I am using 'YbridPlayerSDK' library to play opus audio
let myEndpoint = MediaEndpoint(mediaUri: audioURL.absoluteString)
try AudioPlayer.open(for: myEndpoint, listener: nil) {
(control) in /// called asychronously
control.play()
}
The above code play the audio but I am not able to find out its duration. how to get audio duration
Related
I want to play an Audio file (A wav file for example) and at specific locations of the track I want to fire events or triggers that will control an external device.
My idea for now is to generate a MIDI track that plays in sync with the Audio Track and when the MIDI track notes are played, some trigger events are generated that we can handle to do whatever we want.
The thing where I am stuck right now is how to play the .mid file and generate events when midi notes are played. I also want to play the wav and the mid file in sync, but that is not what I am solving at this point.
I looked into AudioKit, but the examples seem out of date and the documentation isn't helping a lot.
Is MIDI a right approach to do this? is there an easier way in iOS where I don't have to use AudioKit and just use something from AVFoundation.
I want to understand what tool is best to detect when a midi note from the .mid file is played and handle the event.
My research has pointed me to use AKAppleSequencer. What could help is a simple example that loads a midi file and then basically prints something when a note is played.
I came across these posts,
How to connect AKSequencer to a AKCallbackInstrument?
Play MIDI file together with wav AudioKit
but the AKSequencer is now replaced by AKAppleSequencer.
So I figured it out. The answer was basically in the posts above just updated the code so it uses AKAppleSequencer.
let sequencer = AKAppleSequencer(filename: "SaReGaMa") // the .mid file
let callbackInstr = AKMIDICallbackInstrument()
var player: AKPlayer!
func initializeSession() {
callbackInstr.callback = myCallBack
sequencer.setGlobalMIDIOutput(callbackInstr.midiIn)
if let audioFile = try? AKAudioFile(readFileName: "SaReGaMa.wav") {
player = AKPlayer(audioFile: audioFile)
player.completionHandler = { print("Finished playing file")}
player.buffering = .always
AudioKit.output = player
do {
try AudioKit.start()
} catch {
print("Error starting audiokit, \(error)")
}
}
}
// The callback gets triggered when each midi note is played by the sequencer.
func myCallBack(a: UInt8, b:MIDINoteNumber, c:MIDIVelocity) -> () {
print(a,b,c);
}
// These functions let you control the playback.
func play() {
player.play()
sequencer.play()
}
func pause() {
sequencer.stop()
player.pause()
}
I'm having a problem with recording audio from the microphone of my test device to a .caf file in Swift, XCode 9.4.1 using the latest version of AudioKit. In a simple test whereby I send the audio straight from the microphone to the output via an AKBooster, it works just fine and I can hear the mic input coming out of the speakers. I'm more or less following this example, although again using a booster node instead of an oscillator.
The following is my code:
class MicrophoneHandler
{
var microphone : AKMicrophone!
var booster : AKBooster!
var mixer : AKMixer!
var recorder : AKNodeRecorder!
var file : AKAudioFile!
var player : AKAudioPlayer!
init()
{
setupMicrophone()
microphone = AKMicrophone()
booster = AKBooster(microphone) // Stereo amplifier for microphone
mixer = AKMixer(booster)
file = try! AKAudioFile() // File to store recorder output
player = try? AKAudioPlayer(file: file) // Player to play back recorded audio file
//player.looping = true
recorder = try? AKNodeRecorder(node: mixer, file: file)
try? recorder.record()
sleep(5)
let dur = String(format: "%0.3f seconds", recorder.recordedDuration)
print("Stopped. (\(dur) recorded)")
recorder.stop()
//file.exportAsynchronously(name: "Test", baseDir: .documents, exportFormat: .caf){ [weak self] _, _ in
//}
//player.play()
//AudioKit.output = player!
