I have a view controller which records a (front-facing) video of the user. The following code is used:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *basePath = [paths objectAtIndex:0];
NSString *outputPath = [[NSString alloc] initWithFormat:#"%#", [basePath stringByAppendingPathComponent:#"output.mp4"]];
if ([[NSFileManager defaultManager] isDeletableFileAtPath:outputPath])
[[NSFileManager defaultManager] removeItemAtPath:outputPath error:NULL];
NSURL *outputURL = [[NSURL alloc] initFileURLWithPath:outputPath];
[movieFileOutput startRecordingToOutputFileURL:outputURL recordingDelegate:self];
self.outputURL = outputURL;
Where movieFileOutput is a AVCaptureMovieFileOutput object. I can show you the camera configuration/setup code (this is not an image picker controller or any Apple UI; this films the user in the background while they interact with a completely different screen) but in general, I know it works.
Afterwards, [movieFileOutput stopRecording]; is called and the user is navigated to a new screen where the recording that just occured is played. I pass on the outputURL object to this newly initialized view controller, where the VC plays it using the following code:
self.player = [[MPMoviePlayerController alloc] initWithContentURL:self.outputURL];
self.player.view.frame = CGRectMake(0, 0, self.view.frame.size.width, 320);
self.player.movieSourceType = MPMovieSourceTypeFile;
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(moviePlaybackComplete:) name:MPMoviePlayerPlaybackDidFinishNotification object:self.player];
self.player.controlStyle = MPMovieControlStyleNone;
self.player.shouldAutoplay = YES;
[self.player setFullscreen:YES animated:NO];
[self.player prepareToPlay];
[self.view addSubview:[self.player view]];
[self.player play];
So, the first time, everything works. The app records the video, then the next screen is displayed, and the video is shown. But then, if you click the "Discard" button, which segues all the way back to the start of the app, and do the entire process again, it does not work and instead the player shows a black screen. With that being said, I print out the data length at the path and it is always a large number (hence something exists at that path).
Oddly enough, I decided to just print the NSData object itself like so:
NSLog(#"%#", [NSData dataWithContentsOfURL:self.outputURL]);
And indeed a very large string of characters (perhaps the bytes? not sure) is printed. Yet, for some reason, now everything works fine... when I add this NSLog(), the bug no longer occurs. When I remove it, it occurs again! I have tested this rigorously.
But still there are some odd times with the inclusion of this NSLog() when after three times the black screen is played. I am very confused as to why this bug may occur and how on Earth the inclusion of an NSLog() could change any behavior.
Any ideas?
My guess is that you need to wait for the file to have been saved.
The documentation of AVCaptureFileOutput says:
When recording is stopped either by calling this method, by changing
files using startRecordingToOutputFileURL:recordingDelegate:, or
because of an error, the remaining data that needs to be included to
the file will be written in the background. Therefore, before using
the file, you must wait until the delegate that was specified in
startRecordingToOutputFileURL:recordingDelegate: is notified when all
data has been written to the file using the
captureOutput:didFinishRecordingToOutputFileAtURL:fromConnections:error:
method.
Related
I am using an AVAudioPlayer to play audio in my app, and it worked for a while. Suddenly, it just stopped working and I cannot figure out why. I created the AVAudioPlayer at the class level in the .h file. This is the code I use to init the player
-(void)initAudio
{
NSURL *song = [[NSBundle mainBundle] URLForResource:#"Prelude" withExtension:#"m4a"];
NSError *error = nil;
_audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:song error:&error];
[_audioPlayer prepareToPlay];
}
I call this method in the initWithSize function. error is nil, and I have verified that the player object contains the actual audio file. The audio file plays back fine in my OS environment and I have tried adding it to the build phase compile sources just to be safe, even though beforehand it worked fine without it explicitly there. When I trigger the play event, it will play the first snippet of the audio and then nothing. I log the current time of the player and it is 0. Everything else about the app is continuing on and functions without issue. I do not interfere with the avaudioplayer object in any way except to play/pause/preparetoplay.
I am completely stumped as it worked fine and then suddenly no longer works. I have tried to clean the project, I have even dumped the derivedData.
Any ideas?
I think your player has an error when you try to play the song.
You need to check the error first.
In my opinion, it seems like OSStatus error -43.
When you update an app, file path can be changed.
