Multiple AVPlayers ducking? - ios

I have a relatively simple setup involving 1 AVPlayer looping some ambient audio in the background and a second player playing a shorter sound at certain points.
What I've observed is that when the short sound is played, I hear the ambient clip cut out for about a second while there is a staticy pop. It then proceeds to continue playing while the short sound is played at the same time. This only happens on device - it's not noticeable on the sim, which seems to point to a potential performance issue.
I can't quite figure out why the first AVPlayer has this blip. Here is the code for the ambient player:
NSString *path = [[NSBundle mainBundle] pathForResource:kAmbientTrack ofType:#"mp3"];
_ambientPlayer = [AVPlayer playerWithURL:[NSURL fileURLWithPath:path]];
[self.ambientPlayer play];
It's slightly more complex, as I also listen for a notification when it ends and the restart it, but this issue happens even during the initial play before any looping occurs.
So while that is going in the background, I play another clip like so:
self.announcementPlayer = [[AVPlayer alloc] initWithURL:[myObject audioPathUrl]];
[self.announcementPlayer play];
So nothing too unique there - just two AVPlayers playing.
The only other piece of interest is how I set up the audio session when the app launches.
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryOptionMixWithOthers error:nil];
I'm doing this to allow the user to play music from other apps in the background.
I think my code is pretty straight forward, and really have no idea why I would be getting this blip.
I fixed this somewhat by changing the audio players to be AVAudioPlayers. That resolved the popping in most cases. However, I still get the ducking. Specifically, if I play an AVAudioPlayer and, while it's still playing, I start to load an AVPlayer, it cuts off the AVAudioPlayer for about a second. Here's what I'm talking about:
[myAVAudioPlayer play];
AVPlayer *player = [AVPlayer playerWithURL:[self.currentExercise videoPathUrl]];
The addition of that second line causes the first second or so of myAVAudioPlayer to be silent.

Related

Pre-load an AVPlayer streaming video

I'm trying to play a streaming video with a AVPlayer without any network delay. Fortunately, our app has a progress screen before the screen that plays the video. I'm hoping to use some of the time on this progress screen to pre-load the video so it plays without delay on the next screen.
The most promising approach that I've come up with is to use an AVQueuePlayer to play 2 videos, the first would be a video that I play off screen (so you don't see it) and is silent, so you don't hear it. From what I've read on SO AVQueuePlayer buffers the nth+1 video when the nth video is near completion.
Here's my code to do this:
NSString *blackVideoPath = [[NSBundle mainBundle] pathForResource:#"black10-counting" ofType:#"MOV"];
AVPlayerItem *blackVideoItem = [AVPlayerItem playerItemWithURL:[NSURL fileURLWithPath:blackVideoPath]];
AVPlayerItem *realVideoItem = [AVPlayerItem playerItemWithURL:_videoWithEffectsURL];
NSArray *theItems = [NSArray arrayWithObjects:blackVideoItem, realVideoItem, nil];
AVQueuePlayer *theQueuePlayer = [AVQueuePlayer queuePlayerWithItems:theItems];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[theItems firstObject]];
AVPlayerLayer* playerLayer = [AVPlayerLayer playerLayerWithPlayer:theQueuePlayer];
playerLayer.frame = self.view.bounds;
[self.view.layer addSublayer:playerLayer];
[theQueuePlayer play];
This does play my first video (for debugging I have a video with a counting soundtrack) but when reach the end and advance to the next screen (in playerItemDidReachEnd) my real video doesn't play immediately.
Just to make sure my URLs were correct I reversed blackVideoItem and realVideoItem in the list and I do hear the soundtrack to my "real" video.
I've searched SO a lot and it doesn't seem like there is a way to play a streaming video without a delay. I'd love to be wrong.
You may be able to do this without AVQueuePlayer.
As early as possible, create the AVPlayer with the remote asset.
Observe the AVPlayerItem (playback buffers, etc.) to make sure it has buffered enough data to play smoothly at the beginning. (See: Preloading video to play without delay)
Show your progress screen.
When the player item is ready, remove the progress screen
Depending on the network connection, you may not experience smooth playback the whole way through, but monitoring the player item should let you show some UI if your player is buffering.

