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Fryck

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  1. Thanks Carl i would appreciate on any suggestions about it...
  2. I tried, FPS drop dramatically... Althought, At this point, i have good results (you can check it out here http://www.karafun.com). I would really avoid this "synchronization" with this tolerance constant (200ms between the stream and the timeline) I find it not very clean. Perhaps the best thing I make myself a render loop ​​to try to be as accurate as possible? But is there a "low level" method to render timeline at time T, like TimelineMax.render(time: Number). Because I feel that changing the value currentTime slowed considerably. Thanks. It's really frustrating for me not to speak English correctly ...
  3. Hi all, i'll try to explain my request (i sucks in english, be tolerant ) Actually i have an flash application witch sync Audio and Timeline. i use NetStream.Buffer.Full event to know when i must start the Timeline Where the difference of timeline currentTime and stream.time is higher than (for example) 200ms, I resynchronize stream and timeline. I would avoid this method, so I tried to use the event so that each frame ENTER_FRAME I advance the timeline, like this: timeline.currentTime = stream.time but rendering is not smooth (flash is set framerate to 50 fps) how it is it? Should I use a loop rather than rendering TimelineLite ... ? Thanks for read me.
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