Peter Kellners Blog & Twitter Thanks Peter! Drop me a line...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • TechEd Video: The Largest Code Camp In the World ?!?

    Check out this short 2 minute video chat with ASP.NET MVP, Peter Kellner. Peter is the primary coordinator for the Silicon Valley Code Camp and claims that it is the largest in the world. DevExpress is happy to sponsor this 2-day event and I hope to attend it this year in October 2010. Watch the video to learn more about the Silicon Valley Code Camp and Peter Kellner: Links mentioned in the video: Silicon Valley Code Camp Peter Kellners Blog & Twitter Thanks Peter! Drop me a line...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • how to make audio and video streaming servers work?

    - by explorex
    I am a php mysql developer ... just an (below) average. and i am interested in the way television and radio are broadcasted over internet live. i want to know how it works and and what are its requirements (which package of which programming language offers the best). i must admit that i am a complete layman but i expect it do by next half month or year or so. And please clarify me Websites are stored in servers. From my desktop, i want to broadcast some video, then i need to connect to webserver(to upstream the video). Is there an application to do that (or do i have to code that or embed in my web application and which programming language would be suitable(does python support that))? and i also need a script to handle the upstreamed video or audio(can i do that with php)?

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  • Any open source editor to make video games online without programming knowledge?

    - by chelder
    With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch modifications). Unfortunately, we need programming knowledge to use it. Actually, Scratch is mainly for teaching kids to code. I also found editors like Construct 2, GameSalad Creator and many others (just type on Google: create a video game without programming). With those editors we can create video games without coding. Unfortunately they are neither open source nor web platform. They need to be installed on Windows or Mac. Do you know some editor like Construct 2 or GameSalad Creator but open source and executable from a web server? Maybe some HTML5 game engine can do it?

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  • Fuite d'une vidéo de Windows Phone 8.1, l'OS apportera un nouveau centre de notifications, des changements de l'IU et le support du quad-core

    Fuite d'une vidéo de Windows Phone 8.1 la mise à jour apportera un nouveau centre de notifications, des changements pour l'IU et le support des puces quad-coreMicrosoft va apporter à ses produits une série de mises à jour majeures connue sur le nom de « Blue ».Si Windows 8.1, la mise à jour pour Windows 8 a été confirmée et quelques nouveautés pour l'OS ont été dévoilées, le floue règne encore sur la mise à jour pour l'OS mobile Windows Phone 8.1.Une fuite d'une vidéo d'un smartphone Nokia 920 lève le voile sur les améliorations qu'apportera l'OS, notamment en ce qui concerne l'interface utilisateur et le centre de notifications.L'écran de démarrage de l'OS dans la vidéo présente un nou...

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  • Pixel d'Avril : le salon Nantais du jeu vidéo se tient ce week-end, conférences, tournois et démos au menu de ce salon bénévole

    Pixel d'Avril : le salon nantais du jeu vidéo se tient ce week-end Conférences, tournois et démos au menu du salon du jeu vidéo Pixel d'Avril est un salon autour des jeux vidéos, du développement et de la culture Geek. Rétro-gaming pour les nostalgiques, concours de machinima (film avec des moteurs de jeux) pour les créatifs, démonstrations et espaces LAN (jeux en réseaux, réservés la nuit pour les tournois sur Halo Reach et sur Age of Empire II), « Pixel d'Avril » est aussi un lieu de rencontre pour les professionnels (studios, éditeurs, etc.). Cette année, les ateliers et les conférences du weekend seront liés au thème du son dans le jeu vidéo.

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  • Pixel d'Avril : le salon Nantais du jeux vidéo se tient ce week-end, conférences, tournois et démos au menu de ce salon bénévole

    Pixel d'Avril : le salon nantais du jeux vidéo se tient ce week-end Conférences, tournois et démos au menu du salon du jeux vidéo Pixel d'Avril est un salon autour des jeux vidéos, du développement et de la culture Geek. Rétro-gaming pour les nostalgiques, concours de machinima (film ave des moteurs de jeux) pour les créatifs, démonstrations et espaces LAN (jeux en réseaux, réservés la nuit pour les tournois sur Halo Reach et sur Age of Empire II), « Pixel d'Avril » est aussi un lieu de rencontre pour les professionnels (studios, éditeurs, etc.). Cette année, les ateliers et les conférences du weekend seront liés au thème du son dans le jeu vidéo.