AVPlayer removes background music

I've been using giffycat to decode, store, and play gifs in my app. I am making it so that it can easily load a gif in a UICollectionView's cell, so I have decided for each gif model to have its own AVPlayer. I have noticed that simply by creating an AVPlayer, shown bellow, audio from other apps is killed! Annoying for both the user and the creater!
// Create an AVURLAsset with an NSURL containing the path to the video
AVURLAsset *asset = [AVURLAsset URLAssetWithURL:[NSURL URLWithString:_mp4] options:nil];
// Create an AVPlayerItem using the asset
AVPlayerItem *item = [AVPlayerItem playerItemWithAsset:asset];
_player = [AVPlayer playerWithPlayerItem:item]; //if this line is commented out, I hear audio, else audio from Spotify is quickly killed...
Since these videos are just gifs, I am wondering if there is some way to unassign the audio session. I do not know much about this. ples help!
Turns out the answer is pretty easy, after a little googling and documentation reading...
The solution is
// audio session
let audioSession = AVAudioSession.sharedInstance()
try! audioSession.setCategory(AVAudioSessionCategoryAmbient,
withOptions: AVAudioSessionCategoryOptions.MixWithOthers)
oops, just realized I am posting my question in objC and answer in Swift. Well tough, because that's life sometimes.
AudioSession is a singleton for your entire app to rule how your application mingles with the other sounds of the system and other apps! The default audio session is
playback is enabled, recording is disabled
when user moves silent switch to "silent" your audio is silenced
when user presses sleep/wake button to lock screen or auto-lock period expires, your audio is silenced
when your audio starts, other audio on device (music) is silenced.
CategoryAmbient tells it not to do 4
Nice documentation!
https://developer.apple.com/library/ios/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/ConfiguringanAudioSession/ConfiguringanAudioSession.html#//apple_ref/doc/uid/TP40007875-CH2-SW1
Set the audioMix property of the AVPlayerItem to nil before creating an AVPlayer from it to remove the audio track from the asset.

Streaming multiple music with AVPlayer

I have an app that I want to make which requires streaming audio files from web server. I use AVPlayer as the player. The problem is, some responses that I am receiving from the server has two audio files on it. And this makes the streaming hard. My audio player UI by the way is like this:
I have a slider for the streamed time ranges (the black one) and another slider for the AVPlayer.currentTime. I have two audio music streamed and their music durations are added together which is now 8:46. My first music has 6 minutes duration and my second music has 1:46. As you can see in the above photo, my streamed time ranges slider indicates that AVAsset has completely streamed the first music. My problem is, I can't continue streaming and playing the next music when the first one has reached it's end. It just stop and the slider value gets back to 0.
What I want to accomplish is that when the first item has reached its end, AVPlayer would load another player item and that would be the second music. Will continue to play and slider will continue to move.
Is this possible? What are your suggestions? Thanks experts.
To load audio files one after the other, you can use AVQueuePlayer.
NSURL *song1 = [NSURL URLWithString:#"audio url1"];
NSURL *song2 = [NSURL URLWithString:#"audio url2"];
AVPlayerItem *playerItem1 = [[AVPlayerItem alloc] initWithURL:song1];
AVPlayerItem *playerItem2 = [[AVPlayerItem alloc] initWithURL:song2];
NSArray *songs = #[playerItem1, playerItem2];
self.queuePlayer = [[AVQueuePlayer alloc] initWithItems:songs];
[self.queuePlayer play];
Hope this might help you.

