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  • how to play wave file using http

    - by angelina
    Dear all, how can i play wave file using http .my content(wave files ) are on remote server. Client-Server-ContenrServer I m able to play mp3 files using following code <embed id="wmp" type="application/x-mplayer2" pluginspage="http://www.microsoft.com/Windows/MediaPlayer/" name="mediaplayer1" ShowStatusBar="true" EnableContextMenu="false" autostart="true" width="320" height="240" loop="false" src=<%= request.getParameter("url") %> />

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  • Howto play video with external audio in Silverlight?

    - by Fury
    Hi all, Is there any proper method to play synchronously video and external audio, other than simply having two MediaElement (one for video source and one for audio) started simultaneously? I need to play video with different soundtracks, but I belive that just two separated MediaElements will be out of sync at some point of time. Maybe there is some way to add audio source to the existing MediaElement with video? Platform: SL3, but SL4 will be good as well. Thanks in advance.

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  • Need to play flash videos on iphone

    - by Yannis
    Hi all, I am building this iphone app for a client and they have a large set of flash video files that they need to play/stream to the iphone. I understand that the iphone doesnt natively support flv playback but isnt there anything I can do to get around this problem? In case it helps, they are using the akamai flash player on their website to play these video files. Thanks in advance.

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  • Play animation (storyboard) backwards

    - by drasto
    Is there a simple way to play some StoryBoad backward (reversed) ? As there is a method Storyboard.Begin() I would expect that there is some method like "Storyboard.BeginReversed()" but I cannot find it. If there is no way to play an animation backwards that I have to write for most of my animations complementary animations. That smells bad to me (code duplication of some kind). Basically I just animate a Grid that shows and than hides.

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  • Pygame, sounds don't play

    - by terabytest
    I'm trying to play sound files (.wav) with pygame but when I start it I never hear anything. This is the code: import pygame pygame.init() pygame.mixer.init() sounda= pygame.mixer.Sound("desert_rustle.wav") sounda.play() I also tried using channels but the result is the same

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  • Ruby: play, pause, resume aac (audio) files

    - by rahul
    I need to play, pause and resume AAC (audio) files from a ruby console program (much like iTunes or any music player). After much searching, I've come across these libraries: mp3info metadata id3lib-ruby rvideo (uses ffmpeg) These seem to help me in getting track length and tags which i also need, but I need something to play AAC (at least) and if possible other formats. I also must be able to pause and resume (so shelling a program like mpg321 is out).

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  • how to video play automatically?

    - by Karthikeyan Karthik
    When load in my app automatically play videos. when the video should stop, automatically to play another video.enter code here private void videoplayer(String filename, int position) { // TODO Auto-generated method stub getWindow().setFormat(PixelFormat.TRANSPARENT); VideoView video = (VideoView)findViewById(R.id.vid_view1); System.gc(); video.setVideoPath(filename); video.requestFocus(); if(position>=0){ video.start(); } }

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  • Application not showing up in Google Play for 4.x devices

    - by Zargle
    I recently posted about the Play store not letting me publish my app without a minSdkVersion, but whenever I set it to anything above "1" my app just doesn't work (minSdkVersion breaking program). So this guy suggested to just set my minSdkVersion to 1, which worked. But now when I submitted my app even though the developer site says: API level: 1-16+ Supported screens: normal-xlarge OpenGL textures: all But the app only shows it supports Android under 4.x, I developed it on my 4.0.4 device. I tried searching around and I found that some people have problems with services messing up the phones it supports, so I deleted all of my services, because I don't really need any for this version of the app to submit. And it still didn't work. So I don't know what else to do, here is my AndroidManifest.xml if it helps... I've been trying to figure out why my application isn't working for a week now, still nothing. I have tried setting a targetSdkVersion to something like 14, my application still breaks. I cleaned out my code, taking everything out of the already short, 200 lines, application, and it still isn't working. Is there something I can't use in an android application 4.0 that I am using in my application? or is it just my AndroidManifest? Thank you so much! <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unparalleledsoftware.app.list" android:versionCode="5" android:versionName="2.02" > <uses-sdk android:minSdkVersion="1" /> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" android:theme="@style/AppTheme" > <activity android:name=".MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> I should note,I am using the Theme.Holo.Light, but even if I change it to DeviceDefault it doesn't work. Edit: I googled the app on my friends Samsung Galaxy S3 (it didn't show up in the Play Store on his phone), when I installed by googling the app and hitting the "install" button on google and it opened in the Google Play store and was able to install. When I did the same on my phone, Galaxy Note, it opened in the Google Play Store, but then said "Not compatible." Why? They are both on the same version of OS. Why is mine not compatible, nor the One X compatible, but the Samsung Galaxy S3 worked...? Edit: I get these errors/problems when compiling with a targetSdkVersion, http://pastebin.com/mxgWNLdM

