I have an AVPlayer class all set up that streams an audio file. It's a bit long, so I can't post the whole thing here. What I am stuck on is how to allow the user to replay the audio file after they have finished listening to it once. When it finishes the first time, I correctly receive a notification AVPlayerItemDidPlayToEndTimeNotification. When I go to replay it, I immediately receive the same notification, which blocks me from replaying it.
How can I reset this such that the AVPlayerItem doesn't think that it has already played the audio file? I could deallocate everything and set it up again, but I believe that would force the user to download the audio file again, which is pointless and slow.
Here are some parts of the class that I think are relevant. The output that I get when attempting to replay the file looks like this. The first two lines are exactly what I would expect, but the third is a surprise.
is playing no timer audio player has finished playing audio
- (id) initWithURL : (NSString *) urlString
{
self = [super init];
if (self) {
self.isPlaying = NO;
self.verbose = YES;
if (self.verbose) NSLog(#"url: %#", urlString);
NSURL *url = [NSURL URLWithString:urlString];
self.playerItem = [AVPlayerItem playerItemWithURL:url];
self.player = [[AVPlayer alloc] initWithPlayerItem:self.playerItem];
[self determineAudioPlayTime : self.playerItem];
self.lengthOfAudioInSeconds = #0.0f;
[self.player addObserver:self forKeyPath:#"status" options:0 context:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(itemDidFinishPlaying:) name:AVPlayerItemDidPlayToEndTimeNotification object:self.playerItem];
}
return self;
}
// this is what gets called when the user clicks the play button after they have
// listened to the file and the AVPlayerItemDidPlayToEndTimeNotification has been received
- (void) playAgain {
[self.playerItem seekToTime:kCMTimeZero];
[self toggleState];
}
- (void) toggleState {
self.isPlaying = !self.isPlaying;
if (self.isPlaying) {
if (self.verbose) NSLog(#"is playing");
[self.player play];
if (!timer) {
NSLog(#"no timer");
CMTime audioTimer = CMTimeMake(0, 1);
[self.player seekToTime:audioTimer];
timer = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(updateProgress)
userInfo:nil
repeats:YES];
}
} else {
if (self.verbose) NSLog(#"paused");
[self.player pause];
}
}
-(void)itemDidFinishPlaying:(NSNotification *) notification {
if (self.verbose) NSLog(#"audio player has finished playing audio");
[[NSNotificationCenter defaultCenter] postNotificationName:#"audioFinished" object:self];
[timer invalidate];
timer = nil;
self.totalSecondsPlayed = [NSNumber numberWithInt:0];
self.isPlaying = NO;
}
You can call the seekToTime method when your player received AVPlayerItemDidPlayToEndTimeNotification
func itemDidFinishPlaying() {
self.player.seek(to: CMTime.zero)
self.player.play()
}
Apple recommends using AVQueueplayer with an AVPlayerLooper.
Here's Apple's (slightly revised) sample code:
AVQueuePlayer *queuePlayer = [[AVQueuePlayer alloc] init];
AVAsset *asset = // AVAsset with its 'duration' property value loaded
AVPlayerItem *playerItem = [AVPlayerItem playerItemWithAsset:asset];
// Create a new player looper with the queue player and template item
self.playerLooper = [AVPlayerLooper playerLooperWithPlayer:queuePlayer
templateItem:playerItem];
// Begin looping playback
[queuePlayer play];
The AVPlayerLooper does all the event listening and playing for you, and the queue player is used to create what they call a "treadmill pattern". This pattern is essentially chaining multiple instances of the same AVAssetItem in a queue player and moving each finished asset back to the beginning of the queue.
The advantage of this approach is that it enables the framework to preroll the next asset (which is the same asset in this case, but its start still needs prerolling) before it arrives, reducing latency between the asset's end and looped start.
This is described in greater detail at ~15:00 in the video here: https://developer.apple.com/videos/play/wwdc2016/503/
Related
I need some help with Infinite Video Loops like a Vine did.