//try? AudioKit.start()
}
func setupMicrophone()
{
// Function to initialise microphone settings
// Adapted from AudioKit example code found here:
// https://audiokit.io/examples/MicrophoneAnalysis
AKSettings.bufferLength = .medium
AKSettings.ioBufferDuration = 0.002 // TODO experiment with this to control latency
do
{
try AKSettings.setSession(category: .playAndRecord, with: .allowBluetoothA2DP) // Set session type & allow streaming to Bluetooth devices
} catch
{
AKLog("Could not set session category.")
}
AKSettings.defaultToSpeaker = true // Output to speaker when audio input is enabled
}
}
I have commented out the export code as the problem doesn't appear to be here. The console displays the following:
AKMicrophone.swift:init():45:Mixer inputs 8
AKAudioPlayer.swift:updatePCMBuffer():533:AKAudioPlayer Warning: "BF848EC0-94F8-4E39-A211-784B001CED72.caf" is an empty file
2018-11-16 17:49:16.936169+0000 VoxBox[2258:6984570] Audio files cannot be non-interleaved. Ignoring setting AVLinearPCMIsNonInterleaved YES.
AKNodeRecorder.swift:record():104:AKNodeRecorder: recording
Stopped. (0.000 seconds recorded)
As you can see, the recorder appears not to be recording to file for some reason. To my mind, my code should
Initialise the microphone (including settings)
Route the microphone input through a booster followed by a mixer (mixing with an FX bank will happen later)
Create an empty .caf audio file to be written to
Set up a player to play this file when the time comes
Set up a recorder to record the output of the mixer node to the audio file
Record 5 seconds of microphone input to the audio file
Yet for some reason nothing is being recorded. Clearly I am missing something or have misunderstood how the AKNodeRecorder works in this regard. I have read as many StackOverflow questions on similar topics as I can, had a dig through the AudioKit documentation and read a couple of examples from the AudioKit site, but nothing seems to address my particular problem.
Any help would be much appreciated.
MovieTexture is finally deprecated after Unity 5.6.0b1 release and new API that plays video on both Desktop and Mobile devices is now released.
VideoPlayer and VideoClip can be used to play video and retrieve texture for each frame if needed.
I've managed to get the video working but coduldn't get the audio to play as-well from the Editor on Windows 10. Anyone know why audio is not playing?
//Raw Image to Show Video Images [Assign from the Editor]
public RawImage image;
//Video To Play [Assign from the Editor]
public VideoClip videoToPlay;
private VideoPlayer videoPlayer;
private VideoSource videoSource;
//Audio
private AudioSource audioSource;
// Use this for initialization
void Start()
{
Application.runInBackground = true;
StartCoroutine(playVideo());
}
IEnumerator playVideo()
{
//Add VideoPlayer to the GameObject
videoPlayer = gameObject.AddComponent<VideoPlayer>();
//Add AudioSource
audioSource = gameObject.AddComponent<AudioSource>();
//Disable Play on Awake for both Video and Audio
videoPlayer.playOnAwake = false;
audioSource.playOnAwake = false;
//We want to play from video clip not from url
videoPlayer.source = VideoSource.VideoClip;
//Set video To Play then prepare Audio to prevent Buffering
videoPlayer.clip = videoToPlay;
videoPlayer.Prepare();
//Wait until video is prepared
while (!videoPlayer.isPrepared)
{
Debug.Log("Preparing Video");
yield return null;
}
Debug.Log("Done Preparing Video");
//Set Audio Output to AudioSource
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
//Assign the Audio from Video to AudioSource to be played
videoPlayer.EnableAudioTrack(0, true);
videoPlayer.SetTargetAudioSource(0, audioSource);
//Assign the Texture from Video to RawImage to be displayed
image.texture = videoPlayer.texture;
//Play Video
videoPlayer.Play();
//Play Sound
audioSource.Play();
Debug.Log("Playing Video");
while (videoPlayer.isPlaying)
{
Debug.LogWarning("Video Time: " + Mathf.FloorToInt((float)videoPlayer.time));
