Chapter 1 F/X 1
QuickTime Video Effects in Movies
Effects Parameter Files
Chapter 2 F/X 2
Video Effects and Movie Segments
Video Effects and Images
Video Effects and Sprites
Low-Level Video Effects Functions
Chapter 3 The Skin Game
Creating Skinned Movies
Skinned Movie Playback
Chapter 4 Captured
Sequence Grabber Overview
Monitor Window Size
Chapter 5 Broadcast News
Monitor Window Control
Chapter 6 The Flash
Flash and Video
The Flash File Format
Flash Media Handler Functions
Chapter 7 The Flash II
Wired Actions Targeted at Flash Tracks
Wired Actions in Flash Tracks
Chapter 8 Big Introduction The Theory The Practice Flash Application Messages QuickTime Application Messages<BR id="CRLF"
"Buried inside QuickTime are a host of powerful tools for creating, delivering, and playing digital media. The official QuickTime documentation explains 'what' each API function does. But knowing what each function does isn't enough to allow a developer to take full advantage of QuickTime. QuickTime Toolkit fills in the gapproviding plenty of practical examples of 'how' to use QuickTime to perform all kinds of useful tasks. More importantly, [this book] goes beyond 'how' and into 'why' —providing readers with a deeper understanding of QuickTime and how to benefit from using it in their own products." Peter Hoddie, cofounder of Kinoma and former QuickTime architect
QuickTime Toolkit, Volume Two continues the step-by-step investigation of programming QuickTime, the elegant and powerful media engine used by many of Apple's industry-leading services and products (such as the iTunes music store, iMovie, and Final Cut Pro) and also used by a large number of third-party applications. This second collection of articles from the author's highly regarded column in MacTech Magazine builds upon the discussion of playback techniques and media types presented in the first volume to cover advanced types of QuickTime media data, including video effects, Flash tracks, and skins. It shows how to capture audio and video data, broadcast that data to remote computers, play movies full screen, and load movies asynchronously. QuickTime Toolkit Volume Two also shows how to integrate Carbon events into your Macintosh application and how to work with Macintosh resources in your Windows application.
Part of the official QuickTime Developer Series, publishing the finest books on QuickTime in cooperation with Apple.
Includes a CD-ROM with numerous code examples in C to help you get started with your own applications
Written by one of Apple's premier media engineers skilled in revealing QuickTime's sophisticated technology to programmers
*Offers many undocumented insider tips for making applications that work well in both Mac OS and Windows
Programmers, developers, and designers in the digital media industry. Those working in computer graphics, scientific visualization, and entertainment technology. Students and those learning about digital media.
- No. of pages:
- © Morgan Kaufmann 2004
- 30th June 2004
- Morgan Kaufmann
- eBook ISBN:
- Paperback ISBN:
"Buried inside QuickTime are a host of powerful tools for creating, delivering, and playing digital media. The official QuickTime documentation explains 'what' each API function does. But knowing what each function does isn't enough to allow a developer to take full advantage of QuickTime. QuickTime Toolkit fills in the gap—providing plenty of practical examples of 'how' to use QuickTime to perform all kinds of useful tasks. More importantly, [this book] goes beyond 'how' and into 'why' —providing readers with a deeper understanding of QuickTime and how to benefit from using it in their own products." —Peter Hoddie, cofounder of Kinoma and former QuickTime architect
"Tim Monroe manages to present all components of the occasionally difficult QuickTime framework in a clear—even entertaining—fashion. His numerous examples and sample code snippets are clear and well thought out and are great starting points for new projects. QuickTime Toolkit fills some gaps in Apple's official documentation and is an essential book for anyone preparing to dive into the powerful depths of low-level QuickTime programming." —Jurgen Schaub, founder, BOPJET Media, and QuickTime abuser
"When QuickTime application developers get stuck, one of the first places they look for help is example code from Tim Monroe. Finally, these well-crafted examples and clear descriptions are available in book form—a must-have for anyone writing applications that import, export, display, or interact with QuickTime movies." —Matthew Peterson, University of California, Berkeley; the M.I.N.D. Institute; and author of Interactive QuickTime "A detailed narrative that covers a substantial amount of what's invovled in QuickTime application programming on both Macintosh and Windows computers." - MacTech
Tim Monroe is a senior software engineer on the QuickTime engineering team at Apple Computer and a contributing editor at MacTech Magazine. He has spoken at Apple's Worldwide Developer Conference, QuickTime Live! and the O'Reilly Mac OS X Conference. He began his career at Apple as a technical writer, authoring a number of volumes in the well-known Inside Macintosh series and most of the original QuickTime VR and QuickDraw 3D developer documentation. Prior to joining Apple, he worked as a contractor at places like Sun Microsystems and IBM.
Apple Computer, Cupertino, California, U.S.A.