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  • Play an AudioBufferSourceNode twice?

    - by alltom
    Should I be able to use the same AudioBufferSourceNode to play a sound multiple times? For some reason, calling noteGrainOn a second time doesn't play audio, even with an intervening noteOff. This code only plays the sound once: var node = audioContext.createBufferSource() node.buffer = audioBuffer node.connect(audioContext.destination) var now = audioContext.currentTime node.noteGrainOn(now, 0, 2) node.noteOff(now + 2) node.noteGrainOn(now + 3, 0, 2) node.noteOff(now + 5)

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  • Flash Builder (Flex 4): datagrid populated by XML, how can I add an image in some of the rows?

    - by ufk
    I have a DataGrid table with columns name, phone. In column name I would like to add a picture near the name of the person. How can I add a picture in a datagrid row? <fx:Declarations> <fx:XMLList id="people" xmlns=""> <test> <name>moshe</name> <phone>555</phone> </test> </fx:XMLList> </fx:Declarations> <mx:DataGrid id="dg" color="0x323232" width="532" rowCount="10" top="10" left="10" DataProvider="{people}"> <mx:columns> <mx:DataGridColumn dataField="name" headerText="person name"/> <mx:DataGridColumn dataField="phone" headerText="phone"/> </mx:columns> </mx:DataGrid>

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  • How does Nike's website do this Flash effect when the user selects a choice.

    - by Luis Armando
    I was wondering how does Nike website make the change you can see when selecting a color or a sole. At first I thought they were only using images and when the user picked a color you just replaced that part, but when I selected a different sole I noticed it didn't changed like an image it looked a bit more as if it was being rendered. Does anybody happens to know how this is made? Or where can I get further info about making this effect :)?

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  • [FLASH CS4] Button acting as a scroll with mouse event in AS3?

    - by Ivan
    Hi all! I'm new here, just found these forums on Google. First of all, I want to appologise if there is some topics like this, but I searched whole forums and didn't find any that finishes my problem. Now the important one. As I stated in topic title, I need an AS3 code that's doing the thing. This is what I want to accomplish. I have a MC(image) in the center of my screen, and have two buttons, one on right and one on left side of that MC. I want to scroll (image is like a menu) that MC left or right on mouse events, down or over. So, I just want to change MCs X value while holding mouse button on buttons or just hovering over them. I have managed to do that, but it's only moving by one value I have entered after a mouse event. Here's a piece of code I did. buttonL1_btn.addEventListener(MouseEvent.MOUSE_OVER, buttonL1Pressed); function buttonL1Pressed(event:MouseEvent):void{ var temp:int = 0; var temp1:int = 0; temp = paleta1_mc.x; temp1 = temp - 5; paleta1_mc.x = temp1; trace(temp1); } I hope you understood me, and have a clue how to help me with this. Thank you very much in advance! Cheers, Ivan

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  • Flash AS3: crop TextField content off at X lines, add '...' at the end

    - by matt lohkamp
    There's only room for three lines of text in the interface, but the content is external and variable, and if it ends up taking up more than three lines, there needs to be some sort of 'view all' button functionality. I can kind of think about what that function needs to look like, but I'm not quite sure what the best way to do it in AS3 would be. Something like (in pseudo code): function cropText(source:TextField, length:int, append:String):TextField{ if(source.lineCount > length){ source.text = // magic function that retuns the first length lines, // minus append.length characters, with the append value tacked onto the end } return source; } ... right? How would you fill in the missing bit?

