Hi,
if I remember correctly, when using a streaming server, and a buffer of for
example 10 seconds, the NetStream.Play.Stop would trigger just fine.... 10
SECONDS BEFORE the actual end of the flv:)
So you end up waiting for an empty buffer after the stop event etc etc
greetz
JC
On 9/6/06, Dan Rogers <[EMAIL PROTECTED]> wrote:
How are you creating the FLVs to begin with? From what I can gather,
the "NetStream.Play.Stop" issue seems to be related to how people
create their FLV files. For example, I recently created a bunch of
FLVs via export from After Effects (using On2 VP6 codec), and the
stop event works just fine- whether played locally or streamed from a
server.
Does anyone have a solid answer as to why "NetStream.Play.Stop" fails
under certain circumstances?
-Danro
On Sep 6, 2006, at 6:57 AM, Andreas R wrote:
> I know this is an old question but i can't really seem to get a
> good grasp of it.
>
> I have a client that loads FLVs locally off the machine it runs on.
> When movies stop, events get broadcasted. however sometimes the
> stop event i set up fails:
>
> onStatus = function(info){
> switch(info.code){
> case "NetStream.Play.Start":
> stopped = false;
> break;
> case "NetStream.Buffer.Empty":
> if(stopped){
> broadcastMessage("onVideoComplete");
> }
> break;
> case "NetStream.Play.Stop":
> stopped = true;
> break;
> }
> }
>
> On tracing out info.code onStatus, i see that buffer.empty and
> buffer.full flicker on and off during playback, and that gets me
> worried. Sometimes Play.stop is called before the buffer has played
> out, but buffer.flush and buffer.empty right now seem so unreliable
> in terms of actually firing at the end of the FLV that i'm confused
> as to how to even approach this.
>
> Anyone got a solid, sound solution?
>
> Thanks,
>
> - Andreas SJ
>
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