yield return null;
}
Debug.Log("Done Playing Video");
}
Found the problem. Below is the FIXED code that plays Video and Audio:
//Raw Image to Show Video Images [Assign from the Editor]
public RawImage image;
//Video To Play [Assign from the Editor]
public VideoClip videoToPlay;
private VideoPlayer videoPlayer;
private VideoSource videoSource;
//Audio
private AudioSource audioSource;
// Use this for initialization
void Start()
{
Application.runInBackground = true;
StartCoroutine(playVideo());
}
IEnumerator playVideo()
{
//Add VideoPlayer to the GameObject
videoPlayer = gameObject.AddComponent<VideoPlayer>();
//Add AudioSource
audioSource = gameObject.AddComponent<AudioSource>();
//Disable Play on Awake for both Video and Audio
videoPlayer.playOnAwake = false;
audioSource.playOnAwake = false;
//We want to play from video clip not from url
videoPlayer.source = VideoSource.VideoClip;
//Set Audio Output to AudioSource
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
//Assign the Audio from Video to AudioSource to be played
videoPlayer.EnableAudioTrack(0, true);
videoPlayer.SetTargetAudioSource(0, audioSource);
//Set video To Play then prepare Audio to prevent Buffering
videoPlayer.clip = videoToPlay;
videoPlayer.Prepare();
//Wait until video is prepared
while (!videoPlayer.isPrepared)
{
Debug.Log("Preparing Video");
yield return null;
}
Debug.Log("Done Preparing Video");
//Assign the Texture from Video to RawImage to be displayed
image.texture = videoPlayer.texture;
//Play Video
videoPlayer.Play();
//Play Sound
audioSource.Play();
Debug.Log("Playing Video");
while (videoPlayer.isPlaying)
{
Debug.LogWarning("Video Time: " + Mathf.FloorToInt((float)videoPlayer.time));
yield return null;
}
Debug.Log("Done Playing Video");
}
Why Audio was not playing:
//Set Audio Output to AudioSource
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
//Assign the Audio from Video to AudioSource to be played
videoPlayer.EnableAudioTrack(0, true);
videoPlayer.SetTargetAudioSource(0, audioSource);
must be called before videoPlayer.Prepare(); not after it. This is took hours of experiment to find this this was the problem I was having.
Stuck at "Preparing Video"?
Wait 5 seconds after videoPlayer.Prepare(); is called then exit the while loop.
Replace:
while (!videoPlayer.isPrepared)
{
Debug.Log("Preparing Video");
yield return null;
}
with:
//Wait until video is prepared
WaitForSeconds waitTime = new WaitForSeconds(5);
while (!videoPlayer.isPrepared)
{
Debug.Log("Preparing Video");
//Prepare/Wait for 5 sceonds only
yield return waitTime;
//Break out of the while loop after 5 seconds wait
break;
}
This should work but you may experience buffering when the video starts playing. While using this temporary fix, my suggestion is to file for bug with the title of "videoPlayer.isPrepared always true" because this is a bug.
Some people also fixed it by changing:
videoPlayer.playOnAwake = false;
audioSource.playOnAwake = false;
to
videoPlayer.playOnAwake = true;
audioSource.playOnAwake = true;
Play Video From URL:
Replace:
//We want to play from video clip not from url
videoPlayer.source = VideoSource.VideoClip;
with:
//We want to play from url
videoPlayer.source = VideoSource.Url;
videoPlayer.url = "http://www.quirksmode.org/html5/videos/big_buck_bunny.mp4";
then Remove:
public VideoClip videoToPlay; and videoPlayer.clip = videoToPlay; as these are not needed anymore.
Play Video From StreamingAssets folder:
string url = "file://" + Application.streamingAssetsPath + "/" + "VideoName.mp4";
if !UNITY_EDITOR && UNITY_ANDROID
url = Application.streamingAssetsPath + "/" + "VideoName.mp4";
#endif
//We want to play from url
videoPlayer.source = VideoSource.Url;
videoPlayer.url = url;
All supported video formats:
ogv
vp8
webm
mov
dv
mp4
m4v
mpg
mpeg
Extra supported video formats on Windows:
avi
asf
wmf
Some of these formats don't work on some platforms. See this post for more information on supported video formats.
