Apple TV overlay audio of video - ios

I want to build an Apple TV app that plays a list of short videos and plays music over them.
To achieve this I need to do two following things:
1) Mute the videos or remove the audio tracks from them
I have no Idea if/how this is possible. I looked around the TVJS documentation for Player and MediaItem but found nothing.
2) Play two media items at the same time.
From this I already know that this is at least not possible with two players. I also tried to use the background audio of my TVML Template but this didn't work either.
Does anyone know of a way how something like this would be possible?
Edit (some more information):
For testing stuff I used the code from this article
At the suggesion of Daniel Storm I tried to change the load function in Presenter.js to both
load: function(event) {
var self = this,
ele = event.target,
videoURL = ele.getAttribute("videoURL")
if(videoURL) {
var player = new Player();
var playlist = new Playlist();
var mediaItem = new MediaItem("video", videoURL);
player.playlist = playlist;
player.playlist.push(mediaItem);
mediaItem.volume = 0.0;
player.present();
}
},
and
load: function(event) {
var self = this,
ele = event.target,
videoURL = ele.getAttribute("videoURL")
if(videoURL) {
var player = new Player();
var playlist = new Playlist();
var mediaItem = new MediaItem("video", videoURL);
player.playlist = playlist;
player.playlist.push(mediaItem);
player.volume = 0.0;
player.present();
}
},
but neither worked.

Related

Build a simple Equalizer

I would like to make a 5-band audio equalizer (60Hz, 230Hz, 910Hz, 4kHz, 14kHz) using AVAudioEngine. I would like to have the user input gain per band through a vertical slider and accordingly adjust the audio that is playing. I tried using AVAudioUnitEQ to do this, but I hear no difference when playing the audio. I tried to hardcode in values to specify a gain at each frequency, but it still does not work. Here is the code I have:
var audioEngine: AVAudioEngine = AVAudioEngine()
var equalizer: AVAudioUnitEQ!
var audioPlayerNode: AVAudioPlayerNode = AVAudioPlayerNode()
var audioFile: AVAudioFile!
// in viewDidLoad():
equalizer = AVAudioUnitEQ(numberOfBands: 5)
audioEngine.attach(audioPlayerNode)
audioEngine.attach(equalizer)
let bands = equalizer.bands
let freqs = [60, 230, 910, 4000, 14000]
audioEngine.connect(audioPlayerNode, to: equalizer, format: nil)
audioEngine.connect(equalizer, to: audioEngine.outputNode, format: nil)
for i in 0...(bands.count - 1) {
bands[i].frequency = Float(freqs[i])
}
bands[0].gain = -10.0
bands[0].filterType = .lowShelf
bands[1].gain = -10.0
bands[1].filterType = .lowShelf
bands[2].gain = -10.0
bands[2].filterType = .lowShelf
bands[3].gain = 10.0
bands[3].filterType = .highShelf
bands[4].gain = 10.0
bands[4].filterType = .highShelf
do {
if let filepath = Bundle.main.path(forResource: "song", ofType: "mp3") {
let filepathURL = NSURL.fileURL(withPath: filepath)
audioFile = try AVAudioFile(forReading: filepathURL)
audioEngine.prepare()
try audioEngine.start()
audioPlayerNode.scheduleFile(audioFile, at: nil, completionHandler: nil)
audioPlayerNode.play()
}
} catch _ {}
Since the low frequencies have a gain of -10 and the high frequencies have a gain of 10, there should be a very noticeable difference when playing any media. However, when the media starts playing, it sounds the same as if played without any equalizer attached.
I'm not sure why this is happening, but I tried several different things to debug. I thought that it might be the order of the functions so I tried switching it so that audioEngine.connect is called after adjusting all of the bands, but that did not make a difference either.
I tried this same code with using an AVAudioUnitTimePitch, and it worked perfectly, so I am dumbfounded as to why it does not work with AVAudioUnitEQ.
I do not want to use any third-party libraries or cocoa pods for this project, I would like to do it using AVFoundation alone.
Any help would be greatly appreciated!
Thanks in advance.
AVAudioUnitEQFilterParameters
Looking through the documentation, I noticed that I had messed with all of the parameters except bypass and it seems that changing this flag fixed everything!
So, I believe the main issue here is that each AVAudioUnitEQ band must not be bypassed by the provided system values rather than the values the programmer sets.
So, I changed
for i in 0...(bands.count - 1) {
bands[i].frequency = Float(freqs[i])
}
to
for i in 0...(bands.count - 1) {
bands[i].frequency = Float(freqs[i])
bands[i].bypass = false
bands[i].filtertype = .parametric
}
and everything started working. Furthermore, to make an effective equalizer that allows the user to modify individual frequencies the filtertype for each band should be set to .parametric.
I am still unsure on what I should set the bandwith to, but I can probably check online for that or just mess with it until the sound matches a different equalizer application.

