I'm running Flash Pro CS5.5 on Win 7 Pro x64 with 8GB RAM. My .fla is HUGE (it's a game I'm working on) ~750mb. My exported .swfs are ~35mb.
I can open my project and test the movie one or two times (usually once) before I am unable to test the movie. I'll see the "Exporting SWF Movie" splash screen and when that closes, nothing happens.
If I try to debug CTR+SHFT+ENTER the movie, I see the "exporting SWF Movie" screen and then get an error statin that the debugger failed to launch.
I have a feelin that this is due to the Publish Cache. My machine is hovering around 4GB or RAM usage while rendering the movies. Flash Pro CS5.5 is 32Bit so maybe the debugger is crashing trying to access memory outside of it's allocation?
I have uninstalled CS5.5, run the Adobe cleaner and reinstalled and have the exact same problem.
Your FLA is 750MB and your result is 35MB. The first thing I'd do is really ask myself why I'm importing such vastly high quality resources only to reduce them in export so much.
I always retain a copy of full quality resources, but I also produce a light weight version of them for Flash before I actually use them. I'd recommend looking around for any huge assets you unnecessarily have, like giant 300DPI images, huge vectors (that kills flash), uncompressed audio or video. Your FLA could probably safely drop to the <200MB range just by doing that.Not only is it best practice but it reduces your overall compile and test time substantially.
Flash can be pretty unstable with the FLA format. Sounds ironic but quite a good portion of peoples questions here are based around corruption of FLA, export of FLA issues, huge FLA file size issues and memory limits when exporting.
Lastly I have 16GB ram on this particular rig and I could at least verify if it's your rig that's giving you issues or not by exporting it for you. I don't know how proprietary your project is but I'm on 50mbit fiber so I don't mind downloading a little 750mb file to test.
My project is fairly large game. There are hundreds of audio loops due to the nature of the game so the FLA is enormous. I would import MP# files directly, but the only way to get seemless looping is to have Flash encode the MP3s.
Thanks for the offer to test out the file. If the situation persists much longer I may take you up on that!
If you use timelines (ouch) you can get seamless video or audio loops. Although I imagine you may be doing some transforms on the sound and I myself would rather keep everything in code. But I have still to this day had very little luck with seamless looping via code-only. But the compression Flash does is no different at all than you batch compressing down all those audio files using Adobe Media Encoder.
It's not hard and will save you tons of memory. Just duplicate your full quality audio folder so you have them save. Make a MP3 preset in Adobe Media Encoder with your desired mp3 settings. Drag the folder you want to have better compressed versions and apply the preset to them. Bonus points if the folder is in the same location you initially imported from because you can just select all audio and hit update in flash and you're done. File size should drop drastically. Then while you have the audio still selected you can hit properties and tell them all NOT to compress on export so it'll use the compression you already did (in a cleaner way). Then your export time will drop significantly and your filesize will too. Your memory issue should be gone and flash should be stable.
Let me know if you want me to test exporting. I doubt I'll have an issue but unfortunately all that can tell you is either your Flash is acting up (8GB should be WAY more than enough), or you really somehow are running low on ram.
It's all code. This is a great tip. I'll try Media Encoder and see what happens! I have a ton of audio files so this will be a huge change over, but I'll drop a couple test loops in and keep my fingers crossed.
I imported a section of audio loops that I encoded in Media Encoder with the same specs I use in my FLA, but unfortunatly that introduces a tiny gap in the audio loops when played back in my project. From what I've read, encoding RAW(WAV) data inside Flash is the only way to insure that Flash knows exactly where the loop points are. This is a common problem with MP3 audio.
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