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Images, bitmaps, videos, and sounds is a mouthful and a far wider range of topics than could be adequately covered in a single chapter, so this one concentrates on answering the most common questions. As Flash becomes the primary method of delivering video over the Internet and the use of the Flex Framework in creating photo and MP3 applications increases, understanding how to work with all of these elements becomes more and more important.
The Flash Player offers multiple levels of tools for dealing with images and sound.
The first avenue of control contains the Image and VideoDisplay classes, MXML classes that simplify
much of dealing with images and video and enable you to quickly integrate
these assets into your application. The next step down is the flash.media package,
which houses the Video, Sound, SoundTransform, Camera, and Microphone classes; their corollaries, Loader, NetConnection, and NetStream, are in the flash.net package. These classes provide much
finer control over the integration of sound, video, and images into an
application and require slightly more time to perfect. Finally, you can
reach down to the bytes of data in the Flash Player: the BitmapData classes and
the ByteArray classes. These classes
enable you not only to manipulate the bitmap data of the images that you
load into the Flash Player, but they also let you create new bitmaps and
stream the data out.
Many of the examples in this chapter manipulate images and videos as
bitmap data. This is not nearly as difficult as it sounds, because the
Flash Player provides numerous convenience methods for working with the
BitmapData class, and manipulating the
bitmap data directly greatly increases the efficiency of your application.
You'll also be working extensively with the NetStream class, for handling video and users'
microphones and cameras. NetStream is
an effective way of streaming information both to and from server-side
applications.
You need to display an image in a Flex component.
Use either an Embed
statement to compile the image into the SWF file or load the
image at runtime.
Flex supports importing GIF, JPEG, PNG, and SWF files at runtime or at compile time, and SVG files at compile time through embedding. The method you choose depends on the file types of your images and your application parameters. Any embedded images are already part of the SWF file and so don't require any time to load. The trade-off is the size that they add to your application, which slows the application initialization process. Extensive use of embedded images also requires you to recompile your applications whenever your image files change.
Alternatively, you can load the resource at runtime by either
setting the source property of an
image to a URL or by using URLRequest objects and making the result of the load operation a BitmapAsset object. You can load a resource from the local file system in
which the SWF file runs, or you can access a remote resource,
typically through an HTTP request over a network. These images are
independent of your application; you can change them without needing
to recompile as long as the names of the modified images remain the
same.
Any SWF file can access only one type of external resource,
either local or over a network; it cannot access both types. You
determine the type of access allowed by the SWF file by using the
use-network flag when you compile
your application. When the use-network flag is set to false, you can access resources in the local
file system, but not over the network. The default value is true,
which allows you to access resources over the network, but not in the
local file system.
To embed an image file, use the Embed metadata property:
[Embed(source="../assets/flag.png")]
private var flag:Class;
Now this Class object can be
set as the source for an image:
var asset:BitmapAsset = new flag() as BitmapAsset;
img3rd.source = asset;
Alternatively, you can set the property of the source to a local or external file system:
<mx:Image source="http://server.com/beach.jpg"/>
The full example follows:
<mx:VBox xmlns:mx="http://www.adobe.com/2006/mxml" width="400" height="300">
<mx:Script>
<![CDATA[
import mx.core.BitmapAsset;
[Embed(source="../assets/flag.png")]
private var flag:Class;
private function imgMod():void
{
var asset:BitmapAsset = new flag() as BitmapAsset;
img3rd.source = asset;
}
]]>
</mx:Script>
<mx:Image source="../assets/flag.png"/>
<mx:Image source="{flag}"/>
<mx:Image id="img3rd" creationComplete="imgMod()"/>
</mx:VBox>
This excerpt is from Flex 3 Cookbook. This highly practical book contains more than 300 proven recipes for developing interactive Rich Internet Applications and Web 2.0 sites. You'll find everything from Flex basics and working with menus and controls, to methods for compiling, deploying, and configuring Flex applications. Each recipe features a discussion of how and why it works, and many of them offer sample code that you can put to use immediately.
You need to display an FLV file in your application.
Use the VideoDisplay
class in your application and use Button instances to play and pause the
application if desired.
The VideoDisplay class wraps
a flash.media.Video object and
simplifies adding video to that object considerably. The source attribute of the VideoDisplay is set to the URL of an FLV
file, and the autoplay
parameter is set to true so that when the NetStream has been properly instantiated and
the video information begins streaming to the player, the video will
begin playing:
<mx:VideoDisplay source="http://localhost:3001/Trailer.flv" id="vid" autoplay="true"/>
In the following example, buttons are set up to play, pause, and
stop the video by using the methods defined by the VideoDisplay class:
<mx:VBox xmlns:mx="http://www.adobe.com/2006/mxml" width="400" height="300">
<mx:VideoDisplay source="http://localhost:3001/Trailer.flv" id="vid" autoPlay=
"false" autoRewind="true"/>
<mx:HBox>
<mx:Button label="Play" click="vid.play();"/>
<mx:Button label="Pause" click="vid.pause();"/>
<mx:Button label="Stop" click="vid.stop();"/>
</mx:HBox>
</mx:VBox>
You want to allow a user to play a series of MP3 files.
Use the Sound and SoundChannel classes and load new files by using progressive download when
the user selects a new MP3 file.
The play method of the
Sound class returns a SoundChannel
object that provides access to methods and properties that control the
balance or right and left volume of the sound, as well as methods to
pause and resume a particular sound.
For example, let's say your code loads and plays a sound file like this:
var snd:Sound = new Sound(new URLRequest("sound.mp3"));
var channel:SoundChannel = snd.play();