For example,
old path : /var/mobile/Applications/F28E0C2C-4AE2-4C9D-906F-414AE1669D90/Documents/AAA.mp3
new path: var/mobile/Applications/6086783B-A410-42C3-9BAE-7BA755D0E528/Documents/AAA.mp3
Try this code instead:
NSError *error;
NSURL *song = [[NSBundle mainBundle] URLForResource:#"Prelude" withExtension:#"m4a"];
_audioPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:song error:&error];
if(error){
NSLog(#"[error localizedDescription] %#", [error localizedDescription]);
NSString *fileName = [[song absoluteString] lastPathComponent]; //this code is just example. get your fileName like "AAA.m4a"
NSString *docDirPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
NSString *filePath = [NSString stringWithFormat:#"%#/%#", docDirPath , fileName];
_audioPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:[NSURL URLWithString:filePath] error:&error];
}
_audioPlayer.delegate = self;
[_audioPlayer prepareToPlay];
[_audioPlayer play];
}
I hope this will help you.
Cheers
I used MPMoviePlayerController in my application.
I got the right URL but MPMoviePlayer does not play video it shows only black screen.
My code is as below:
[video setImage:[UIImage imageNamed:#"video_active.png"] forState:UIControlStateNormal];
NSString *filename=[NSString stringWithFormat:#"%#.mp4",[appdel.TempVideoUrl valueForKey:tag]];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *filePath = [documentsDirectory stringByAppendingPathComponent:filename];
NSURL *movieURL = [NSURL fileURLWithPath:filePath] ;
theMovie = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
theMovie.view.frame = CGRectMake(106, 18, 216, 235);
[uploadview addSubview:theMovie.view];
// Play the movie.
[theMovie pause];
I got the URL like this:
file://localhost/var/mobile/Applications/6E1D4CB7-A08D-438B-9FE7-E2FD9B7B5EEC/Documents/136_1355227629.mp4
Add [theMovie prepareToPlay]; before calling [theMovie play];.
prepareToPlay
Prepares a movie player for playback. (required)
- (void)prepareToPlay
Discussion
If a movie player is not already prepared to play when you call the
play method, that method automatically calls this method. However, to
minimize playback delay, call this method before you call play.
Calling this method may interrupt the movie player’s audio session.
For information on interruptions and how to resond to them, see Audio
Session Programming Guide. Availability
Available in iOS 3.2 and later.
Declared In MPMediaPlayback.h
Also you can use isPreparedToPlay for checking whether a movie player is ready to play.
Please refer this link for more.
I have code that records the screen in my app, and then I want to be able to play it back. I have gotten so far as to get to the black loading screen with the rewind, play and fast forward buttons, but it hangs at loading without playing anything.
This code plays the clip:
-(IBAction)playMovie:(id)sender
{
MPMoviePlayerViewController *movieViewController = [[MPMoviePlayerViewController alloc] initWithContentURL:locationOfVideoURL];
movieViewController.moviePlayer.movieSourceType = MPMovieSourceTypeFile;
[self presentMoviePlayerViewControllerAnimated:movieViewController];
}
I believe the problem has something to do with the locationOfVideoURL variable. I am able to print it and it seems like it SHOULD work.
Here it is printed out:
file://localhost/Users/myusername/Library/Application%20Support/iPhone%20Simulator/5.1/Applications/[left out, personal info]/Documents/Videoclip.mp4
Any ideas? Any help would be greatly appreciated! thank you
EDIT: Location of video clip:
NSString *outputPath = [[NSString alloc] initWithFormat:#"%#/%#", [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0], #"Videoclip.mp4"];
NSURL *outputURL = [[NSURL alloc] initFileURLWithPath:outputPath];
NSLog(#"Completed recording, file is stored at: %#", outputURL);
I have an app which plays and controls music across different ViewControllers. To do this, I created two instances of AVAudioPLayer in the app delegate's DidFinishLaunchingMethod:
NSString *path = [[NSBundle mainBundle] pathForResource:#"minnie1" ofType:#"mp3"];
NSURL *path1 = [[NSURL alloc] initFileURLWithPath:path];
menuLoop =[[AVAudioPlayer alloc] initWithContentsOfURL:path1 error:NULL];
[menuLoop setDelegate:self];
menuLoop.numberOfLoops = -1;
[menuLoop play];
NSString *path2 = [[NSBundle mainBundle] pathForResource:#"minnie2" ofType:#"mp3"];
NSURL *path3 = [[NSURL alloc] initFileURLWithPath:path2];
gameLoop=[[AVAudioPlayer alloc] initWithContentsOfURL:path3 error:NULL];
gameLoop.numberOfLoops = -1;
[gameLoop setDelegate:self];
[gameLoop prepareToPlay];
After this I call it in various viewControllers, to stop or restart using code like:
- (IBAction)playGameLoop{
NSLog(#"Begin playGameLoop");
FPAppDelegate *app = (FPAppDelegate *)[[UIApplication sharedApplication] delegate];
if ([FPAVManager audioEnabled] == NO){
//DO NOTHING
}
else {
if (app.gameLoop.playing ==YES ) {
//DO NOTHING
}
else { [app.gameLoop play];
NSLog(#"End playGameLoop");
}
}
The audio files play fine the first time and they stop when asked to stop. Though, on iOS4 devices, they won't start replaying when called again.
