mowgli wrote:I don't know how useful this is but I've been able to replicate Resolume's handling of the culprit swf from within the Flash player. To do this I deleted a "stop();" from the first actions frame after declaring the functions that control the animation.
How can Resolume be ignoring the stop??
Resolume controls the Flash timeline by stepping through the frames, as a result scripts in frames that manipulate the position are ignored. Set the timeline mode of the clip that has the flash animation to autonomous to let it run on it's own.
mowgli wrote:I've resolved some of the issues by making the whole thing a single frame all driven by functions controlling a movieclip. Still performance is sluggish to say the least. Any pointers on optimising performance in Flash?
Flash is slow, it performs best on a Windows machine. You can change the render quality but that often results in jaggy edges. You should look around on the net to see how to speed up your flash animations, in general pre rendered stuff works best. Maybe using more bitmaps than vectors if possible.
mowgli wrote:For example if I link a function trigger to BPM, things slow down again and the slider in Resolume moves in a jerky manner. I guess that this is caused by Flash constantly listening to the slider changes, is there a way to resolve this so that only trigger values are sent?
My flash is set to trigger a function when it receives >0.95 from the slider. I tried with =1 but sometimes it is missed although with >0.95 sometimes it triggers more than once.
The way Flash can communicate with the host is through an xml scheme, it used to work differently, but this is actually quite slow and meant to set some values once in a while instead of trying to update the values in realtime like you would like to do. I'm afraid we can't do much about this.
Try using a timer in combination with your value check, so don't trigger before N ms have elapsed.
mowgli wrote:I forgot to ask, is there a way to make the sliders in resolume display the actual values that they are manipulating rather than between 1 and 0?
No, if you need it for debugging you could show your values in a textfield in your animation.