I play video using YouTube iFrame. Closed youtube controls in webview perfectly. player.playVideo(),player.stopVideo() working but player.mute() and player.Setvolume (60) does not. does anyone help me?
i am using this module https://github.com/gilesvangruisen/Swift-YouTube-Player/
YouTube Api
Most of the JavaScript Player API functions have Objective-C equivalents, though some of the naming may differ slightly to more closely match Objective-C coding guidelines. Notable exceptions are methods controlling the volume of the video, since these are controlled by the phone hardware or with built in UIView instances designed for this purpose, such as MPVolumeView.
https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/Using_HTML5_Audio_Video/Device-SpecificConsiderations/Device-SpecificConsiderations.html#//apple_ref/doc/uid/TP40009523-CH5-SW10
Volume Control in JavaScript
On the desktop, you can set and read the volume property of an or element. This allows you to set the element’s audio volume relative to the computer’s current volume setting. A value of 1 plays sound at the normal level. A value of 0 silences the audio. Values between 0 and 1 attenuate the audio.
This volume adjustment can be useful, because it allows the user to mute a game, for example, while still listening to music on the computer.
On iOS devices, the audio level is always under the user’s physical control. The volume property is not settable in JavaScript. Reading the volume property always returns 1.
Related
I have an application which has sound. I have a global property to mute the sound. The problem is, there's so many different things which can make sound, I would hate to iterate through different class types and mute/unmute their sound. Instead, I'm looking for a way to mute the sound on a global application level. I don't mean muting the entire system volume either.
One scenario: In Windows 7, you can open the Volume Mixer and adjust the volume of individual applications. While I don't intend to change this actual particular value (as I know it's Windows 7 specific), I would like to change the volume of everything in my application all at once. I would also need the ability to completely mute the sound of everything in my application. I need this ability to be compatible with Windows XP and above. I am assuming it will involve Windows API calls, but I have no idea what calls to make.
XP does not support per-application volume control. That capability was added in Vista. So what you are attempting to do cannot be done in XP by fair means.
There is software called IndieVolume that retro fits per-app volume control to XP. I can only imagine it does so by means of low-level hacking, DLL injection and so on. I doubt that's really an option for you.
What you're asking for isn't possible on XP; the OS simply does not support per-application volume levels.
You can accomplish what you want by creating a settings class that keeps things like SoundActive: Boolean or PlaySounds: Boolean or something similar. Place it in it's own unit, and have an initialization section that creates an instance of it and a finalization section that frees it (making it effectively a collection of global values).
Each unit that needs access to these settings simply uses the unit containing them, and adjusts behavior accordingly. So each of your child classes or forms or whatever would just need a check added:
if CurrentSettings.PlaySounds then
// Code that makes sounds, plays music, whatever.
The settings class can also contain methods that keep track of the current volume level (on XP, the system-wide level), and methods to increase or decrease volume using the MMSystem volume functions (there are tons of examples here and through Google of doing so). Your app can then use the OnActivate and OnDeactivate events to set the volume level when your app gains focus, and restore it to the proper volume when your app loses focus.
In Vista and higher, you can use the IAudioEndPointVolume interface I mentioned earlier and either the GetMasterVolumeLevel or SetMasterVolumeLevel methods to control system wide volume (I have an example of doing this, along with the appropriate MMDevAPI interface definitions) or device level volume (using IMMDevioce.Activate to select the proper device first and then the above IAudioEndPointVolume methods on the device interface received from IMMDevice.Activate in the ppInterface parameter).
For individual applications, you use the ISimpleAudioVolume interface, which has four methods: GetMasterVolume and SetMasterVolume, which control the volume level for your application's audio session, and GetMute and SetMute to allow you to retrieve the current mute flag value or set it respectively. (Larry Osterman of MS, who was one of the developers who worked on the new audio support in Vista and Win7, has a great starting point article on his blog about the types of audio in the new API and when to use each of them.)
It's conceptually possible to determine at runtime which operating system you're using, and to programmatically switch between using the MMSystem functionality on XP and earlier, and the MMDevAPI functionality on Vista and higher. Expecting someone here to provide the code for doing so is a little unreasonable, however. The links I've provided should get you started on the right track, and when you run into snags along the way specific help in working through those snags would be great questions.
Is it possible to record output audio in an app using Swift? So, for example, say I'm listening to a podcast, and I want to, within a separate app, record a small segment of the podcast's audio. Is there any way to do that?
I've looked around but have only been able to find information on recording microphone recording and such.
It depends on how you are producing the audio. If the production of the audio is within your control, you can put a tap on the output and record to a file as it plays. The easiest way is with the new AVAudioEngine feature (there are other ways, but AVAudioEngine is basically an easy front end for them).
Of course, if the real problem is to take a copy of a podcast, then obviously all you have to do is download the podcast as opposed to listening to it. Similarly, you could buffer and save streaming audio to a file. There are many apps that do this. But this is not because the device's output is being hijacked; it is, again, because we have control of the sound data itself.
