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Hi, I am developing an app that records voice from mic and needs to save it in the disk then send it via email. I got it no problem. I get the bytes and tranform it to wav format using the WAVWriter class. But the wav file is HUGE. As I said, I need to send it via Email. A 10 seconds wav file is almos 1MB =/. I researched and I found a class that transforms WAV to MP3: http://code.google.com/p/flash-kikko/Thats worked, but the resulting file is relatively big. it encodes to 128kb mp3 and I cant change the bitrate. And 128 just to a voice sound is much much more than I need. The resulting file is a bit larger than I would like.But the BIG BIG problem is that, it takes almost 15 seconds to encode a 10 second wav to MP3 in a galaxy S or a galaxy Tab device.It takes TOO long to encode and the resulting file is really big compared to the voice recorder that is avaliable in android devices. It records the voice, it takes 0 seconds to encode to the final file. and the file is MUCH smaller tha
Hello, I´m developing an mobile app that uses microphone to record users audio.Testing on a Motorola Atrix MB860 Android 2.2.2, AIR 3.7 i got an audio crash as i posted here: http://forums.adobe.com/message/5383742#5383742Now i changed the testing phone to a Motorola Rarz Android 2.3.5, AIR 3.7 and tested the same application. The first bug didint happen on this phone, but i´ve got another problem - i dont know if its an AIR bug or if motorola rarz microphone rate do not work on 44100Hz. The code:microphone = Microphone.getMicrophone();microphone.rate = 44;When i record user audio like that, a really strange audio is recorded (something like a Formula1 engine). But when i record like this:microphone = Microphone.getMicrophone();microphone.rate = 22;It works, but i need to convert that audio to MP3 format, using Shine (https://github.com/sri-soham/Shine-MP3-Encoder-on-AS3-Alchemy)The problem is that Shine only works with 44100Hz audio, so... the audio recorded at 22 rate looks likes Ron
I think it would be a great idea to implement the smooth scroll present in native iOS and Android applications for use in Adobe AIR projects.Currently, the only way to obtain smooth scrolling lists with images is using StageWebView to show the image list in HTML format, and then awkwardly implement some JavaScript / AS3 communication functionality so the list in the StageWebView is interactive and can communicate with the main program. This is excessively complicated and very error prone (I've found some inexplicable JavaScript errors that only happen in the iPad, not in Android, and not in the PC!).It would be way better to be able to skip all the StageWebView process altogether and being able to use a simple AS3 API to put any sprite/movieclip into a scrollable canvas which can be moved using the iOS native scroll.Using Flash animation to simulate the scroll in a list with images is too slow in the iPad and gives a bad user experience. iPad users expect the native iPad scroll, not so
Hi, I am a good Web Developer, but new to Flex Environment. I've an air app that needs to put a notification on the status bar on android devices like "2 New Tips" etc. Rest everything works fine, but I am not able to find something that can put a notification on the status bar. A simple demo that puts some text on the status bar on a button click. I really need it, as this is the last thing left in my app.Please help!!
We are trying to add NetworkInfo support to our iOS app to display a warning if the user is on mobile instead of WiFi. I've tried adding the Adobe NetworkInfo Native Extension (from the "binary" zip at http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/networkinfo.html) but I'm getting this bizarre error:"Id: warning: PIE disabled. Absolute addressing (perhaps -mdynamic-no-pic) not allowed in code signed PIE but used in _llvm_unwind from AOTBuildOutput-0.o. To fix this warning, don't comile with -mdynamic-no-pic or link with -WI, -no_pie"We're using Flash Pro CS6 and the problem occurs with both AIR 3.5 and AIR 3.7. Does this mean the ANE was built wrong? Any solutions?
I'm playing around with the GameStick devkit and Adobe AIR. I've gotten controller input to work, only it behaves less than ideal.It seems that the controls are being added to a buffer, and that buffer reads out way too slow. The behavior is slightly hard to explain, and my knowledge is limited:- If I just press one button per second, it works more or less fine with an arbitrary but fixed delay of about half a second.- If I move the stick in circles for 5 seconds, or mash the buttons, it can take up to 15 seconds before all commands are processed. Is there a way to increase the buffer readout speed?
e have developed an AIR app for iPad and Android which can download content from a server using a web service. We want to offer a local import utilising file sharing.... e.g. user imports a file using iTunes etc and our AIR app can then import locally from the iPad storage. Is this now feasible or is there a third party app work around perhaps?