How to close previous AVPlayer and AVPlayerItem

I'm making an iOS app in Swift that plays a video in a loop in a small layer in the top right corner of the screen which shows a video of specific coloured item. the user then taps the corresponding coloured item on the screen. when they do, the videoName variable is randomly changed to the next colour and the corresponding video is triggered. I have no problem raising, playing and looping the video with AVPlayer, AVPlayerItem as seen in the attached code.
Where I'm stuck is that whenever the next video is shown, previous ones stay open behind it. Also, After 16 videos have played, the player disappears altogether on my iPad. I've tried many suggestions presented in this and other sites but either swift finds a problem with them or it just doesn't work.
So question: within my code here, how do I tell it "hey the next video has started to play, remove the previous video and it's layer and free up the memory so i can play as many videos as needed"?
//set variables for video play
var playerItem:AVPlayerItem?
var player:AVPlayer?
//variables that contain video file path, name and extension
var videoPath = NSBundle.mainBundle().resourcePath!
var videoName = "blue"
let videoExtension = ".mp4"
//DISPLAY VIDEO
func showVideo(){
//Assign url path
let url = NSURL(fileURLWithPath: videoPath+"/Base.lproj/"+videoName+videoExtension)
playerItem = AVPlayerItem(URL: url)
player=AVPlayer(playerItem: playerItem!)
let playerLayer=AVPlayerLayer(player: player!)
//setplayser location in uiview and show video
playerLayer.frame=CGRectMake(700, 5, 350, 350)
self.view.layer.addSublayer(playerLayer)
player!.play()
// Add notification to know when the video ends, then replay it again. THIS IS A CONTINUAL LOOP
NSNotificationCenter.defaultCenter().addObserverForName(AVPlayerItemDidPlayToEndTimeNotification, object: player!.currentItem, queue: nil)
{ notification in
let t1 = CMTimeMake(5, 100);
self.player!.seekToTime(t1)
self.player!.play()
}
}
`
I adapted #Anupam Mishra's Swift code suggestion. It wasn't working at first but finally figured I had to take the playerLayer outside the function and close the playerLayer after I set the player to nil. Also. instead of using 'if(player!.rate>0 ...)' which would no doubt still work, I created a variable switch to indicate when to say "kill the player AND the layer" as seen below. It may not be pretty but it works! The following is for absolute newbies like myself - WHAT I LEARNED FROM THIS EXPERIENCE: it seems to me that an ios device only allows 16 layers to be added to a viewController (or superLayer). so each layer needs to be deleted before opening the next layer with its player unless you really want 16 layers running all at once. WHAT THIS CODE BELOW ACTUALLY DOES FOR YOU: this code creates a re-sizable layer over an existing viewController and plays a video from your bundle in an endless loop. When the next video is about to be called, the current video and the layer are totally removed, freeing up the memory, and then a new layer with the new video is played. The video layer size and location is totally customizable using the playerLayer.frame=CGRectMake(left, top, width, height) parameters. HOW TO MAKE IT ALL WORK: Assuming you've already added your videos to you bundle, create another function for your button tap. in that function, first call the 'stopPlayer()' function, change the 'videoName' variable to the new video name you desire, then call the 'showVideo()' function. (if you need to change the video extension, change 'videoExtension' from a let to a var.
`
//set variables for video play
var playerItem:AVPlayerItem?
var player:AVPlayer?
var playerLayer = AVPlayerLayer() //NEW playerLayer var location
//variables that contain video file path, name and extension
var videoPath = NSBundle.mainBundle().resourcePath!
var videoName = "blue"
let videoExtension = ".mp4"
var createLayerSwitch = true /*NEW switch to say whether on not to create the layer when referenced by the closePlayer and showVideo functions*/
//DISPLAY VIDEO
func showVideo(){
//Assign url path
let url = NSURL(fileURLWithPath: videoPath+"/Base.lproj/"+videoName+videoExtension)
playerItem = AVPlayerItem(URL: url)
player=AVPlayer(playerItem: playerItem!)
playerLayer=AVPlayerLayer(player: player!) //NEW: remove 'let' from playeLayer here.
//setplayser location in uiview and show video
playerLayer.frame=CGRectMake(700, 5, 350, 350)
self.view.layer.addSublayer(playerLayer)
player!.play()
createLayerSwitch = false //NEW switch to tell if a layer is already created or not. I set the switch to false so that when the next tapped item/button references the closePlayer() function, the condition is triggered to close the player AND the layer
// Add notification to know when the video ends, then replay it again without a pause between replays. THIS IS A CONTINUAL LOOP
NSNotificationCenter.defaultCenter().addObserverForName(AVPlayerItemDidPlayToEndTimeNotification, object: player!.currentItem, queue: nil)
{ notification in
let t1 = CMTimeMake(5, 100);
self.player!.seekToTime(t1)
self.player!.play()
}
}
//NEW function to kill the current player and layer before playing the next video
func closePlayer(){
if (createLayerSwitch == false) {
player!.pause()
player = nil
playerLayer.removefromsuperlayer()
}
}
`
Why don't just use replaceCurrentItemWithPlayerItem on your player ? You will keep the same player for all your videos. I think it's a better way to do.
Edit : replaceCurrentItemWithPlayerItem has to be call on the main thread
Before moving on next track first check, is player having any videos or music, to stop it do the following checks:
Swift Code-
if player!.rate > 0 && player!.error == nil
{
player!.pause()
player = nil
}
Objective-C Code-
if (player.rate > 0 && !player.error)
{
[player setRate:0.0];
}

