having difficulty getting the current runtime of a previously-recorded streaming video. i need it so i can trigger events to happen at certain times during the video.
i've got a movieclip with this script attached to it:
this resides in the same movieclip as my video and the big movieplaying script. once the video is playing i can trace 'myInputStream.time' inside the main script, but i can't seem to detect it from that outside source.Code:onClipEvent (enterFrame) { currentTime=_root.myInputStream.time trace(myInputStream.time); }
as a reference, here's what i'm using to play the video:
thanks!Code:stop(); // create connection to server serverName = "rtmp://www.server.com"; videoToLoad = "XWCA01_Broadband"; totalBuffer = 5; endtime = 79; nc = new NetConnection(); nc.connect(serverName+"/xacta"); nc.onStatus = function(returnObj) { if (returnObj.code == "NetConnection.Connect.Success") { startVideo(); } else if (returnObj.code == "NetConnection.Connect.Rejected") { gotoAndStop("server busy"); nc.onStatus = null; } else if (returnObj.code == "NetConnection.Connect.Closed") { gotoAndStop("closed connection"); } }; function startVideo() { myInputStream = new NetStream(nc); vidBoxPlay.attachVideo(myInputStream); myInputStream.setBufferTime(totalBuffer); myInputStream.play(videoToLoad); myInputStream.onStatus = function(infoObject) { if (infoObject.code == "NetStream.Play.Start" || infoObject.code == "NetStream.Buffer.Empty") { if (myInputStream.time<endtime) { buffer_mc._visible = 1; isBuffering = 1; } else if (myInputStream.time>=endtime) { _root.play(); } } else if (infoObject.code == "NetStream.Buffer.Full") { buffer_mc._visible = 0; isBuffering = 0; } }; } function bufferStatus() { if (isBuffering) { currentBuffer = myInputStream.bufferLength; bufferPercent = currentBuffer/totalBuffer; if (bufferPercent>1) { bufferPercent=1, buffer_mc._visible=0; } buffer_mc.bar_mc._xscale = bufferPercent*100; trace(bufferPercent); } } _root.navBar.pause_btn.onRelease = function() { pauseMovie(); }; _root.navBar.play_btn.onRelease = function() { playMovie(); }; function pauseMovie() { myInputStream.pause(true); } function playMovie() { myInputStream.pause(false); }
- corey


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