I tried a lot of approaches and all of them have a short delay.
One of most popular:
__weak typeof(self) weakSelf = self; // prevent memory cycle
NSNotificationCenter *noteCenter = [NSNotificationCenter defaultCenter];
[noteCenter addObserverForName:AVPlayerItemDidPlayToEndTimeNotification
object:nil // any object can send
queue:nil // the queue of the sending
usingBlock:^(NSNotification *note) {
// holding a pointer to avPlayer to reuse it
[weakSelf.avPlayer seekToTime:kCMTimeZero];
[weakSelf.avPlayer play];
}];
Is there any way to eliminate the delay and play local videos seamlessly?
I know that Apple add some updates in iOS 9, but I need that it work from 8+ ios
Sorry for Ojc-C sample, I use Swift
Try this
-(void)startPlaybackForItemWithURL:(NSURL*)url {
// First create an AVPlayerItem
AVPlayerItem* playerItem = [AVPlayerItem playerItemWithURL:url];
// Subscribe to the AVPlayerItem's DidPlayToEndTime notification.
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(itemDidFinishPlaying:) name:AVPlayerItemDidPlayToEndTimeNotification object:playerItem];
// Pass the AVPlayerItem to a new player
self.avPlayer = [[AVPlayer alloc] initWithPlayerItem:playerItem];
// Begin playback
[player play]
}
-(void)itemDidFinishPlaying:(NSNotification *) notification {
[self.avPlayer play];
// Will be called when AVPlayer finishes playing playerItem
}
I am using AVPlayer to play online video in my project. The Video is playing well. Now I want to reduce /increase the fps of the video . Below is my code that I am using:
self.asset = [AVAsset assetWithURL:self.videoUrl];
// the video player
self.player = [AVPlayer playerWithURL:self.videoUrl];
self.player.actionAtItemEnd = AVPlayerActionAtItemEndNone;
self.playerLayer = [AVPlayerLayer playerLayerWithPlayer:self.player];
self.playerLayer.videoGravity = AVLayerVideoGravityResizeAspectFill;
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[self.player currentItem]];
self.playerLayer.frame = CGRectMake(0, 0, self.view.frame.size.width, self.myPlayerView.frame.size.height);
[self.myPlayerView.layer addSublayer:self.playerLayer];
- (void)playerItemDidReachEnd:(NSNotification *)notification {
AVPlayerItem *p = [notification object];
[p seekToTime:kCMTimeZero];
}
Now how should I reduce/increase the fps for the online video?
You can do something like,
-(float)getFrameRateFromAVPlayer
{
float fps=0.00;
if (self.queuePlayer.currentItem.asset) {
AVAssetTrack * videoATrack = [[videoAsset tracksWithMediaType:AVMediaTypeVideo] lastObject];
if(videoATrack)
{
fps = videoATrack.nominalFrameRate;
}
}
return fps;
}
OR
AVPlayerItem *item = AVPlayer.currentItem; // Your current item
float fps = 0.00;
for (AVPlayerItemTrack *track in item.tracks) {
if ([track.assetTrack.mediaType isEqualToString:AVMediaTypeVideo]) {
fps = track.currentVideoFrameRate;
}
}
Hope this will help :)
AVPlayer allows you to set the current rate of the playback. Basically, it accepts a range of possibility values to control the current AVPlayerItem such as play slow forward, fast forward or reverse with negative rates. As saying in the document, you should check whether or not the current item can support those states of playing
Please try to check it out. The link for your reference https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVPlayer_Class/index.html#//apple_ref/occ/instp/AVPlayer/rate
I'm trying to implement a fade-in effect based on AVPlayer + AVAudioMix + AVAudioMixInputParameters. It basically works except when playing the audio for the first time after starting my app there is a click in the beginning. Subsequent plays work perfect though, but the first-time glitch is pretty stable and reproducible.
