I have implemented MobileVLCKit in iOS by using MobileVLCKit framework. I have an issue,
When I declare the player #Interface the streaming and voice is working well.
#import <MobileVLCKit/MobileVLCKit.h>
#interface ViewController ()<VLCMediaPlayerDelegate>{
VLCMediaPlayer *vlcPlayer1
}
#end
But, declare the VLCMediaPlayer object at local function the video preview not displayed but, audio id playing.
- (void)viewDidLoad {
[super viewDidLoad];
VLCMediaPlayer *vlcPlayer1 = [[VLCMediaPlayer alloc] initWithOptions:nil];
vlcPlayer1.drawable = view;
media = [VLCMedia mediaWithURL:[NSURL URLWithString: UrlString]];
[vlcPlayer1 setMedia:media];
[vlcPlayer1 play];
}
How can I resolve the issue. Because, I need to create the view dynamically.
Try this:
[vlcplayer.media addOptions:#{ #"network-caching" : #300}];
If it doesn't work, replace 300 with a bigger value.
That may work.
So both of these questions/answers put me on the right path, but this is ultimately what worked for me.
NSURL* _uri = [NSURL URLWithString:uri];
NSArray* initOptions = [NSArray arrayWithObjects:#"--codec=avcodec", "--network-caching=10000", nil];
self.player = [[VLCMediaPlayer alloc] initWithOptions:initOptions];
self.player.media = [VLCMedia mediaWithURL:_uri];
It looks like the "addOptions" is valid, but my particular use case wasn't picking it up, and instead I had to actually initialize the VLCMediaPlayer with the options from the get go. Worked out nice because it actually fits much better with other JAVA/Android/CMD line VLC api's.
Related
I've done a lot of reading and research in trying to come up with a solution to my problem and can't seem to make my code work the way I want, or the way it should. What I want to do is be able to have different buttons play different, short sounds, without overlapping each other if I decide to click another sound button before another sound button's audio is finished. I've successfully got to the point where they play their designated sound using SystemSoundID, but they still overlap when I click on multiple buttons.
Below is a sample of my code:
Interface file:
#import <AVFoundation/AVFoundation.h>
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController {
}
-(IBAction)Sound:(id)sender;
#end
Implementation file:
#import "ViewController.h"
#import <AVFoundation/AVFoundation.h>
#import <UIKit/UIKit.h>
#implementation ViewController : UIViewController
- (IBAction)Sound:(id)sender
{
NSString *path = [[NSBundle mainBundle] pathForResource:#"Sound" ofType:#"mp3"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[theAudio play];
}
- (void)viewDidLoad
{
[super viewDidLoad];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
#end
I would appreciate the help more than you know, as I've spent quite some time trying to get it to work the way it should. If you have any questions for me please let me know! Thank you very much.
-Michael
I have the understanding that when you play an AudioSystemSound that it will play until completion. This method of playing Audio isn't a highly functional one and only really supposed to be used for simple "clicks" and "dings" etc. For a more comprehensive audio suite of features perhaps you could look at using the AVFoundation library with AVAudioPlayer where you can call "stop" to cease playing the called sound.
https://developer.apple.com/av-foundation/
Edited addition to the above answer:
In your .h file make sure you include;
#import AVFoundation;
and then create an AV player with;
AVAudioPlayer *playAudio
In your .m file add this block of code below in your method that needs to play the sound. Of course adjust the song/audiofile name and format appropriately;
NSString *backgroundMusic = [[NSBundle mainBundle]
pathForResource:#"insertSongNameHere" ofType:#"mp3"];
playAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:insertSongNameHere] error:NULL];
playAudio.numberOfLoops = -1;
[playAudio play];
Note: Number of loops being -1 means repeat forever. You can of course make that whatever number you like though. I hope that all helps, if not let me know and I'll see what I can do to assist!
Does Apple provide us with some audio controls like their standard ones we see in Control Center and the native Music app? Something we can add as a subview?
Or do we have to create our own?
Thanks
No, they do not. You have to create all of these controls on your own.
They do however offer several frameworks that are useful when it comes to making music playing applications. Once you create your own buttons, you can hook them up to the music API of your choice.
If you're looking to control the device's built in iPod, you'll want the Media Player Framework, but if you're looking to create something more your own, you probably want AVFoudation.