Changing the audioTimePitchAlgorithm parameter for an AVPlayerItem

I'm trying to change the audioTimePitchAlgorithm for playback at lower rates than 0.5 but don't seem to be having much luck. I've scoured SO for solutions but every implementation I try seems to still limit me to a rate of 0.5 or above...
var player: AVPlayer = AVQueuePlayer()
#IBAction func play(sender: AnyObject) {
let assetQueue = [aVItem1, aVItem2, aVItem3, aVItem4, aVItem5, aVItem6, aVItem7, aVItem8, aVItem9, aVItem0]
var itemQueue: [AVPlayerItem] = []
for index in 0...9{
let nextItem: AVPlayerItem = AVPlayerItem(asset: assetQueue[index])
nextItem.audioTimePitchAlgorithm = "AVAudioTimePitchAlgorithmSpectral"
itemQueue.append(nextItem)
}
player = AVQueuePlayer(items: itemQueue)
player.play()
player.rate = 0.25
}
I apologise in advance if this is actually a straight forward process and I am perhaps too new to this to grasp some of the underlying concepts. I have already also tried creating an AVMutableAudioMixInputParameters object and assigning it to an AVMutableAudioMix object and intern assigning this mix object to the AVPlayerItem, but this also yielded the same result (playback at a rate of 0.5), so I have only included my first, more simplified, code attempt. Any help would be greatly appreciated :)