I've spent hours googling and referenced all the livedocs but can find no objective comparison between the 2 following methods to load images1 Loader with loaderContext=ImageDecodingPolicy.ON_LOAD as per this examplehttp://www.bytearray.org/?p=2931and2 URLLoader using URLLoaderDataFormat.BINARY and Loader.loadBytesCould anyone possibly shed some insight as to which is better-quicker?
Hi , I have tried to use custom fonts in adobe air for ios in an ios app and the problem is the fonts are embedded and they show up in the IDE while looking at shapes but they does not show up on simulator or device. Can someone help me with this problem. I have already added the UIAppFonts thing in the app xml file. also did the export to actionscript thing while embedding fonts. The fonts show up in the IDE while we see the shapes but does not show up on simulator or device. Please Help.
I've been browsing the internet for a solution to this issue and have found plenty of threads about the same problem, but there was either no solution found or the ones proposed didn't work.I followed along with the tutorial linked in the iOS text file in the Air project template for FlashDeveop. Since I do not currently have an iOS device, I've been sending the IPA to a coworker to have him test it. When he attempts to load the application onto the iTouch, he gets an "app failed to install" with no further information on why it failed. Does anyone know what could cause this?Here's what I've already done/checked:- made sure the app ID in the apple portal matched the ID in the application.xml- sent my co-worker the provision profiled used to create the IPA- tried the test targets (fast test, fast debug, etc) as well as an "ad-hoc" build- recreating the certificatesIts also worth noting that the app runs fine on my Android device, so I'm fairly certain that I've missed something in the c
Hi ,I have recently emarked on building a multiplayer game for my third year degree project.I have built some little air apps already but thought it would be cool to try out some mutliplayer aspect.I was wondering if:a) Air supports multiplayer [local p2p/adhoc]b) if Air supports wi-fi direct.Wifi direct == "Wi-Fi Direct device connections can happen anywhere, anytime - even when you don't have access to a Wi-Fi network. Your Wi-Fi Direct device will signal to other devices in the area that it can make a connection. You can view available devices and ask them to connect, or you might receive an invitation to connect to another Wi-Fi Direct device. When two or more Wi-Fi Direct-certified devices connect directly, they have formed a Wi-Fi Direct Group, using Wi-Fi Protected Setup™ and the latest Wi-Fi security. Now you can get started doing all the exciting things that Wi-Fi Direct enables!" ... wifi alliance
Hi All,It appears that using the Microphone class is freezing my Flex mobile app. I provide code below but here's an overview:This only happens on iOS - specifically my iPhone 4. I haven't seen this problem on Android devices.My code alternates between recording and not recording - 5 seconds of one, then 5 seconds of the other, then repeat over and over.I've reduce this to a "minimal case" example (see code below) that does nothing but this. It doesn't use the data that comes in from the Microphone, doesn't create or populate a ByteArray, etc.The app always crashes. In some cases this happens when it's been running for only 2-3 minutes, in all cases it happens within a half hour. I've done 10 test runs and the average is 15 minutes.My app is a language learning app, and recording and playback of the user's voice is an important feature. It allows the user to hear how well their pronunciation matches that of a native speaker. When record/playback is turned on the app repeatedly plays so
I have been waiting for this feature for a long time.At this point I would love to know IF it will ever become available.thnx
The most recent update for Adobe AIR for Android is failing on multiple users. Reading the reviews, I am having the same problem with running the update. Update runs, then stops and won't update? Why bother coming out with an update THAT WON'T LET YOU UPDATE AIR???????
[Embed(source="/assets/monsterHouse/BG.jpg")] private var BG:Class;var bitmap:Bitmap = new BG();trace(bitmap.bitmapData);This class is in swc, sometimes it has bitmapData, sometimes it's null, anybody could tell me what's the problem?
