Closed ashes999 closed 9 years ago
I think that's the trick, yes. Store if it is recording and check it when you change the scene. Or do you need to continue recording while you set the scene?
No, this workflow is fine for me. I stop the recording behind the scenes if the scene disposes.
Are the recording files automatically cleaned up at some point, or do they stay on the device forever? :)
if you use this line sys.FileSystem.deleteFile(_audioPath);
with your audio paths, it won't be there forever ;)
Uhoh. This really should be mentioned in the readme somewhere.
Is that right?
yes, that is right. This is how my callback function looks like in another app:
function onRecordAudioClick(me:MouseEvent):Void
{
if (_audioPath != null && sys.FileSystem.exists(_audioPath))
sys.FileSystem.deleteFile(_audioPath);
//...
}
is this enough or do you propose some way to do it at the extension?
That's enough to get it working. It would be better if I could specify this in a parameter somewhere, but this will do very nicely.
Ok! It's a good idea to specify in a parameter, I'll do that, thank you!
Hi,
I have an app where I've embedded recording inside one of many scenes, and I allow the user to change scenes by swiping left and right.
I noticed this workflow generates a crash:
This is presumably because the recording device is already occupied. Since the class is static, it's not automatically destroyed when I change states.
Here's what the log files say:
I assume the work-around for this is to store and detect if the user is recording, and if so, force a stop recording when the scene changes.