This is the command that I use: ffmpeg -v 0 -y -i $OUTPUT_FILE -f mjpeg -an $HEADSHOT_DIR/$BASE_DIR/$jpg 2>&1
I run that in a bash shell script which is invoked by the flash client via remoting On 1/8/07, john_69_11 <[EMAIL PROTECTED]> wrote:
--- In flexcoders@yahoogroups.com <flexcoders%40yahoogroups.com>, "Andrew D. Goodfellow" Ya, I had heard about that. I was trying to offload some of the processing to the user by doing it in AS. I have found that unless you are getting the FLV from a server you control you will run into crossdomain issues when trying to process it in AS. It looks like I'll be following suit and using ffmpeg as well. Do you have any suggestions/links on how to set it up? I want to process remote flvs for now and eventually using it to convert avi/other video formats to flv. Thanks for the help, -John <[EMAIL PROTECTED]> wrote: > > John, > > I don't do it in AS. I always process the flv on the fly (with caching of > course) with an open source tool called ffmpeg ( > http://sourceforge.net/projects/ffmpeg/) and load the thumbnail via url just > like an external image. It's tricky to get it working, but once you do it > works wonderfully. > > -Andy > > On 1/8/07, john_69_11 <[EMAIL PROTECTED]> wrote: > > > > I'm trying to generate an image thumbnail of an FLV and can't seem to > > find any way to do it. Only thing that people seem to be doing is > > creating a player for the flv, then pausing and stopping the stream - > > I want to grab an image of the one of the flv frames. I found a piece > > of code here: > > > > http://www.flash-db.com/Tutorials/snapshot/snapshot.php?page=2 > > > > which i tried to implement with code like this in onFrameEnter: > > > > //Here we will copy pixels data > > pixels = new Array() > > //Create a new BitmapData > > snap = new BitmapData(_video.width, _video.height); > > //Matrix to scale the new image > > var myMatrix:Matrix = new Matrix(); > > myMatrix.scale(0.5, 0.5) > > //Copy video image > > snap.draw(_video, myMatrix); > > > > var w:Number = snap.width, tmp > > var h:Number = snap.height > > var a:Number = 0 > > for(var b=0; b<=h; b++){ > > tmp = snap.getPixel32(a, b).toString(16) > > trace(tmp) > > pixels.push(tmp.substr(1)) > > } > > a++ > > if(a>w){ //Finish capturing > > > > //sendData(pixels, h, w) > > //free memory > > snap.dispose() > > > > } > > > > Now, it seems like the pixels are being captured, but I'm not certian > > and I can't seem to display the captured image at all. I've tried > > using an image object and a Bitmap set to the BitmapData (variable > > snap) but it doesn't display. Anyone know of how to make this work, > > or a better way? > > > > Thanks, > > > > John > > > > > > >
-- Collin Peters Lead Software Developer InTouch Technology