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  • Does VLC Player work well on Windows 7 64-bit?

    - by ????
    I tried VLC Player on Windows 7 64-bit version and the playback was fine, but when the video is maximized the image is very pixelated. I tried this on a Radeon HD 2600 XT graphics card as well as a computer with an Intel graphics chipset and both have the same result. If I use VLC Player on Windows 7 32-bit instead of 64-bit, there is no pixelation. Is this a known problem or is there any method to fix it on Windows 7 64-bit? Update: there isn't a 32-bit vs 64-bit version of VLC player, is there? (unlike 7-Zip) I also tried GOM Player and it doesn't have the problem on Windows 7 64-bit. Update: Nov 4, 2009 VLC displays an update notice: VLC 1.0.3 is a minor release fixing many bugs, especially for Windows Vista and 7, but it also introduces 2 new modes for deinterlacing, and a new udev module. Major fixes are about WMA Pro support, Dolby tracks in 4.0, v4l/v4l2 and atsc and a crash in mjpeg demuxer. Update of translations are also part of this release.

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  • Caching with AVPlayer and AVAssetExportSession

    - by tba
    I would like to cache progressive-download videos using AVPlayer. How can I save an AVPlayer's item to disk? I'm trying to use AVAssetExportSession on the player's currentItem (which is fully loaded). This code is giving me "AVAssetExportSessionStatusFailed (The operation could not be completed)" : AVAsset *mediaAsset = self.player.currentItem.asset; AVAssetExportSession *es = [[AVAssetExportSession alloc] initWithAsset:mediaAsset presetName:AVAssetExportPresetLowQuality]; NSString *outPath = [NSTemporaryDirectory() stringByAppendingPathComponent:@"out.mp4"]; NSFileManager *fileManager = [NSFileManager defaultManager]; [fileManager removeItemAtPath:outPath error:NULL]; es.outputFileType = @"com.apple.quicktime-movie"; es.outputURL = [[[NSURL alloc] initFileURLWithPath:outPath] autorelease]; NSLog(@"exporting to %@",outPath); [es exportAsynchronouslyWithCompletionHandler:^{ NSString *status = @""; if( es.status == AVAssetExportSessionStatusUnknown ) status = @"AVAssetExportSessionStatusUnknown"; else if( es.status == AVAssetExportSessionStatusWaiting ) status = @"AVAssetExportSessionStatusWaiting"; else if( es.status == AVAssetExportSessionStatusExporting ) status = @"AVAssetExportSessionStatusExporting"; else if( es.status == AVAssetExportSessionStatusCompleted ) status = @"AVAssetExportSessionStatusCompleted"; else if( es.status == AVAssetExportSessionStatusFailed ) status = @"AVAssetExportSessionStatusFailed"; else if( es.status == AVAssetExportSessionStatusCancelled ) status = @"AVAssetExportSessionStatusCancelled"; NSLog(@"done exporting to %@ status %d = %@ (%@)",outPath,es.status, status,[[es error] localizedDescription]); }]; How can I export successfully? I'm looking into copying mediaAsset into an AVMutableComposition, but haven't had much luck with that either. Thanks! PS: Here are some questions from people trying to accomplish the same thing (but with MPMoviePlayerController): Cache Progressive downloaded content in MPMoviePlayerController Simultaneously stream and save a video? Caching videos to disk after successful preload by MPMoviePlayerController

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  • Actionscript: NetStream stutters after buffering.