Similar to what the other answers have been saying. You could use callbacks for when preparing and end of video states. Rather than using coroutines and yield return.
videoPlayer.loopPointReached += EndReached;
videoPlayer.prepareCompleted += PrepareCompleted;
void PrepareCompleted(VideoPlayer vp) {
vp.Play();
}
void EndReached(VideoPlayer vp) {
// do something
}
I used #Programmer 's answer to play videos from a URL, but I couldn't get any sound to play. Eventually I found the answer in the comments of a YouTube tutorial.
To get the audio to play for a movie loaded via URL, you need to add the following line before the call to EnableAudioTrack:
videoPlayer.controlledAudioTrackCount = 1;
By now the VideoPlayer should be updated enough you don't need to write code to get to work correctly. Here are the settings I found to have the most desirable effect:
These settings are:
Video Player:
Play On Awake: True
Wait For First Frame: False
Audio Output Mode: None
Audio Source:
Play On Awake: True
Don't forget to have a VideoClip for the VideoPlayer and an AudioClip for the AudioSource. The file formats I found to work the best are .ogv for video and .wav for audio.
I'm trying to get my audio file duration to display on my app but my code always return 0. I hope there is a method that notifies me when the AVplayer has data from the file and then I can call my code after that to get the data. Any suggestions?
func loadAudioUrl() {
guard let url = URL(string: sampleShortAudioUrl) else {return}
audioPlayer = AVPlayer(url: url)
audioPlayer?.play()
if let duration = audioPlayer?.currentItem?.duration{
print(duration)
}
}
You can get duration, but you need to wait because content is loading. Your code assumes that it is loaded instantly.
You need to use AVPlayerItem with AVPlayer.
When AVPlayerItem status is ready to play, you can ask for duration. Complete code example is right from Apple here:
AVPlayerItem
You can't get duration from a remote audio url , you must store it's duration remotely in your database and grap it while listening or downloading . . .
I need to create a Audio Player for streamed URL (m3u8 format). I have created music player using AVPlayer. But I need to show visualizer for streamed song. I have tried different solution but not found any working example of it.
I have created visualizer using AVAudioPlayer(averagePower) but it won't support streamed URL.
Any help to show visualizer for AVPlayer? Thanks in advance.
I have also tried using MYAudioTapProcessor which most of the people suggested, but for streamed URL, tracks always returns null.
Added the MYAudioTapProcessor.h and MYAudioTapProcessor.m in project
//Initialization of player
let playerItem = AVPlayerItem( url:NSURL( string:"https://bitdash-a.akamaihd.net/content/sintel/hls/playlist.m3u8" ) as! URL )
let audioPlayer: AVPlayer = AVPlayer(playerItem:playerItem)
//Added periodic time observer
audioPlayer!.addPeriodicTimeObserver(forInterval: CMTimeMakeWithSeconds(1, 1), queue: DispatchQueue.main) { (CMTime) -> Void in
if audioPlayer!.currentItem?.status == .readyToPlay
{
if let playerItem: AVPlayerItem = audioPlayer!.currentItem {
print(playerItem.asset.tracks.count)
if (playerItem.asset.tracks) != nil {
self.tapProcessor = MYAudioTapProcessor(avPlayerItem: playerItem)
playerItem.audioMix = self.tapProcessor.audioMix
self.tapProcessor.delegate = self
}
}
}
}
//Delegate callback method for MYAudioTapProcessor
func audioTabProcessor(_ audioTabProcessor: MYAudioTapProcessor!, hasNewLeftChannelValue leftChannelValue: Float, rightChannelValue: Float) {
print("volume: \(leftChannelValue) : \(rightChannelValue)")
volumeSlider.value = leftChannelValue
}
Also tried by adding the "Track" observer.
playerItem.addObserver(self, forKeyPath: "tracks", options: NSKeyValueObservingOptions.new, context: nil);
Now if play mp3 file, the callback method calls but for m3u8 callback method doesn't call. The main reason for failing m3u8 URL is it always show tracks array count zero whereas for mp3 files tracks array has one item.
You cannot get tracks for HLS via AVPLayer. You should use progressive download or local file for getting audio tracks while playing media.