I need to store and constantly update thousands of audio clips and for use with an iOS app. I also need to store metadata with each audio clip. Based on user inputs I need to query the database that the clips are held in and download several clips to a temporary folder in the app so they can be played.
It doesn't seem that a service like Parse can store large audio files.
What would be the best approach for something like this?
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I'm creating an iOS app where I want a user to be able to live stream a video, however, users who join the live stream after it starts, start watching the stream from the beginning instead of live (I will also add functionality that allows the user watching to skip ahead and then be able to watch live).
I have looked at many third party streaming options such as Agora, Twilio, Vimeo, etc, however, I don't believe they meet my needs as I need users who join the live stream to start watching from the beginning and not live.
I have explored continuously uploading small video chunks to something like firebase storage, and then continuously reading those chunks for users watching the stream. However, as explained here: https://stackoverflow.com/a/37870706/13731318 , this is to very efficient and leads to a substantial lag.
Does anyone have any idea how to go about doing this that leverages third parties?
I think you can use the HLS protocol to implement this.
HLS allows starting to watch from the beginning or not. That is controlled by the settings.
I am not sure about uploading because I think it has to be implemented on the server-side more.
I am need a solution for protect music file downloaded in an music app.
We have all rights for the audios, so, we need to garante only our app is able to play this audios.
This music app actually is only for streaming. The next update is for implement the functionality for download e play music offline.
I know Spotify , for example, use DRM protection, but it is a little bit controvercious for some people, and I think this is not what we need now.
During my researches, I dont find any concrete solution. So, my questions are which functionalities, libraries or resources can I use to protect the downloaded files.
Maybe I need to encrypt/decrypt the files? But, Swift have a native functionality for this, and have some documentation available?
So, what can I use to protect the audios with Swift, and keep playing the audio only in my own app?
This question gets asked almost daily and the answer is, and will always be, the same - if a user can play your audio on their device, then they can also extract and keep a copy of that audio - no amount of DRM, encryption or any other naive concept anyone dreams up can change this.
You can prevent "script kiddies" from just copying the files off their phone by embedding an encryption key in your app and streaming files through a stream cipher before playing them, but again, it's trivial to reverse engineer and get the key.
You can transcode your .mp3 files to HLS file which will generate one master playlist and several segment files and then you can apply ALS encryption on it using ffmpeg or Apple Media segmenter.
For More Info:
https://www.theoplayer.com/blog/content-protection-for-hls-with-aes-128-encryption
I have an app that allows a user to either take photo or point to a photo on from their camera roll. This record must be peristed locally. A record consists of text and an image. Savings this data on a single device seems simple, as I can persist the link to the image or store the image locally in the file system if taken via camera.
Problem is how to share this record via iCloud to make record available to all instances of the app on multiple devices. I.e iPhone creates a record with an image, which is then available to view on iPad or Apple TV.
Is it efficient to store a UIImage in a Core Data record and make this available via iCloud? Many people saying not for local storage
My concern is this could potentially be some large quantities of data?
Does anyone have any thoughts on how to solve this issue?
I´m working on a similar app, for me working with http://Parse.com is a solution.
If your user have an internet connection and can wait to upload the images/text files you can save it directly using Parse (with a fancy progress Bar!) But if you want to make it network-less proof, you might work as whatsapp. I mean using Core Data to save your files locally, then try to upload the imagens whenever there is internet available.
There are some others clouds DB you can use, but I´m familiar with this one.
You can upload to iCloud using NSFileManager.
There is a complete walkthrough on how to do that.
I'm making an iOS app in which I'd like to allow the user to save an audio file (a specific file that the app uses internally, not just any arbitrary audio file) to their music library so they can play it from other apps on the device. Ideally I'd like to save a sound directly to the users music library, but it seems from other similar questions that this is not possible. File sharing with iTunes seems to be the next best solution.
Is there anything about using the iTunes file sharing option for saving audio in this way that violates the app store terms?
Is this the path of least friction for the user, or is there another way to achieve this that I'm missing?
I created an audio recorder app that saves audio files in m4a format. I then decided to add an export feature to allow users to email and text their audio recordings. This works nicely when the audio files are no bigger than 20MB. However, any audio file above 20MB will fail to export. What would be the best way to export files out of the app? I was thinking google drive or dropbox, but the user would have to have a registered account. Are there any services that I can upload a file to and receive a link that can be emailed to the user?
There are plenty of services like that. Dropbox is an example. Here is an overview: http://alternativeto.net/software/dropbox/