    - by meandmycode
    Using NetStream to stream content from http, I've noticed that esp with certain exported h264's, if the player encounters an empty buffer, it will stop and buffer to the requested length (as expected). However once the buffer is full, the playback doesn't resume, but instead jumps ahead, as such- instantly playing the buffered duration in a brief moment, and thusly triggering an empty buffer again.. this will then continue over and over. Presumably when the netstream pauses to buffer, the playhead position continues, and the player is attempting to snap to that position on resume- however given it could take 5 seconds to build a 2 second buffer- it ends up with a useless buffer again.. (this is an assumption) I've attempted to work around this by listening for an empty buffer netstatus event, pausing the stream, and at the same time setting up a loop to check the current buffer length vs the requested buffer length.. and resuming once the buffer length is greater than or equal to the requested buffer.. however this causes problems when there isn't enough of the video remaining.. for example, a 10 second buffer with only 5 seconds remaining, the loop just sits there waiting for a buffer length of 10 seconds when theres only 5 left... You would think that you could simply check which was smaller, the time left or the requested buffer length.. however the times flash gives are not accurate.. If you add the net streams current time index, plus the buffered time, the total is not the entire duration of the movie (when at the end).. it is close but not the same. This brings me back to the original problem, and if there is another way to fix this, clearly flash knows when the buffer is ready, so how can i get flash pause when it buffers, and resume once the buffer is ready? currently it doesn't.. it pauses and then once the buffer is full- it plays the entire buffered content in about .1 of a second. Thanks in advance, Stephen.

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  • H.264 / FLV best practices for HTML

    - by Steve Murch
    I run a website with about 700 videos (And no, it's not porn -- get your mind out of the gutter :-) ). The videos are currently in FLV format. We use the JWPlayer to render those videos. IIS6 hosted. Everything works just fine. As I understand it, H.264 (not FLV and likely not OGG) is the emerging preferred HTML5 video standard. Today, the iPad really only respects H.264 or YouTube. Presumably, soon many more important browsers will follow Apple's lead and respect only the HTML5 tag. OK, so I think I can figure out how to convert my existing videos into the proper H.264 format. There are various tools available, including ffmpeg.exe. I haven't tried it yet, but I don't think that's going to be a problem after fiddling with the codec settings. My question is more about the container itself -- that is, planning graceful transition for all users. What's the best-practice recommendation for rendering these videos? If I just use the HTML5 tag, then presumably any browser that doesn't yet support HTML5 won't see the videos. And if I render them in Flash format via the JWPlayer or some other player, then they won't be playable on the iPad. Do I have to do ugly UserAgent detection here to figure out what to render? I know the JWPlayer supports H.264 media, but isn't the player itself a Flash component and therefore not playable on the iPad? Sorry if I'm not being clear, but I'm scratching my head on a graceful transition plan that will work for current browsers, the iPad and the upcoming HTML5 wave. I'm not a video expert, so any advice would be most welcome, thanks.

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  • Youtube video embed in WebView and MoviePlayer control

    - by Tronic
    hi, i embed a youtube video into a webview. the problem is: when i pop the current view (which includes the webview) from navigation controller, the the movie itself stops, but the audio is continues running. when i push the view controller on the navigation controller again, i can play the movie newly, but the old audio is still there. my webview code ids_ = [NSArray arrayWithObjects:@"2b84g38Z_60",@"3URx0tM-rMc",@"HZpi-2HVhq0",@"Hhns0DRPI44",@"hRuoxRQ4Q3k",@"lkMXwNBGRA8",@"tXGc6wWIFJo",@"uzGdEn8aW-Q",@"ZAoEBdt8C5M",@"vn8EJqt2BvQ",@"7Z_qRbjG6Ck",@"JspRcxGUijs"@"lM2lcVOh5YU",@"2b84g38Z_60",nil]; int numIds_ = [ids_ count]; NSLog(@"%d", arc4random()%numIds_); NSString *youTubeVideoHTML = [[NSString alloc] initWithFormat:@"<html><head></head><body style=\"margin:0;background-color:#000;\"><iframe class=\"youtube-player\" type=\"text/html\" width=\"640\" height=\"365\" src=\"http://www.youtube.com/embed/%@\" frameborder=\"0\"></iframe></body></html>", [ids_ objectAtIndex:arc4random()%numIds_]]; NSLog(youTubeVideoHTML); [youtubeView loadHTMLString:youTubeVideoHTML baseURL:nil]; thanks in advance

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