Some of you may have checked out the courses I posted over on the Adobe Developer Connection on building progressive and streaming video players with the Adobe Open Source Media Framework (OSMF).
Unfortunately, even those courses are relatively new, the code in them no longer works, because OSMF has advanced a few sprints. We’re now at OSMF sprint 9, and the framework continues to shift quite a bit.
Because there are almost no examples on the web of using OSMF with Flash (as opposed to Flex), and I’ve had several people email me asking if I had time to update the code.
It’s 35 minutes across five lessons and takes you through the process of converting the progressive OSMF video player (which we create in the first installment of this course on Building Progressive Video Players with Adobe OSMF, into a dynamic multi-bitrate streaming player. Multi-bitrate streaming occurs when you program your Flash to deliver the highest quality video a viewer can see (dependent on their bandwidth). *Dynamic* multi-bitrate streaming is similar, with the additional feature of having your player constantly meters the bandwidth throughout viewing, to adjust the playback between multiple videos seamlessly, as the viewer’s bandwidth may fluctuate. …read more…
I’ve just publicly released the first available output from the Synesthesizer — a side-project, executed in Flash, that translates pictures into music. The Synesthesizer is the first tangible product of Project Ludi, an internal skunkworks project here at Almer/Blank, the goal of which is to translate any type of media into any other type of media.
The Synesthesizer is a Flash 10 musical synthesizer that relies on synesthesia-inspired translation metaphors.
So after getting my hands on the new Hype framework, I wanted to put together a simple demo together that utilizes a combination of the SoundAnalyzer class and some 3D eye candy (via Papervision3D).
First off, I can say that I really like being able to play around with the sound spectrum using only a couple lines of code. I also used the Rythm class to run an enter frame method, which is very convenient in that I didn’t need to manually set up an event and listener.
Lastly, I wanted to also utilize a tweening engine to smooth out the particle movement, but doing so cut the framerate by about 80% (a little better with TweenMax/TweenLite, but still not good enough). I also briefly played around with the Flint particle emitter, but I’m not familiar enough with Papervision/Flint to get it working how I wanted.
UPDATE – I decided to give a tween engine one more shot, and was able to use TweenMax while keeping the framerate at an acceptable level.
UPDATE 11/06/2009 – Updated code sample to reflect demo swf.