Set MPNowPlayingInfoCenter with other background audio playing

I am trying to play a video using MPMoviePlayerController for an iOS app in Swift.
My goal is to be able to play system music with something like apple music, then open my app and have the audio mix in, but I want my app to be able to take control of MPNowPlayingInfoCenter.
How can I use AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, withOptions: .MixWithOthers) while still set the MPNowPlayingInfoCenter?
Google Maps mixes in audio while taking setting MPNowPlayingInfoCenter. Below is how I am trying to set the MPNowPlayingInfoCenter:
func setMeta(){
UIApplication.sharedApplication().beginReceivingRemoteControlEvents()
self.becomeFirstResponder()
if let player = PlayWorkoutViewController.player{
let coverArt = MPMediaItemArtwork(image: UIImage(named: "AlbumArt")!)
let dict: [String: AnyObject] = [
MPMediaItemPropertyArtwork: coverArt,
MPMediaItemPropertyTitle:workout.title,
MPMediaItemPropertyArtist:"Alex",
MPMediaItemPropertyAlbumTitle:workout.program.title,
MPNowPlayingInfoPropertyPlaybackRate: player.currentPlaybackRate,
MPNowPlayingInfoPropertyElapsedPlaybackTime: player.currentPlaybackTime,
MPMediaItemPropertyPlaybackDuration: player.playableDuration
]
MPNowPlayingInfoCenter.defaultCenter().nowPlayingInfo = dict
}
}
The above function works when I am not trying to play outside music with an option (.MixWithOthers) at the same time, but while I am trying to play outside music with the option (.MixWithOthers) the info center does not update.
Edit 1: Just to make things super clear, I already having video playing properly I am trying to play video with other background audio while being able to set MPNowPlayingInfoCenter.
This isn't currently possible in iOS. Even just changing your category options to .MixWithOthers causes your nowPlayingInfo to be ignored.
My guess is iOS only considers non-mixing apps for inclusion in MPNowPlayingInfoCenter, because there is uncertainty as to which app would show up in (e.g.) Control Center if there are multiple mixing apps playing at the same time.
I'd very much like it if iOS used a best-effort approach for choosing the "now playing app", something like this:
If there's a non-mixing app playing, pick that. Else..
If there's only one mixing app playing, pick that. Else..
If there are multiple mixing apps playing, just pick one :) Or pick none, I'm fine with either.
If you'd like this behavior as well, I'd encourage you to file a bug with Apple.
Have you tried implementing your own custom function to update the MPNowPlayingInfoCenter? Recently I was using an AVAudioPlayer to play music and needed to do the updating manually.
This is basically the function I called upon a new song being loaded.
func updateNowPlayingCenter() {
let center = MPNowPlayingInfoCenter.defaultCenter()
if nowPlayingItem == nil {
center.nowPlayingInfo = nil
} else {
var songInfo = [String: AnyObject]()
// Add item to dictionary if it exists
if let artist = nowPlayingItem?.artist {
songInfo[MPMediaItemPropertyArtist] = artist
}
if let title = nowPlayingItem?.title {
songInfo[MPMediaItemPropertyTitle] = title
}
if let albumTitle = nowPlayingItem?.albumTitle {
songInfo[MPMediaItemPropertyAlbumTitle] = albumTitle
}
if let playbackDuration = nowPlayingItem?.playbackDuration {
songInfo[MPMediaItemPropertyPlaybackDuration] = playbackDuration
}
if let artwork = nowPlayingItem?.artwork {
songInfo[MPMediaItemPropertyArtwork] = artwork
}
center.nowPlayingInfo = songInfo
}
}
I am not sure if doing this upon a movie being loaded will override the MPMoviePlayerController, but it seems worth a shot.
Additionally, they have depreciated MPMoviePlayerController and replaced it with AVPlayerViewController, so thats also worth looking into.
Edit: Also I would check to make sure that you are properly receiving remote control events, as this impacts the data being displayed by the info center.
To play the video in swift use this:-
func playVideoEffect() {
let path = NSBundle.mainBundle().pathForResource("egg_grabberAnmi", ofType:"mp4")
let url = NSURL.fileURLWithPath(path!)
self.moviePlayer = MPMoviePlayerController(contentURL: url)
if let player = moviePlayer {
let screenSize: CGRect = UIScreen.mainScreen().bounds
player.view.frame = CGRect(x: frame.size.width*0.10,y: frame.size.width/2, width:screenSize.width * 0.80, height: screenSize.width * 0.80)
player.view.sizeToFit()
player.scalingMode = MPMovieScalingMode.Fill
player.fullscreen = true
player.controlStyle = MPMovieControlStyle.None
player.movieSourceType = MPMovieSourceType.File
player.play()
self.view?.addSubview(player.view)
var timer = NSTimer.scheduledTimerWithTimeInterval(6.0, target: self, selector: Selector("update"), userInfo: nil, repeats: false)
}
}
// And Use the function to play Video
playVideoEffect()

AVPlayer Go To Live?

I am using an AVPlayer object to play a live stream of an MP3, just using an HTTP link.
As with normal live video playing in iOS, there is a button that you can press to skip to live.
Is it possible to do this with AVPlayer?
E.g I am listening live, pause, then after however long play again. It continues from where I left it. But what if I want to skip to live?
I had the same need and made this extension to AVPlayer:
extension AVPlayer {
func seekToLive() {
if let items = currentItem?.seekableTimeRanges, !items.isEmpty {
let range = items[items.count - 1]
let timeRange = range.timeRangeValue
let startSeconds = CMTimeGetSeconds(timeRange.start)
let durationSeconds = CMTimeGetSeconds(timeRange.duration)
seek(to: CMTimeMakeWithSeconds(startSeconds + durationSeconds, 1))
}
}
}

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