Try in Simple steps:
Step 1: #import <MediaPlayer/MediaPlayer.h>
Step 2: Set delegate in .h file UIViewController<MPMediaPlayback>
Step 3: Write this code on .m file
- (void)viewDidLoad
{
[super viewDidLoad];
NSURL *vedioURL =[NSURL fileURLWithPath:fileLocation];
MPMoviePlayerViewController *videoPlayerView = [[MPMoviePlayerViewController alloc] initWithContentURL:vedioURL];
[self presentMoviePlayerViewControllerAnimated:videoPlayerView];
[videoPlayerView.moviePlayer play];
}
-(void)endSeeking
{
[self.navigationController popViewControllerAnimated:NO];
}
-(void)stop
{
[self.navigationController popViewControllerAnimated:NO];
}
Ive used SystemSound in my app in order to play simple sound effects. In addition to this I play a musicvideo through the MPMoviePlayerController - now when I turn the volume up/down the music from the video responds as intended (lowering the volume up/down).
But the system sounds that are played does not respond to the volume. Im playing the system sounds when the user taps certain areas in the app. Heres a snippet of my code for that:
- (void)handleTap:(UITapGestureRecognizer *)recognizer {
SystemSoundID completeSound = nil;
//yellow folder in xcode doesnt need subdirectory param
//blue folder (true folder) will need to use subdirectory:#"dirname"
NSURL *sound_path = [[NSBundle mainBundle] URLForResource: target_sound_filename withExtension: #"wav"];
AudioServicesCreateSystemSoundID((__bridge CFURLRef)sound_path, &completeSound);
AudioServicesPlaySystemSound(completeSound);
}
PS. I doublechecked that my "Settings->Sounds->Ringer and Alerts->Change With Buttons" is set to ON (as I read on some other SO answers that leaving this option OFF will cause systemsound to not respond to the volume buttons)
Further the reason for using systemsound is that it gave the most accurate and responsive results when playing multiple sounds (like in a game).
Id prefer to not use OpenAL if possible (even through 3rd party sound libraries like Finch or CocosDenshion)
Any ideas?
Use the AVAudioPlayer class for playing sounds that are controlled by the user's volume settings (non-system sounds).
You can retain instances of AVAudioPlayer for each sound file that you use regularly and simply call the play method. Use prepareToPlay to preload the buffers.
Cheers to Marcus for suggesting that i could retain instances of AVAudioPlayer for each sound file and use prepareToPlay to preload the sounds. It might be to help for others looking for the same solution so here is how I did it (feel free to comment if anyone have suggestions for improvements)
//top of viewcontroller.m
#property (nonatomic, strong) NSMutableDictionary *audioPlayers;
#synthesize audioPlayers = _audioPlayers;
//on viewDidLoad
self.audioPlayers = [NSMutableDictionary new];
//creating the instances and adding them to the nsmutabledictonary in order to retain them
//soundFile is just a NSString containing the name of the wav file
NSString *soundFile = [[NSBundle mainBundle] pathForResource:s ofType:#"wav"];
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:soundFile] error:nil];
//audioPlayer.numberOfLoops = -1;
[audioPlayer prepareToPlay];
//add to dictonary with filename (omit extension) as key
[self.audioPlayers setObject:audioPlayer forKey:s];
//then i use the following to play the sound later on (i have it on a tap event)
//get pointer reference to the correct AVAudioPlayer instance for this sound, and play it
AVAudioPlayer *foo = [self.audioPlayers objectForKey:target_sound_filename];
[foo play];
//also im not sure how ARC will treat the strong property, im setting it to nil in dealloc atm.
-(void)dealloc {
self.audioPlayers = nil;
}
I'm trying to get a .pls stream from a shoutcast server to play in my ios app. So far i've been unsuccessful. I've red a lot of posts on stackoverflow but non of these were of any help.
Can anyone please explain to me, if its even possible, how to get .pls to stream?
all you need is to list the port of you radio, here is one working example:
in - (void)viewDidLoad
NSURL *vibes = [NSURL URLWithString:#"http://website.com:8002"];
vPlayer = [[AVPlayer alloc] initWithURL:vibes];
self.myViewVolume = [[MPVolumeView alloc] initWithFrame:CGRectMake(20, 330, 280, 50)];
[self.myViewVolume sizeToFit];
[self.view addSubview:self.myViewVolume];
you need to create an instance of AVPlayer in your .m file , here it is vPlayer
do not forget to add AVFoundation framework to you project, you can play and stop the stream with [player play] and [player stop]
One problem with AVPlayer is the lack of easy volume control, you can add one with mpViewVolume.
