How to get swiffy to loop music - google-swiffy

I tested swiffy out with http://leekspin.com/loituma.swf and it worked except for the looping music. It just plays the music through once. The animation loops just fine.

Gave up on swiffy a year ago. I couldn't get it to loop sounds either. The solution was to export the sound, copy and paste it (e.g. in Audiocity) the number of times I wanted it to loop, reimport it to the FLA and re-export to swiffy. In other words, swiffy didn't (looks like still doesn't) loop sounds. Also doesn't play streaming sounds and on mobiles there is no sound at all.

Related

Create a line animation

I haven't dabbled with animated gifs for a very long time. I'd like to create something similar to this:
https://dribbble.com/shots/2941889-Wind
I can't imageine whoever created this animated frame-by-frame to get that result. So i'd like to know what tools there are for doing something like that? Or perhaps i'm all wrong and the only way to do it is frame-by-frame?
Just some advice where to get started if anyone is able.
So what i did in the end was use Adobe Illustrator to create the paths.
I then changed the stroke to dashed. Modifying the dash i was able to make it appear as thought the line was growing along the path. I then created more paths.
I then created a js file to incrementally increase the dash and save a gif. This created me over 100 snapshots.
Imported these into Adobe Photoshop and export! Bingo!

Google Swiffy multiple movies on one page

I'm trying to create multiple swiffy.Stage() movies on one page.
But it seems that when there are multiple Flash movies on a page, only one of the movies will actually run as it should. I have to call their stage.tick functions manually.
EDIT: With multiple sound containing flash, only one will play correctly.
EDIT:
The expected behavior is that "tick()" is handled by the Swiffy runtime after running "start()". Unfortunately it seems that the Swiffy runtime will only handle the tick function for one movie per page.
Found that the issue was not multiple movies, but that some of the movies were not on the screen or invisible, and so were not being rendered by Chrome. It seems that Chrome optimizes away draws that aren't visible.

HTML5 Fullscreen API & performance

I'm coding an app around video content and am currently playing around with HTML5's fullscreen API (I know it is still in very early stage).
Because of what my application does, the video itself isn't the only part that goes fullscreen: several elements alongside go fullscreen too, and I have noticed a great drop in performance there. The video streams ok, but other graphical elements suddenly get painfully slow. For example, a hover style typically takes about a good half second before showing up. A simple change in subtitles (I use popcorn.js) causes the video to freeze for a fraction of a second.
Any one knows why this is so? Do you experience the same? Thanks for your precious feedback.

Mediaplayer.play method taking time

We are developing a XNA game with high interactivity. The game includes some background music.
We are trying to play the background music through the MEdiaplayer.play method. But this seems to block the smooth gameplay for a while. How can this be overcome?
Had tried using the soundeffect instance for this initially and it worked fine. But that approach doesn't seem to go well with the certification requirements. Pls help
Thank You
I think this is normal for large music files. You could however try to put
IsFixedTimeStep = false;
after
TargetElapsedTime = TimeSpan.FromTicks(???);
I have found that that makes a smoother gamepay. At least back in 7.0 - but I still use it.
I of course assume that you use elapsed time for all animations.

what language/libraries an app that has a video preview window?

I want to make a simple assistant for putting together AviSynth scripts. This would be a windows desktop application that would have a "preview" screen of an avi movie, which would give you a timeline, play, fast-forward, rewind, advance and go back frame-by-frame. The program would need to know the frame number of the current frame in the player and its filename.
What language is best suited for this? I know PHP ( I understand that this is not a contender ) and am familiar with Java. My thought is that the biggest hurdle with this project will be finding a library for the video playing features. With a cursory glance, no Java video libraries jumped out at me. My next thought would be c++ for this.
The output of this program would be an AviSynth script, a plaintext file which looks like this:
AviSource("myAvi.avi")
Crop(0, 0, 320, 240)
Blur(0.1)
There are a few tool kits that can do tihs:
C#: DirectShow (DirectX)
Java: JMF
If you have Avisynth installed, the only thing you need for preview (If I understood, that's your need) is something that can decode uncompressed video. It would open like a normal file. I'm sure there are video players implemented fairly well in Java, but I don't know how much functionallity from them you need. Anyway parsing scripts is not easy - I recommend you not to try to if you don't need to.
EDIT: I'm sorry, I thought you needed a very specific app, but from what you seem to need, you don't need to code anything, use AVSP!
Please watch this video, it shows how straightforward it is. It has advanced functions such as auto-completion, (even from your own auto-loading scripts!) syntax coloring, macros, automtic importing, drag&drop (of a video, for instance - just drag it to the video and AVSP makes the loading) scrit preview with zoom and all stuff, you can use automatic or custom sliders (you can make a slider that re-writes a number on the script in real time, for instance for hue/luminosity/contrast/etc. that would be cumbersome to control via script), checkboxes & radio buttons (for boolean values, etc...), text fields that alter strings in real time, and basically anything you need... Please check it out.
Also, VirtualDubMod is OLD.
And yep, AVSP is free, both gratis and libre! =)

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