iOS update & starting Android

I’ve managed to fix couple of things in the current FW iOS, namely 2 things:

– The issue with different video / stage fps. The library now handles this difference automatically, trying to make sure the video is recorded at the right speeds. More details about this will be available after the release of the next iOS version. This was critical as the rendering and recording in the accelerated fullscreen mode is coupled in one command. I’ll likely replicate this approach in other platforms as well, as the programmer might be assuming the library is handling this already.

– Orientation issues: The video was flipped horizontaly after exporting from iOS. On iOS this looked right, because it was setting prefered transforms for the iOS player. All other players played the video flipped upside down. The issue has been resolved by replacing this with “definitive” flipping in post-processing the video.

Continuing to work on iOS FWSoundMixer to enable game audio recording support to be as fast as possible on iOS.

As for Android, I got back to the tests I started about a month ago. I will report more on Android in the following days and weeks – currently I’m calling test method from Flash to launch hardware accelerated test video encoding (about 30 frames). The results are – corrupted H264 stream when testing in Emulator, crash when testing on my phone 🙂  As you can see Android won’t be easy, but I’m determined to get it working at least for 4.3+ devices.

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