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this is killing me.. It is probably something super simple and I am missing it. I get the "a script in your movie is making the flash player run slowly. do you want to abort this script."
I have a bout 60 audio clips that i am loading in when i neeed them. Not as staright mp3s but as swf's. they are all different lengths and I want them to buffer for a bit before they play (they are set to stream btw). they all have a loop at the begining with the following code. It works fine on my computer but not on the web, or when i view as streaming in test movie.
// How much is loaded
_root.cStatus = "buffering";
goPoint = 30;
if (Math.abs(this._totalframes/this._framesloaded)<=goPoint) {
this.gotoAndPlay("audio", "start");
} else {
this.nextFrame();
}
what is going wrong here? Suggestions on how to make it work? any help is greatly appreciated.
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anyone?
*feels cold and alone as tumble weed blows by*
*bump*
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Hello? Could this have something to do with the bug (sorry about the dirty word bit 101) in the flash 6 player, and the streaming sounds. I just don't understand why such simple code would freeze my flash player. Could someone just let me know if the code will not work? I have tried all variations... even going back to ifframeloaded.
I'm tearing my hair out here.
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it might be because of that retarded streaming issue?
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Here is a new FLA crossposted with my other thread.
I re-wrote it, and made it self sufficient. Check out the trace items in the first frame and follow the directions.
-add some audio to the second frame in the audio scene (labelled "add audio here")
http://www.mediasink.com/work/nobutt.fla
I left the button in because it helps to illustrate the problem, but added the trace actions you requested.
Someone please give me an answer to why this is happening.
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BTW: previous conversation here
in the new streaming problems thread
http://board.flashkit.com/board/show...86#post1635786
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Hi,
I read all the discussion on the streaming thread - I'm pretty sure that this is a coding issue though. I don't have Flash MX, so can't test it but here are my thoughts.
First off - nextFrame() and prevFrame() will do a 'gotoAndStop' - this isn't what you want, you need to use 'gotoAndPlay' - otherwise the swf will stop executing and will exhibit exactly the behaviour that you seem to be getting - ie. stopping although it should theoretically carry on.
So, use 'gotoAndPlay(frameLabel)' and 'gotoAndPlay(_currentframe - 1)' instead.
further: you don't have to use 'else{this.nextFrame()}'. Apart from the problem mentioned above, the swf will automatically play the next frame, you don't have to program that.
one more: this._totalframes/this._framesloaded is always positive, so you don't need 'Math.abs'.
give those a try...
- n.
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Yes I figured this out in all of my brilliance. Foot goes into mouth.
I formely appologize to anyone who spent any time on this. Thank you for your reply.
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does this mean you got it working?
mike chambers
[email protected]
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Yes I did. Again, I am very sorry for any waste of time.