I am also working on radio app and by far AVPlayer is the best to play shoutcast streams.
#Walid Hussain
it worked for me using AVPlayer
link with AVFoundation.framework
//import needed
#import <AVFoundation/AVFoundation.h>
// declaration for the player
AVPlayer * radioPlayer;
// play
NSURL * url = [NSURL URLWithString:#"http://energy10.egihosting.com:9636"];
radioPlayer = [[AVPlayer playerWithURL:url] retain];
[radioPlayer play];
As you know,play a movie with MPMoviePlayerController object using
[[MPMoviePlayerController alloc] initWithContentURL: aURL];
now ,i want to achieve a custom NSURLProtocol in which i will decrypt a movie source that had be encrypt by AlgorithmDES.
Is that possibility? thanks for giving any ideas.need you help~
UPDATE: I spoke to Apple about this and it's not possible to use MPMoviePlayerController with a NSURLProtocol subclass at the moment!
Hej,
I am not sure but it could be possible. I am currently working on something similar but haven't got it fully working. What I have found out is that MPMoviePlayerController interacts with my custom NSURLProtocol subclass BUT it seems to be important to take the HTTPHeaders of the NSURLRequest into account because they define a range of bytes the MPMoviePlayerController needs.
If you dump them in your NSURLProtocol subclass you will get something like this twice for the start:
2011-01-16 17:00:47.287 iPhoneApp[1177:5f03] Start loading from request: {
Range = "bytes=0-1";
}
So my GUESS is that as long as you can provide the correct range and return a mp4 file that can be played by the MPMoviePlayerController it should be possible!
EDIT: Here is a interesting link: Protecting resources in iPhone and iPad apps
The solution is to proxy requests through a local HTTP server. I have accomplished this using CocoaHTTPServer.
Look at the HTTPAsyncFileResponse example.
There is one more solution as of iOS 7. You can use a AVAssetResourceLoaderDelegate for AVAssetResourceLoader. But this will only work with AVPlayer then.
There is a demo project by apple called AVARLDelegateDemo have a look at it and you should find what you need. (I think linking to it isn't a good idea, so just search for it in the Developer Library on developer.apple.com) Then use any custom URL scheme (without declaring a NSURLProtocol) and handle that URL scheme in the AVAssetResourceLoaderDelegate.
If there is a huge interest I could provide a proof of concept gist.
#property AVPlayerViewController *avPlayerVC;
#property NSData *yourDataSource
// initialise avPlayerVC
NSURL *dummyURL = [NSURL URLWithString:#"foobar://dummy.mov"];// a non-reachable URL will force the use of the resourceLoader
AVURLAsset *asset = [AVURLAsset assetWithURL:dummyURL];
[asset.resourceLoader setDelegate:self queue:dispatch_get_global_queue(QOS_CLASS_USER_INTERACTIVE, 0)];
AVPlayerItem *item = [AVPlayerItem playerItemWithAsset:asset];
self.avPlayerVC.player = [AVPlayer playerWithPlayerItem:item];
self.avPlayerVC.player.actionAtItemEnd = AVPlayerActionAtItemEndNone;
// implement AVAssetResourceLoaderDelegate
- (BOOL)resourceLoader:(AVAssetResourceLoader *)resourceLoader shouldWaitForLoadingOfRequestedResource:(AVAssetResourceLoadingRequest *)loadingRequest {
loadingRequest.contentInformationRequest.contentType = (__bridge NSString *)kUTTypeQuickTimeMovie;
loadingRequest.contentInformationRequest.contentLength = self.yourDataSource.length;
loadingRequest.contentInformationRequest.byteRangeAccessSupported = YES;
NSRange range = NSMakeRange((NSUInteger)loadingRequest.dataRequest.requestedOffset, loadingRequest.dataRequest.requestedLength);
[loadingRequest.dataRequest respondWithData:[self.yourDataSource subdataWithRange:range]];
[loadingRequest finishLoading];
return YES;
}
Notice the use of a dummy URL to force AVPlayer to use the AVAssetResourceLoaderDelegate methods instead of accessing the URL directly.