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  1. I've made a cut down version for you have a look at here: http://www.sendspace.com/file/n50867 The video should just play and then if you can throttle it somehow or provoke the empty_buffer event you should see it is not firing. Many Thanks.
  2. Thank you very much for this, I noticed an error in the way I had set out the loadermax variables and so the VIDEO_COMPLETE's are working great. Unfortunately the BUFFER_EMPTY's are still not triggering my buffering screen. I am expecting them to be fired when the video pauses due to insufficient download speed, is this the correct usage? And might there be another way of detecting if the video is buffering if this cannot be solved? Otherwise i can try and make a condensed sample for you. Thanks again!
  3. Hi, I have a series of LoaderMax videos playing and the VIDEO_CUE_POINT events are working fine but for some reason the VIDEO_COMPLETE and BUFFER_EMPTY events do not seem to be firing. Could you offer any advice given the example below? I've checked many times and can't see an error with my code. I've cut out the main stuff. I can post more if anything else is needed. Thank you. import com.greensock.*; // example of 2 queues of which the loaders below are attached to var VideoQueue:LoaderMax = new LoaderMax({name:"VideoQueue", onProgress:progressHandler, onComplete:completeHandler, onChildComplete:_childCompleteHandler, onError:errorHandler, maxConnections:3}); var VideoQueue1:LoaderMax = new LoaderMax({name:"VideoQueue1", onProgress:progressHandler, onComplete:completeHandler, onChildComplete:_childCompleteHandler, onError:errorHandler, maxConnections:2}); // example of 2 queues // all the below are added at the same time at the beginning of the first video. // is this adding too many at one time? s_intro.addEventListener(VideoLoader.VIDEO_CUE_POINT, cuePointHandler); // working fine s_1a.addEventListener(VideoLoader.VIDEO_CUE_POINT, cuePointHandler); // working fine s_1b.addEventListener(VideoLoader.VIDEO_CUE_POINT, cuePointHandler); // working fine s_intro.addEventListener(VideoLoader.VIDEO_BUFFER_EMPTY, _videoBufferEmpty); // this is an example of my BufferEmpty Listeners which aren't working. s_intro.addEventListener(VideoLoader.VIDEO_COMPLETE, s_intro_end); s_1a.addEventListener(VideoLoader.VIDEO_COMPLETE, s_1_end); s_1b.addEventListener(VideoLoader.VIDEO_COMPLETE, s_1_end); s_2a.addEventListener(VideoLoader.VIDEO_COMPLETE, s_2_end); s_2b.addEventListener(VideoLoader.VIDEO_COMPLETE, s_2_end); s_3a.addEventListener(VideoLoader.VIDEO_COMPLETE, s_3_end); s_3b.addEventListener(VideoLoader.VIDEO_COMPLETE, s_3_end); // Below is an example of the VIDEO_COMPLETE functions that are not receiving anything whatsoever without any errors. function s_intro_end(event:LoaderEvent):void { trace("End of INTRO") // if (decision_A == false) { showVideo(s_1a); trace("playing Option A"); } else if (decision_A == true) { showVideo(s_1b); trace("playing Option B"); } } // And Finally the Buffer Empty function that also isnt working: function _videoBufferEmpty(event:LoaderEvent):void { trace("Buffer Empty"); trace(event.data); MonsterDebugger.trace(this, "Buffer Empty"); if (videoStarted == true) { _currentVideo.addEventListener(VideoLoader.VIDEO_BUFFER_FULL, bufferingFull); _currentVideo.addEventListener(LoaderEvent.PROGRESS, bufferingProgress); addChild(bufferScreen);// tween in TweenMax.to(bufferScreen, 0.2, {alpha:1}); addChild(progressbarBuffer); TweenMax.to(progressbarBuffer, 0.3, {alpha:1}); MonsterDebugger.trace(this, "add Buffer and Progress Listener | add bufferScreen"); } } Have I done anything wrong here?
  4. Hi there, I'm making a video that has two possible versions of each scene of which the viewer sees just one and wondered whether there was any way to just buffer enough, say 10 seconds max of each of the clips so that when a decision has been made and this point is reached, the clip that has not been chosen can be disposed of without having wasted a great deal of bandwidth that was never going to be used? I'm now reasonably familiar with the loadermax docs and buffermode seemed like what was needed but it was unclear to me whether this mode still downloads as much as it can continuously or if there is a way to stop loading when a certain safe buffer amount has been loaded? (like youtube does for example) Many Thanks.
  5. Thanks, the tutorial you attached was very helpful.
  6. Hi there, I'm currently using the greensock videoloader for an interactive project that seamlessly plays one clip after another. Currently i've assigned my 10 or so videos to a separate content display each, just to get something working. How do you set up just two content displays so that a video can be loaded in A while B is playing and then A plays while B is set up, Just like a pair of dj decks. Basically whats the simplest method for seamless playback between clips and how can you update a contentdisplay with a new video? Thanks for reading!
  7. Thanks for the reply! Yes I have tried event.data.parameters and the trace is returning no text, completely blank. Is that definitely how the parameters should be targeted or is there anything else I should try?
  8. Hi all, Currently I am able to trace the name of my F4V cue points, However I cannot access the parameters and their values. Can anyone help? The flash cue points come from After effects where multiple parameters are being embedded such as position, rotation and opacity. Its been difficult to gain any insight from the documentation so if anyone can help I'd be grateful, Thanks. (p.s. AS3 beginner) videoOne.addEventListener(VideoLoader.VIDEO_CUE_POINT, cuePointHandler); function cuePointHandler(event:LoaderEvent):void { trace("FACE" + event.data.name); // works - this returns the time of the frame, great. trace("FACE" + event.data.info.parameters); // This and all my other attempts have failed miserably. // With normal flash MetaDataEvent this code would do the trick >> event.info.parameters; // How can this info be targetted with the Greensock VideoLoader?? }