Thanks!
From the docs:
Calling this method [stop] or allowing a sound to finish playing,
undoes the setup performed upon calling the play or prepareToPlay
methods.
The stop method does not reset the value of the currentTime property
to 0. In other words, if you call stop during playback and then call
play, playback resumes at the point where it left off.
Where you are looping the sounds, I would expect to be able to call stop and then call play. But I have fuzzy recollection of running into this myself. I found that calling pause, rather than stop, was a better solution. Especially since I could then call play again to resume play. Calling stop always seemed to require calling prepareToPlay again before calling play, at least in my experience.
It's possible that there were some changes in the API implemetation between iOS4.x and iOS5, too. You should check the API diffs on the Developer web site to be sure.
I'm using AVAudioPlayer from iOS SDK for playing short sounds on each click in tableView rows.
I have manually made #selector on button in each row that fires up method playSound:(id)receiver {}. From receiver I get sound url so I can play it up.
This method looks like that:
- (void)playSound:(id)sender {
[audioPlayer prepareToPlay];
UIButton *audioButton = (UIButton *)sender;
[audioButton setImage:[UIImage imageNamed:#"sound_preview.png"] forState:UIControlStateNormal];
NSString *soundUrl = [[listOfItems objectForKey:[NSString stringWithFormat:#"%i",currentPlayingIndex]] objectForKey:#"sound_url"];
//here I get mp3 file from http url via NSRequest in NSData
NSData *soundData = [sharedAppSettingsController getSoundUrl:defaultDictionaryID uri:soundUrl];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithData:soundData error:&error];
audioPlayer.numberOfLoops = 0;
if (error) {
NSLog(#"Error: %#",[error description]);
}
else {
audioPlayer.delegate = self;
[audioPlayer play];
}
}
Everything works fine except for the first play of some sound. The application freezes for about 2 seconds and than sound is played. Second and every other sound play works just right after click on sound button.
I wonder why there is that about 2 seconds freeze on first play when application starts?
From your code snippet, audioPlayer must be an ivar, right?
At the top of the method, you invoke -prepareToPlay on the existing audioPlayer instance (which could be nil, at least on the first pass).
Later in the method, you replace this existing audio player with a brand new AVAudioPlayer instance. The previous -prepareToPlay is wasted. And you're leaking memory with each new AVAudioPlayer.
Instead of caching sound data or URLs, I would try creating a cache of AVAudioPlayer objects, one for each sound. In your -playSound: method, get a reference to the appropriate audio player for the table row, and -play.
You can use -tableView:cellForRowAtIndexPath: as the appropriate point to get the AVAudioPlayer instance for that row, maybe lazily creating the instance and caching it there as well.
You can try -tableView:willDisplayCell:forRowAtIndexPath: as the point where you would invoke -prepareToPlay on the row's AVAudioPlayer instance.
Or you could just do the prepare in -tableView:cellForRowAtIndexPath:. Experiment and see which works best.
Check whether you are getting data asynchronously in function..
NSData *soundData = [sharedAppSettingsController getSoundUrl:defaultDictionaryID uri:soundUrl];
If you are getting asynchronously the execution will be blocked until it will get data.
If your audio is less than 30 seconds long in length and is in linear PCM or IMA4 format, and is packaged as a .caf, .wav, or .aiff you can use system sounds:
Import the AudioToolbox Framework
In your .h file create this variable:
SystemSoundID mySound;
In your .m file implement it in your init method:
-(id)init{
if (self) {
//Get path of VICTORY.WAV <-- the sound file in your bundle
NSString* soundPath = [[NSBundle mainBundle] pathForResource:#"VICTORY" ofType:#"WAV"];
//If the file is in the bundle
if (soundPath) {
//Create a file URL with this path
NSURL* soundURL = [NSURL fileURLWithPath:soundPath];
//Register sound file located at that URL as a system sound
OSStatus err = AudioServicesCreateSystemSoundID((CFURLRef)soundURL, &mySound);
if (err != kAudioServicesNoError) {
NSLog(#"Could not load %#, error code: %ld", soundURL, err);
}
}
}
return self;
}
In your IBAction method you call the sound with this:
AudioServicesPlaySystemSound(mySound);
This works for me, plays the sound pretty damn close to when the button is pressed. Hope this helps you.
This sometimes happens in the simulator for me too. Everything seems to work fine on the device. Have you tested on actual hardware?