My Play button is enabled only after the AVPlayerItem's status is set to ready, so it's impossible to fire a play method while the player is not ready. In fact it doesn't matter how long I wait after loading the audio file and constructing all the objects.
This happens on OS X, I haven't tested it on iOS (yet).
Note that for this test you need an audio file that starts with sound and not silence. Here is my stripped down code without the GUI part (testFadeIn is the entry point):
static AVPlayer* player;
static void* PlayerItemStatusObserverContext = &PlayerItemStatusObserverContext;
- (void)testFadeIn
{
AVURLAsset* asset = [AVURLAsset.alloc initWithURL:[NSURL fileURLWithPath:#"Helicopter.m4a"] options:#{AVURLAssetPreferPreciseDurationAndTimingKey: #YES}];
AVPlayerItem* item = [AVPlayerItem playerItemWithAsset:asset];
player = [AVPlayer playerWithPlayerItem:item];
[item addObserver:self forKeyPath:#"status" options:NSKeyValueObservingOptionInitial | NSKeyValueObservingOptionNew context:PlayerItemStatusObserverContext];
}
- (void)observeValueForKeyPath:(NSString*)keyPath ofObject:(id)object change:(NSDictionary*)change context:(void*)context
{
if (context == PlayerItemStatusObserverContext)
{
AVPlayerStatus status = (AVPlayerStatus)[[change objectForKey:NSKeyValueChangeNewKey] integerValue];
if (status == AVPlayerStatusReadyToPlay)
{
[self applyFadeIn];
[self performSelector:#selector(play:) withObject:nil afterDelay:1.0];
}
}
}
- (void)applyFadeIn
{
assert(player.currentItem.tracks.firstObject);
AVMutableAudioMixInputParameters* fadeIn = [AVMutableAudioMixInputParameters audioMixInputParametersWithTrack:player.currentItem.tracks.firstObject];
[fadeIn setVolume:0 atTime:kCMTimeZero];
[fadeIn setVolume:1 atTime:CMTimeMake(2, 1)];
NSMutableArray* paramsArray = [NSMutableArray new];
[paramsArray addObject:fadeIn];
AVMutableAudioMix* audioMix = [AVMutableAudioMix audioMix];
audioMix.inputParameters = paramsArray;
player.currentItem.audioMix = audioMix;
}
- (void)play:(id)unused
{
[player play];
}
Click! What is wrong with this?
Edit:
An obvious workaround that I use at the moment is: when the player reports it's ready, I do a short 100ms playback with volume=0, then restore currentTime and volume and only then I report to the main app that the player is ready. This way there are no clicks. Interestingly, anything less than 100ms still gives the click.
This seems like an issue with something that's being cached by AVFoundation after the first playback. It's neither the tracks, as they are available when I set the fade in params, nor the seek status.
AVPlayerItem has this property forwardPlaybackEndTime
The value indicated the time at which playback should end when the
playback rate is positive (see AVPlayer’s rate property).
The default value is kCMTimeInvalid, which indicates that no end time
for forward playback is specified. In this case, the effective end
time for forward playback is the item’s duration.
But I don't know why it does not work. I tried to set it in AVPlayerItemStatusReadyToPlay, duration available callback, ... but it does not have any effect, it just plays to the end
I think that forwardPlaybackEndTime is used to restrict the playhead, right?
In my app, I want to play from the beginning to the half of the movie only
My code looks like this
- (void)playURL:(NSURL *)URL
{
AVPlayerItem *playerItem = [AVPlayerItem playerItemWithURL:URL];
if (self.avPlayer) {
if (self.avPlayer.currentItem && self.avPlayer.currentItem != playerItem) {
[self.avPlayer replaceCurrentItemWithPlayerItem:playerItem];
}
} else {
[self setupAVPlayerWithPlayerItem:playerItem];
}
playerItem.forwardPlaybackEndTime = CMTimeMake(5, 1);
// Play
[self.avPlayer play];
}
How to make forwardPlaybackEndTime work?