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  • using PixelBender to double the size of a bitmap

    - by jedierikb
    I have a performance question about pixel bender. I want to enlarge many BitmapData (double their size into new BitmapData). I was doing this with as3, but wanted to use pixel bender to get better performance. On my machines, I get great comparative performance out of many pixel bender demonstrations. To my surprise (or bad coding / understanding), I am getting much worse performance out of pixel bender -- 2 seconds to do 3000 scalings vs .5 seconds! I expected to get at least the same performance as as3. What am I doing wrong? I got the straightforward pixel bender code here (and it is included below for easy reference). package { import aCore.aUtil.timingUtils; import flash.display.BitmapData; import flash.display.Shader; import flash.display.ShaderJob; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.geom.Matrix; public class flashFlash extends Sprite { [Embed ( source="pixelbender/bilinearresample.pbj", mimeType="application/octet-stream" ) ] private static var BilinearScaling:Class; public function flashFlash( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { removeEventListener( Event.ENTER_FRAME, efCb, false ); traceTime( "init" ); var srcBmd:BitmapData = new BitmapData( 80, 120, false, 0 ); var destBmd:BitmapData = new BitmapData( 160, 240, false, 0 ); var mx:Matrix = new Matrix( ); mx.scale( 2, 2 ); for (var i:uint = 0; i < 3000; i++) { destBmd.draw( srcBmd, mx ); } traceTime( "scaled with as3" ); // create and configure a Shader object var shader:Shader = new Shader( ); shader.byteCode = new BilinearScaling( ); shader.data.scale.value = [2]; shader.data.src.input = srcBmd; for (var j:uint = 0; j < 3000; j++) { var shaderJob:ShaderJob = new ShaderJob( ); shaderJob.shader = shader; shaderJob.target = destBmd; shaderJob.start( true ); } traceTime( "scaled with pixel bender bilinearresample.pbj" ); } private static var _lastTraceTime:Number = new Date().getTime(); public static function traceTime( note:String ):Number { var nowTime:Number = new Date().getTime(); var diff:Number = (nowTime-_lastTraceTime); trace( "[t" + diff + "] " + note ); _lastTraceTime = nowTime; return diff; } } } And the pixel bender code: <languageVersion : 1.0;> kernel BilinearResample < namespace : "com.brooksandrus.pixelbender"; vendor : "Brooks Andrus"; version : 1; description : "Resizes an image using bilinear resampling. Constrains aspect ratio - divide Math.max( input.width / output.width, input.height / output.height ) and pass in to the scale parameter"; > { parameter float scale < minValue: 0.0; maxValue: 1000.0; defaultValue: 1.0; >; input image4 src; output pixel4 dst; void evaluatePixel() { // scale should be Math.max( src.width / output.width, src.height / output.height ) dst = sampleLinear( src, outCoord() * scale ); // bilinear scaling } }

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  • Is there good .sol editor for Flash Player 9 Local Shared Objects? Can we build one?

    - by nerdabilly
    There's plenty of them out there but none of them do what I would like them to do. Most of them crash when opening a file or simply corrupt the data. Many don't run at all. It seems to me that most were written 3-4 years ago for AS2 .sols and no longer work with FP9/AS3 sols. I'd attempt to write my own using AIR but I can't find a new spec of the byte format. There's an explanation of the file format here: http://sourceforge.net/docman/display_doc.php?docid=27026&group_id=131628 and another here: http://sourceforge.net/docman/display_doc.php?docid=27026&group_id=131628 but it looks as though both of these docs are a good 4 years old (pre-FP9) and as I'm not skilled or experienced in file formats, writing a new one, especially without an updated spec, is seeming like less and less of a viable option. Ideally I'd like one that can not only read the .sol, but edit and save new values also. Thanks!

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