I believe you'll have to write a kernel extension to do that
https://developer.apple.com/library/mac/documentation/Darwin/Conceptual/KEXTConcept/KEXTConceptIOKit/iokit_tutorial.html
You'd have to make your own audio driver to record it
It appears as though
That is how softonic made soundflowerbed.
http://features.en.softonic.com/how-to-record-internal-sound-on-a-mac
Using this wizard, i cannot get a Youtube Playlist to autoplay With Low Volume.
https://developers.google.com/youtube/youtube_player_demo
have tried iframe, as3, as2.
Need volume/fullscreen controls.
Thanks!
Because the player parameters (left column) cannot support the control in volume.
Therefore, embed code is not useful in your case.
In iframe API reference, you can use player.setVolume() to set the volume after the player is ready.
If you want to control the volume, you have to write some code in Javascript.
Example (see Loud playback)
I have an application which has sound. I have a global property to mute the sound. The problem is, there's so many different things which can make sound, I would hate to iterate through different class types and mute/unmute their sound. Instead, I'm looking for a way to mute the sound on a global application level. I don't mean muting the entire system volume either.
One scenario: In Windows 7, you can open the Volume Mixer and adjust the volume of individual applications. While I don't intend to change this actual particular value (as I know it's Windows 7 specific), I would like to change the volume of everything in my application all at once. I would also need the ability to completely mute the sound of everything in my application. I need this ability to be compatible with Windows XP and above. I am assuming it will involve Windows API calls, but I have no idea what calls to make.
XP does not support per-application volume control. That capability was added in Vista. So what you are attempting to do cannot be done in XP by fair means.
There is software called IndieVolume that retro fits per-app volume control to XP. I can only imagine it does so by means of low-level hacking, DLL injection and so on. I doubt that's really an option for you.
What you're asking for isn't possible on XP; the OS simply does not support per-application volume levels.
You can accomplish what you want by creating a settings class that keeps things like SoundActive: Boolean or PlaySounds: Boolean or something similar. Place it in it's own unit, and have an initialization section that creates an instance of it and a finalization section that frees it (making it effectively a collection of global values).
Each unit that needs access to these settings simply uses the unit containing them, and adjusts behavior accordingly. So each of your child classes or forms or whatever would just need a check added:
if CurrentSettings.PlaySounds then
// Code that makes sounds, plays music, whatever.
The settings class can also contain methods that keep track of the current volume level (on XP, the system-wide level), and methods to increase or decrease volume using the MMSystem volume functions (there are tons of examples here and through Google of doing so). Your app can then use the OnActivate and OnDeactivate events to set the volume level when your app gains focus, and restore it to the proper volume when your app loses focus.
In Vista and higher, you can use the IAudioEndPointVolume interface I mentioned earlier and either the GetMasterVolumeLevel or SetMasterVolumeLevel methods to control system wide volume (I have an example of doing this, along with the appropriate MMDevAPI interface definitions) or device level volume (using IMMDevioce.Activate to select the proper device first and then the above IAudioEndPointVolume methods on the device interface received from IMMDevice.Activate in the ppInterface parameter).
For individual applications, you use the ISimpleAudioVolume interface, which has four methods: GetMasterVolume and SetMasterVolume, which control the volume level for your application's audio session, and GetMute and SetMute to allow you to retrieve the current mute flag value or set it respectively. (Larry Osterman of MS, who was one of the developers who worked on the new audio support in Vista and Win7, has a great starting point article on his blog about the types of audio in the new API and when to use each of them.)
It's conceptually possible to determine at runtime which operating system you're using, and to programmatically switch between using the MMSystem functionality on XP and earlier, and the MMDevAPI functionality on Vista and higher. Expecting someone here to provide the code for doing so is a little unreasonable, however. The links I've provided should get you started on the right track, and when you run into snags along the way specific help in working through those snags would be great questions.
I’m working on a small iPhone app which is streaming movie content over a network connection using regular sockets. The video is in H.264 format. I’m however having difficulties with playing/decoding the data. I’ve been considering using FFMPEG, but the license makes it unsuitable for the project. I’ve been looking into Apple’s AVFoundation framework (AVPlayer in particular), which seems to be able to handle h264 content, however I’m only able to find methods to initiate the movie using an url – not by proving a memory buffer streamed from the network.
I’ve been doing some tests to make this happen anyway, using the following approaches:
Play the movie using a regular AVPlayer. Every time data is received on the network, it’s written to a file using fopen with append-mode. The AVPlayer’s asset is then reloaded/recreated with the updated data. There seems to be two issues with this approach: firstly, the screen goes black for a short moment while the first asset is unloaded and the new loaded. Secondly, I do not know exactly where the playing stopped, so I’m unsure how I would find out the right place to start playing the new asset from.
The second approach is to write the data to the file as in the first approach, but with the difference that the data is loaded into a second asset. A AVQueuedPlayer is then used where the second asset is inserted/queued in the player and then called when the buffering has been done. The first asset can then be unloaded without a black screen. However, using this approach it’s even more troublesome (than the first approach) to find out where to start playing the new asset.
Has anyone done something like this and made it work? Is there a proper way of doing this using AVFoundation?
The official method to do this is the HTTP Live Streaming format which supports multiple quality levels (among other things) and automatically switches between them (eg: if the user moves from WiFi to cellular).
You can find the docs here: Apple Http Streaming Docs