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How to reconcile the path to an external swf, in a mobile device package vs Flash Pro?

Participant ,
Mar 08, 2014

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Hi,

I am running into a small, convenience issue.

In my iOS AIR app, I am loading an external swf which has been included into the root of the ipa, via adt.

The code is :

var loader:Loader = new Loader();

var url:URLRequest = new URLRequest( "SoundLib.swf" );

var loaderContext:LoaderContext = new LoaderContext( false, ApplicationDomain.currentDomain, null

loader.contentLoaderInfo.addEventListener( Event.COMPLETE, onSoundLibLoadComplete, false, 0, true );

loader.load( url, loaderContext );

The swf loads just fine on the device, and I am able to instantiate the sound assets within it.  So far so good.

My issue is that when compiling the main swf in Flash Pro, I am forced to use the absolute path to where the external swf is located on my desktop drive ( C:/projectName/fla/common/SoundLib.swf ). If I just use "SoundLib.swf" ( even if I include the swf via the publish settings window), or if I use a relative path ( "../common/SoundLib.swf" ) to where the main swf gets compiled to, it just doesn't find it.

I would like to avoid having to update the path to the external swf ( SoundLib.swf ), manually, whenever I compile the swf candidate for the device, as opposed to when I am merely testing the swf in Flash Pro on the desktop.

Is there a way to do that?  Can the main swf recognize if it is run on the desktop , as opposed to on the mobile device?

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How to reconcile the path to an external swf, in a mobile device package vs Flash Pro?

Participant ,
Mar 08, 2014

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Hi,

I am running into a small, convenience issue.

In my iOS AIR app, I am loading an external swf which has been included into the root of the ipa, via adt.

The code is :

var loader:Loader = new Loader();

var url:URLRequest = new URLRequest( "SoundLib.swf" );

var loaderContext:LoaderContext = new LoaderContext( false, ApplicationDomain.currentDomain, null

loader.contentLoaderInfo.addEventListener( Event.COMPLETE, onSoundLibLoadComplete, false, 0, true );

loader.load( url, loaderContext );

The swf loads just fine on the device, and I am able to instantiate the sound assets within it.  So far so good.

My issue is that when compiling the main swf in Flash Pro, I am forced to use the absolute path to where the external swf is located on my desktop drive ( C:/projectName/fla/common/SoundLib.swf ). If I just use "SoundLib.swf" ( even if I include the swf via the publish settings window), or if I use a relative path ( "../common/SoundLib.swf" ) to where the main swf gets compiled to, it just doesn't find it.

I would like to avoid having to update the path to the external swf ( SoundLib.swf ), manually, whenever I compile the swf candidate for the device, as opposed to when I am merely testing the swf in Flash Pro on the desktop.

Is there a way to do that?  Can the main swf recognize if it is run on the desktop , as opposed to on the mobile device?

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Mar 08, 2014 0
Adobe Community Professional ,
Mar 08, 2014

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Don’t know about swf in particular, but for other external files we put them in a deploy holder, where the main swf lives. Those seem to work as path relative whether it’s in Flash or on the device.

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Mar 08, 2014 1
Participant ,
Mar 08, 2014

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Right.  Thank's, Colin.

It makes sense to put the external swf in a subfolder within the main swf's folder, but in my case, the external swf is shared with several other projects so that would not be its proper place.

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