IOS: AVAudioPlayer

In my app I have 52 mp3 and when I load my view controller I alloc all 52 mp3 in this way:
NSString *pathFrase1 = [NSString stringWithFormat:#"%#/%#",[[NSBundle mainBundle] resourcePath],[NSString stringWithFormat:#"a%d_1a.mp3",set]];
NSURL *filePath1 = [NSURL fileURLWithPath:pathFrase1 isDirectory:NO];
f1 = [[AVAudioPlayer alloc] initWithContentsOfURL:filePath1 error:nil];
[f1 prepareToPlay];
but it's very slow when I open viewcontroller, then is there a way to alloc mp3 when I use it? and release its AVAudioPlayer??
It's a little more complicated to handle, but instead of using AVAudioPlayer, use AVPlayer. AVPlayer is designed to play AVAssets, which can be preloaded files. Specifically, you'll want to use a subclass of AVAsset called AVURLAssets, which can load up your URL: Loading AVAsset. You can then use AVAsset to create an AVPlayerItem. An AVPlayerItem is a lightweight wrapper that AVPlayer uses to keep track of play state for an AVAsset. The nice thing about using AVPlayer is that it can play an AVMutableComposition, which itself can contain multiple AVAssets. AVPlayer can also play a queue of AVAssets and provide you with information on when it is beginning to play a new AVAsset, and which one. If you load your MP3's into a bunch of AVURlAssets you can load them and keep them around, creating AVPlayerItem & AVPlayer only when you want to play one (or more) of the MP3's.
AVAudioPlayer is designed to play single files, but it uses AVAssets (and probably AVPlayer) behind the scenes. It's nice for simple situations, but anything more complex and you really want to use AVPlayer.
I should also point out that AVPlayerItem & AVPlayer are light weight objects. They don't take long at all to instantiate. It's loading the AVAsset that takes all the time. So you can feel free to create and destroy AVPlayerItem & AVPlayer objects as you need.
Finally, AVAsset and AVPlayer sometimes rely on blocks for notifications. So, for example, you may need to use c-blocks when loading up AVURLAsset to get notification on when an Asset if fully loaded. Just be aware that those blocks aren't called on the main thread. So if you try to update any UI elements or do any animations from that block it won't work right. You need to dispatch another block on to the main thread to do this, for example: dispatch_async(dispatch_get_main_queue(),^{....update UI element code....});. For more information about about dispatching blocks see Apple's Concurrency Programming Guide and Block Programming Guide.
Sure, but there will be a delay as the AVAudioPlayer is allocated and prepared for playing. Can you predict what will play and when? If so, maybe you can load a couple of seconds before you need a particular mp3 to play.
An alternative, which may not work depending on your timing requirements, is the following:
- (void)prepareAudioPlayer {
static int index = -1;
index = index + 1;
if (index < [[self FileNames] count]) {
NSError *err = nil;
NSString *audioFilePath = #""; // Figure out how to get each file name here
NSURL *audioFileURL = [NSURL fileURLWithPath:audioFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:audioFileURL error:&err];
if (err) {
NSLog(#"Audio Player Error: %#", [err description]);
}
[player prepareToPlay];
// Add this player to the "AudioPlayers" array
[[self AudioPlayers] addObject:player];
// Recurse until all players are loaded
[self prepareAudioPlayer];
}
}
This solution requires properties of FileNames and AudioPlayers.
Once this is set up, you could do something like the following (probably in viewDidLoad):
// Make the file name array
[self setFileNames:[NSMutableArray array]];
// Initiate the audio player loading
[self performSelectorInBackground:#selector(prepareAudioPlayer) withObject:nil];
Later, when you need to play a particular file, you can find the index of the file name in the FileNames array and the call play on the AVAudioPlayer for that index in the AudioPlayers array.
This seems like maybe not the best way to do things, but it might work if you require it this way.
Here is the using method , If the sound is playing, current Time is the offset of the current playback position, measured in seconds from the start of the sound. If the sound is not playing, current Time is the offset of where playing starts upon calling the play method, measured in seconds from the start of the sound.
By setting this property you can seek to a specific point in a sound file or implement audio fast-forward and rewind functions.
The value of this property increases monotonically while an audio player is playing or paused.
If more than one audio player is connected to the audio output device, device time continues incrementing as long as at least one of the players is playing or paused.
If the audio output device has no connected audio players that are either playing or paused, device time reverts to 0.
Use this property to indicate “now” when calling the play AtTime: instance method. By configuring multiple audio players to play at a specified offset from deviceCurrent Time, you can perform precise synchronization—as described in the discussion for that method.To learn more visit..enter link description here

Resume Background Audio After Playing Sound With AVAudioPlayer

I am looking for a way to resume audio played by another application after my application plays its own sound with AVAudioPlayer. Right now, if I am listening to music and launch my application, it pauses the music, plays my sound, but doesn't resume the background music.
Here is what i'm doing to generate the sound playback:
myChime = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"chime" ofType:#"mp3"]] error:nil];
myChime.delegate = self;
[myChime play];
// Here I am looking to resume the audio that the system was playing before my application played its sound. I have seen many applications do this such as, GPS apps that speak a voice direction and then resume the music.
You need to properly implement the AVAudioSession delegate methods. If you set the audio session to inactive, then the system will know you are done playing your sound and will resume any other audio sessions. Refer to the Audio Session Programming Guide, especially the setActive:error: method.

Resources