Try this
AVPlayerItem.forwardPlaybackEndTime = CMTimeMake(5, 1);
Here 5 is the time till the AVPlayerItem will play.
Set the following on your AVPlayer
AVPlayer.actionAtItemEnd = AVPlayerActionAtItemEndNone;
Then set your notification
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(playerItemDidPlayToEndTime:) name:AVPlayerItemDidPlayToEndTimeNotification object:nil];
with the method obviously
- (void) playerItemDidPlayToEndTime:(NSNotification*)notification
{
// do something here
}
then set your forwardPlaybackEndTime
AVPlayer.currentItem.forwardPlaybackEndTime = CMTimeAdd(AVPlayer.currentItem.currentTime, CMTimeMake(5.0, 1));
and start your avplayer playing
AVPlayer.rate = 1.0;
the notification will be triggered and your track will continue playing. In your handler you can stop it and do a seekToTime or whatever.
Alternatively you can just set a boundary observer
NSArray *array = [NSArray arrayWithObject:[NSValue valueWithCMTime:CMTimeMakeWithSeconds(5.0, 1)]];
__weak OTHD_AVPlayer* weakself = self;
self.observer_End = [self addBoundaryTimeObserverForTimes:array queue:NULL usingBlock:^{ if( weakself.rate >= 0.0 ) [weakself endBoundaryHit]; }];
I have checked below code its running and streaming stops at specified time:
- (void)playURL
{
NSURL *url = [NSURL URLWithString:#"http://clips.vorwaerts-gmbh.de/VfE_html5.mp4"];
self.playerItem = [AVPlayerItem playerItemWithURL:url];
self.playerItem.forwardPlaybackEndTime = CMTimeMake(10, 1);
self.avPlayer = [AVPlayer playerWithPlayerItem:self.playerItem];
[videoView setPlayer:self.avPlayer];
// Play
[self.avPlayer play];
}
I hope this will help you.
Also please check these tutorials: AVFoundation Framework
I think that you have to update avPlayer's current playerItem.
So,
playerItem.forwardPlaybackEndTime = CMTimeMake(5, 1);
it should be:
self.avPlayer.currentItem.forwardPlaybackEndTime = CMTimeMake(5, 1);
I want to play sequence of sounds with AVAudioPlayer. All are ok in foreground, but in background I have issues.
After scheduling next sound it plays in background, but initialisation of sound after next fails.
How to resolve this issue?
In fact, I have sequence of sounds and sequence of starting moments. When user touch button application starts play sounds.
I use the following code:
- (void)soundScheduleNext
{
NSURL * url = ...; // get url of next sound file
if (soundPlayer == nil)
soundPlayer = [AVAudioPlayer alloc];
soundPlayer = [soundPlayer initWithContentsOfURL:url error:nil];
soundPlayer.delegate = self;
AVAudioSession * audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory:AVAudioSessionCategoryPlayback error:nil];
// if this is a first element of sound sequence...
if (soundSeqNext == 0)
{
// ... play right now
[soundPlayer prepareToPlay];
soundStartMoment = [soundPlayer deviceCurrentTime];
[soundPlayer play];
} else {
BOOL prepareToPlayOk = [soundPlayer prepareToPlay];
// when second element of sequence play - prepareToPlayOk is YES; when third - prepareToPlayOk is NO :(
NSLog(#"soundScheduleNext: prepareToPlayOk = %d", (int)prepareToPlayOk, nil);
NSTimeInterval timeMoment = ... ; // get moment of time for next sound
[soundPlayer playAtTime:timeMoment];
}
soundSeqNext++;
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
[self soundScheduleNext];
}
audioPlayerDidFinishPlaying function is called every time after end of sound playback finished.
The following line after audio session setting category solves the problem:
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
More info at https://stackoverflow.com/a/8071865/13441