          * Default is true.
          */
         public static var fragmentLoadSkipAfterMaxRetry : Boolean = true;
-        /**
+        
+        /**
+         * flushLiveURLCache
+         *
          * If set to true, live playlist will be flushed from URL cache before reloading
          * (this is to workaround some cache issues with some combination of Flash Player / IE version)
          *
          * Default is false
          */
         public static var flushLiveURLCache : Boolean = false;
-        /** max nb of retries for Manifest Loading in case I/O errors are met,
+        
+        /**
+         * manifestLoadMaxRetry
+         *
+         * max nb of retries for Manifest Loading in case I/O errors are met,
          *      0, means no retry, error will be triggered automatically
          *     -1 means infinite retry
          */
         public static var manifestLoadMaxRetry : int = -1;
-        /** manifestLoadMaxRetryTimeout
-
+        
+        /** 
+         * manifestLoadMaxRetryTimeout
+         *
          * Maximum Manifest retry timeout (in milliseconds) in case I/O errors are met.
          * Every fail on fragment request, player will exponentially increase the timeout to try again.
          * It starts waiting 1 second (1000ms), than 2, 4, 8, 16, until manifestLoadMaxRetryTimeout is reached.
          *
-         * Default is 64000.
+         * Default is 64000
          */
         public static var manifestLoadMaxRetryTimeout : Number = 64000;
-        /**
+        
+        /**
+         * startFromBitrate
+         *
          * If greater than 0, specifies the preferred bitrate.
          * If -1, and startFromLevel is not specified, automatic start level selection will be used.
          * This parameter, if set, will take priority over startFromLevel.
+         *
+         * Default is -1
          */
         public static var startFromBitrate : Number = -1;
-        /** start level :
+        
+        /** 
+         * startFromLevel
+         *
+         * start level :
          *  from 0 to 1 : indicates the "normalized" preferred level. As such, if it is 0.5, the closest to the middle bitrate will be selected and used first.
          * -1 : automatic start level selection, playback will start from level matching download bandwidth (determined from download of first segment)
          * -2 : playback will start from the first level appearing in Manifest (not sorted by bitrate)
+         *
+         * Default is -1
          */
         public static var startFromLevel : Number = -1;
-        /** seek level :
-         *  from 0 to 1 : indicates the "normalized" preferred bitrate. As such, if it is 0.5, the closest to the middle bitrate will be selected and used first.
+        
+        /** 
+         * seekFromLevel
+         *
+         * Seek level:
+         *  from 0 to 1: indicates the "normalized" preferred bitrate. As such, if it is 0.5, the closest to the middle bitrate will be selected and used first.
          * -1 : automatic start level selection, keep previous level matching previous download bandwidth
+         *
+         * Default is -1
          */
         public static var seekFromLevel : Number = -1;
-        /** use hardware video decoder :
+        
+        /** 
+         * useHardwareVideoDecoder
+         *
+         * Use hardware video decoder:
          *  it will set NetStream.useHardwareDecoder
          *  refer to http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/NetStream.html#useHardwareDecoder
+         *
+         * Default is false
          */
         public static var useHardwareVideoDecoder : Boolean = false;
-        /**
+        
+        /**
+         * logInfo
+         *
          * Defines whether INFO level log messages will will appear in the console
-         * Default is true.
+         *
+         * Default is true
          */
         public static var logInfo : Boolean = true;
-        /**
+        
+        /**
+         * logDebug
+         *
          * Defines whether DEBUG level log messages will will appear in the console
-         * Default is false.
+         *
+         * Default is false
          */
         public static var logDebug : Boolean = false;
-        /**
+        
+        /**
+         * logDebug2
+         *
          * Defines whether DEBUG2 level log messages will will appear in the console
-         * Default is false.
+         *
+         * Default is false
          */
         public static var logDebug2 : Boolean = false;
-        /**
+        
+        /**
+         * logWarn
+         *
          * Defines whether WARN level log messages will will appear in the console
-         * Default is true.
+         *
+         * Default is true
          */
         public static var logWarn : Boolean = true;
-        /**
+        
+        /**
+         * logError
+         *
          * Defines whether ERROR level log messages will will appear in the console
-         * Default is true.
+         *
+         * Default is true
          */
         public static var logError : Boolean = true;
     }
-}+}

         * Default is 64000.
         */
        public static var keyLoadMaxRetryTimeout : Number = 64000;
        /** max nb of retries for Fragment Loading in case I/O errors are met,
         *      0, means no retry, error will be triggered automatically
         *     -1 means infinite retry
         */
        public static var fragmentLoadMaxRetry : int = 3;
        /** fragmentLoadMaxRetryTimeout

         * Maximum Fragment retry timeout (in milliseconds) in case I/O errors are met.
         * Every fail on fragment request, player will exponentially increase the timeout to try again.
         * It starts waiting 1 second (1000ms), than 2, 4, 8, 16, until fragmentLoadMaxRetryTimeout is reached.
         *
         * Default is 4000.
         */
        public static var fragmentLoadMaxRetryTimeout : Number = 64000;
        /** fragmentLoadSkipAfterMaxRetry

         * control behaviour in case fragment load still fails after max retry timeout
         * if set to true, fragment will be skipped and next one will be loaded.
         * If set to false, an I/O Error will be raised.

         * Default is HLSMaxLevelCappingMode.DOWNSCALE
         */
        public static var maxLevelCappingMode : String = HLSMaxLevelCappingMode.DOWNSCALE;
        
        // // // // // // /////////////////////////////////
        //
        // org.mangui.hls.stream.HLSNetStream
        //
        // // // // // // /////////////////////////////////
        /**
         * minBufferLength
         *
         * Defines minimum buffer length in seconds before playback can start, after seeking or buffer stalling.
         *
         * Default is -1 = auto
         */
        public static var minBufferLength : Number = -1;
        
        /**
         * maxBufferLength
         *
         * Defines maximum buffer length in seconds.
         * (0 means infinite buffering)
         *
         * Default is 120
         */
        public static var maxBufferLength : Number = 120;
        
        /**
         * maxBackBufferLength
         *
         * Defines maximum back buffer length in seconds.
         * (0 means infinite back buffering)
         *
         * Default is 30
         */
        public static var maxBackBufferLength : Number = 30;
        
        /**
         * lowBufferLength
         *
         * Defines low buffer length in seconds.
         * When crossing down this threshold, HLS will switch to buffering state.
         *
         * Default is 3
         */
        public static var lowBufferLength : Number = 3;
        
        /**
         * seekMode
         *
         * Defines seek mode to one form available in HLSSeekMode class:
         *      HLSSeekMode.ACCURATE_SEEK - accurate seeking to exact requested position
         *      HLSSeekMode.KEYFRAME_SEEK - key-frame based seeking (seek to nearest key frame before requested seek position)
         *
         * Default is HLSSeekMode.KEYFRAME_SEEK
         */
        public static var seekMode : String = HLSSeekMode.KEYFRAME_SEEK;
        
        /** 
         * keyLoadMaxRetry
         *
         * Max nb of retries for Key Loading in case I/O errors are met,
         *      0, means no retry, error will be triggered automatically
         *     -1 means infinite retry
         *
         * Default is 3
         */
        public static var keyLoadMaxRetry : int = 3;
        
        /** 
         * keyLoadMaxRetryTimeout
         *
         * Maximum key retry timeout (in milliseconds) in case I/O errors are met.
         * Every fail on key request, player will exponentially increase the timeout to try again.
         * It starts waiting 1 second (1000ms), than 2, 4, 8, 16, until keyLoadMaxRetryTimeout is reached.
