QuickTime Movies with CB
I'm working on my uDG entry Bubble Blast!, based on CB, and I have a problem. I would like to play a movie (with video and audio) in fullscreen mode. I made some tests and I think that CBMovie can work only with audio. So I added an NSMovieView as subview to my CBView. It works in windowed mode, but it doesn't work in fullscreen mode. Any suggestions? Thank you
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
I am pretty sure CBMovie works not only for sound but for movies as well.
Quote:Originally posted by jabber
I am pretty sure CBMovie works not only for sound but for movies as well.
Maybe I'm doing something wrong: I load a movie into a CBMovie, then I create a texture with CBView's addTextureNamed:withMovie: and everything is ok, (like in the CBDemo code) but when I try to apply the texture to a CBCell with setTexture:textureNamed: the app crashes :?:
Thank you for your reply
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
What does the backtrace say with the crash? What error does it give? Are you sure the movie you pass to addTextureNamed:withMovie: is valid?
With the debugger and the crash log I noticed that the app crashes during [CBImageTexture drawRect:]
The console says "BubbleBlast! has exited due to signal 10 (SIGBUS)."
Thank you
The console says "BubbleBlast! has exited due to signal 10 (SIGBUS)."
Quote:Are you sure the movie you pass to addTextureNamed:withMovie: is valid?Yes, it plays its sound if I don't set it as CBCell's texture.
Thank you
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
d44 has been posted.
movie playback is fixed.
movie playback is fixed.
---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
it works!
No words to describe kelvin... Thank you!
This forum is like a big family
No words to describe kelvin... Thank you!This forum is like a big family
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
With d44 the movie plays correctly, but the game does't 
The app crashes during [CBCell synchronizeTime:], called by [NSArray makeObjectsPerformSelector:withObject:], called by [CBView startAnimating].
What is changed from previous versions?
Thank you

The app crashes during [CBCell synchronizeTime:], called by [NSArray makeObjectsPerformSelector:withObject:], called by [CBView startAnimating].
What is changed from previous versions?
Thank you
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
nothing has changed in CBCell
did you clean and rebuild when you dropped in the new build of the frameworks?
did you clean and rebuild when you dropped in the new build of the frameworks?
---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
Quote:Originally posted by kelvinYes, I did.
did you clean and rebuild when you dropped in the new build of the frameworks?
It's strange, if I add to the project the old framework everything is ok, with the new one the app crashes (without changing the code)
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
If I don't call [CBView startAnimating] it displays a static image, off course, but it works fine :?:
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
what version of CB were you using before all this trouble started?
what's the error on the synchcells call?
what's the error on the synchcells call?
---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
Quote:Originally posted by kelvin
what version of CB were you using before all this trouble started?
I was using version 0.3.0d37 (8/11/03) (taken from version history)
Quote:what's the error on the synchcells call?
What do you mean? The first line in the debbuger's Frame column (so maybe the last method call) is objc_msgSend.
It also says "Program received signal: EXC_BAD_ACCESS"
Thank you
if ( [[iDevGames uDevGame] started] )
{
Thought *uDevGameEntry = (Thought*)[[brain thoughts] objectForKey:kUDevGameEntry];
[self setMainProgrammingProject:uDevGameEntry];
}
are you over releasing or over retaining your cells?
When creating cells they should be autoreleased when they are added to a view or supercell. The supercells retain their subcells when they enter the list. The [CBCell cell] method or one of its ilk are the most useful for creating cells.
When creating cells they should be autoreleased when they are added to a view or supercell. The supercells retain their subcells when they enter the list. The [CBCell cell] method or one of its ilk are the most useful for creating cells.
---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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