During a live stream and even during a dynamic stream I do not have a clean way of getting the bufferLength consistently. I have found a way around this on a dynmaic stream by just getting the bufferlength each time that I get a hit on the TimeEvent.CURRENT_TIME_CHANGE. On a live stream I cannot do this since this event does not propogate due to the time never changing. It seems that this bufferLength event was partially implemented. I completed the implementation by adding a new buffer event that I called BUFFER_LENGTH_CHANGE and there I am able to get the bufferlength each time on dynamic or live stream.
So I guess the real question is am I missing how to get the buffer length on live and dynamic streams or is there really no way to due it besides my currently even implementation?
Thanks for the help,
Any ideas on this?