Greetings,I am trying to install the Air 2.6 (AdobeAIRInstaller.bin) on a Fedora 15, but failed. The installation log is as following.[setup:15962][INFO] Runtime Installer begin with version 2.6.0.19170 on Linux x86[setup:15962][INFO] Commandline is: [setup:15962][INFO] No installed runtime detected[setup:15962][INFO] Relaunching with elevation[setup:15962][INFO] Launching subprocess with commandline /tmp/air.zLX4My/setup -ei[setup:15962][ERR] Exiting due to error: [ErrorEvent type="error" bubbles=false cancelable=false eventPhase=2 text="/tmp/air.zLX4My/build/opt/Adobe AIR/Versions/1.0/Resources/rpmbuilder error : symbol not found: parseSpec, /usr/lib/librpmbuild.so: undefined symbol: parseSpec error : + umask 022;+ cd /tmp/air.zLX4My/build;+ LANG=C;+ export LANG;+ unset DISPLAY;+ exit 0;+ umask 022;+ cd /tmp/air.zLX4My/build;+ '[' /tmp/air.zLX4My/build '!=' / ']';+ rm -rf /tmp/air.zLX4My/build;++ dirname /tmp/air.zLX4My/build;+ mkdir -p /tmp/air.zLX4My;+ mkdir /tmp/air.zLX4My/build;+
I just got the latest Nexus phone from Google, and it is one of the few Android devices running 4.2, and in my app which works fine on other Android versions and iOS, any text input field i have, when the software keyboard comes up it comes up in fullscreen mode, completely covering the screen, which I definitely don't want to happen. This is controllable in Java, but no concept of "fullscreen" exists in the Actionscript library methods/variables for the TextInput class. This is a very bad thing to happen, as fullscreen means you can't see the context of the field, and on a super high res screen like the Nexus it is really not that useful. Anyone have a clue as to how to stop this from happening? Other than writing in Java of course ;->edward
Hello, i have a zte grand x in as a smart phone, when i try to install adobe air says Package file error. What can i do pls help?
Hey there,I want to convert some old TextData (flash 8, limited pseudo html markup) so that it can be used and displayed in TLFTextFields.Everything looks good so far, but it seems negativ leading is ignored.Lets take this example, 2 Lines of a very large header.My approach so far, using the TextConverter util class: 1) Import the old string into a TextFlow.2) Export this TextFlow to a newer format string.3) modify the resulting string. (change the leading mode for example)4) Re-import the TextFlow and use it on a TLFTextField.Example Code:var markup:String = '<TEXTFORMAT LEADING="-50"><P ALIGN="LEFT"><FONT FACE="Myriad Pro Cond" SIZE="120" COLOR="#9DC8C6" LETTERSPACING="0" KERNING="0"><B>Im line one</B></FONT></P></TEXTFORMAT><TEXTFORMAT LEADING="-50"><P ALIGN="LEFT"><FONT FACE="Myriad Pro Cond" SIZE="120" COLOR="#9DC8C6" LETTERSPACING="0" KERNING="0"><B>...and im line two</B><FONT COLOR="#00CCCC"&g
Hi AllHow to create or include advertise banner in mobile application?ThanksRegardsBalasubramaniyan.S
Is there any official word on AIR support for Xbox One or PS4? When, if ever, can we expect the next generation of consoles to be supported as AIR targets?
Hi, I'm currently using the code below to save a screenshot of my app in Flash AIR 2,6:var cameraRoll:CameraRoll = new CameraRoll(); var bitmapData:BitmapData = new BitmapData(640,960); bitmapData.draw(MovieClip(root).stage); cameraRoll.addBitmapData(bitmapData);The app is working fine, in fact it saves the screenshot in the iPhone's CameraRoll.So... the question is "what's the problem?": The problem is that the definition of the saved shot is not very high.It seems like it has got a low JPEG quality... is it possible? Is there a way to save a more defined image in the CameraRoll?Thank you allBrandon
Could you add support of 4096x4096 ATF textures to AIR and ATF Tools?
I am creating an application that downloads a lot of images. Its an HTML Javascript based AIR application. I can't seem to find any documentation that relates to how cacheing is handled. Is there a cache for the webkit browser?
Have any of you found a way to know what app store an app came from? Like, if it came from the US store I would use US English. If it's from the UK, Australian, or Canadian stores, I would use UK English. Same for other languages.Knowing the system language isn't enough either, because that will only tell me that it's English, and not which English. Also, I need to know which particular Facebook or Twitter page to send the user to, in the cases where each country has their own page.Thanks for any suggestions.
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