>return the size of each files you want to load, because in AS the
>getBytesTotal method return the value you want only after calling the
>loadMovie method.
Yes Cédric, that´s what I thought. I guess that implementing such schema using a server side script to return the total size in bytes of the swf would be indeed the only way. I´m still thinking on how to find the bytesLoaded based on this value returned from the server.
Marcelo.
On 7/1/06, Cédric Néhémie <[EMAIL PROTECTED]> wrote:
Hi list,
As I know, the only way to do that is to use a server-side script that
return the size of each files you want to load, because in AS the
getBytesTotal method return the value you want only after calling the
loadMovie method.
In most of cases the queue loading works fine (when you want to load a
large number of icons, sound loops in a mixer, or sprites for a game
level) because there isn't too wide differences between files size. But
if you have big and small files to load in one step I found cleaner to
do that in 2 steps instead (in general the big files haven't the same
usage in the apps > background of a game, backround sound of a game:
big, sprites, effect sounds : small). But if the rhythm of the progress
is not your preoccupation, so you can use a single queue to load all
your files.
Marcelo de Moraes Serpa wrote:
> Hmmm... What would be the best way to find and sum the bytesTotal of
> all the SWF´s in the LibStack (pixlib) and then get the bytesLoaded
> based on this sum (no on an individual SWF)? Is there a way to do
> that? This way, I could base the percentage on the total bytes loaded
> of all the SWF´s in the library preloader instead of basing on the
> number of SWF´s loaded...
>
> Thanks!
>
> Marcelo.
>
> On 7/1/06, *Weyert de Boer* < [EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
>
> You might want to consider using the queueLoader class. This class
> will
> give a sign when the queue is completed, and for every item
> loaded. This
> way you can easily make such preloader :)
>
> Yours,
> Weyert
>
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