iOS7 Audio Player Controls - ios

Does Apple provide us with some audio controls like their standard ones we see in Control Center and the native Music app? Something we can add as a subview?
Or do we have to create our own?
Thanks

No, they do not. You have to create all of these controls on your own.
They do however offer several frameworks that are useful when it comes to making music playing applications. Once you create your own buttons, you can hook them up to the music API of your choice.
If you're looking to control the device's built in iPod, you'll want the Media Player Framework, but if you're looking to create something more your own, you probably want AVFoudation.

Try in Simple steps:
Step 1: #import <MediaPlayer/MediaPlayer.h>
Step 2: Set delegate in .h file UIViewController<MPMediaPlayback>
Step 3: Write this code on .m file
- (void)viewDidLoad
{
[super viewDidLoad];
NSURL *vedioURL =[NSURL fileURLWithPath:fileLocation];
MPMoviePlayerViewController *videoPlayerView = [[MPMoviePlayerViewController alloc] initWithContentURL:vedioURL];
[self presentMoviePlayerViewControllerAnimated:videoPlayerView];
[videoPlayerView.moviePlayer play];
}
-(void)endSeeking
{
[self.navigationController popViewControllerAnimated:NO];
}
-(void)stop
{
[self.navigationController popViewControllerAnimated:NO];
}

Related

cocos2d-js game iOS Crash when enter the game at the second time

We are using cocos2d-js to develop an iOS App which can launch different games. So I add an button in the native app viewcontroller and start the game by clicking the button, just like this:
-(void)didClickGame2Btn:(id)sender
{
//加载游戏
cocos2d::Application *app = cocos2d::Application::getInstance();
// Initialize the GLView attributes
app->initGLContextAttrs();
cocos2d::GLViewImpl::convertAttrs();
// Use RootViewController to manage CCEAGLView
RootViewController *rootViewController = [[RootViewController alloc] init];
rootViewController.wantsFullScreenLayout = YES;
[self.navigationController presentViewController:rootViewController animated:YES completion:^{
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView((__bridge void *)rootViewController.view);
cocos2d::Director::getInstance()->setOpenGLView(glview);
NSString *documentDir = [SEGetDirectories dirDoc];
NSString *wPath = [NSString stringWithFormat:#"%#/GameData/Game2",documentDir];
NSLog(#"document------:%#",documentDir);
std::vector<std::string> searchPathList;
searchPathList.push_back([wPath UTF8String]);
cocos2d::FileUtils::getInstance()->setSearchPaths(searchPathList);
//run the cocos2d-x game scene
app->run();
}];
[[UIApplication sharedApplication] setStatusBarHidden:true];
}
the rootViewController contains the game view. And then we add an button in the game, which is used to exit the game. The click event code of the exit game button likes:
//exit the game and close the view controller
gameEndCallBack:function(sender){
cc.log("director end............");
cc.director.end();
var ojb = jsb.reflection.callStaticMethod("ViewControllerUtils", "dismissCurrentVC");
}
We use the reflection to dismiss the rootViewController:
+(void)dismissCurrentVC
{
UIViewController *currentVC = [ViewControllerUtils getCurrentVC]; //这里获取最顶层的viewcontroller
[currentVC dismissViewControllerAnimated:YES completion:^{
NSLog(#"xxx");
}];
}
Everything is ok when the first time to enter the game, but after dismissing the rootViewController, we try to enter the game again, it crash.
The crash line is in the ScriptingCore::runScript metod and executing the code:
evaluatedOK = JS_ExecuteScript(cx, global, *script, &rval);
And the crash info is "exc_bad_access".
It is much the same problem as this topic, but the approaches in it did not solve the problem.
http://discuss.cocos2d-x.org/t/how-to-destroy-a-cocos-game-on-ios-completely/23805
This problem has been confusing me serveral days, I have no solution for this. Can anyone give me some help?
You can make the app to support multiple games with in the app.
All you have done is required but in addition to that please follow the below instructions.
First of all, cocos provide a singleton instance of cocos2d::Application that can not be restarted again especially in iOS. So the approach of ending the Director cc.director.end(); won't help you.
You should start the application only once by using the function call cocos2d::Application::getInstance()->run(); and next time if you want to start the game layer, you should not call this method again.
Instead, just pause cocos2d::Director::getInstance()->pause(); and resume cocos2d::Director::getInstance()->resume(); the director when you want to stop the game.
In this approach, if you dismiss/dealloc the view-controller instance then you should create the glview cocos2d::GLView instance again without calling the run method.
One more problem is, take care of the delay in loading the new scene. GLView will display the previous game scene for a while. Do a work around that will show blank screen while the new scene is ready.
Hope this will help you.

MobileVLCKit Playing video streaming not displays

I have implemented MobileVLCKit in iOS by using MobileVLCKit framework. I have an issue,
When I declare the player #Interface the streaming and voice is working well.
#import <MobileVLCKit/MobileVLCKit.h>
#interface ViewController ()<VLCMediaPlayerDelegate>{
VLCMediaPlayer *vlcPlayer1
}
#end
But, declare the VLCMediaPlayer object at local function the video preview not displayed but, audio id playing.
- (void)viewDidLoad {
[super viewDidLoad];
VLCMediaPlayer *vlcPlayer1 = [[VLCMediaPlayer alloc] initWithOptions:nil];
vlcPlayer1.drawable = view;
media = [VLCMedia mediaWithURL:[NSURL URLWithString: UrlString]];
[vlcPlayer1 setMedia:media];
[vlcPlayer1 play];
}
How can I resolve the issue. Because, I need to create the view dynamically.
Try this:
[vlcplayer.media addOptions:#{ #"network-caching" : #300}];
If it doesn't work, replace 300 with a bigger value.
That may work.
So both of these questions/answers put me on the right path, but this is ultimately what worked for me.
NSURL* _uri = [NSURL URLWithString:uri];
NSArray* initOptions = [NSArray arrayWithObjects:#"--codec=avcodec", "--network-caching=10000", nil];
self.player = [[VLCMediaPlayer alloc] initWithOptions:initOptions];
self.player.media = [VLCMedia mediaWithURL:_uri];
It looks like the "addOptions" is valid, but my particular use case wasn't picking it up, and instead I had to actually initialize the VLCMediaPlayer with the options from the get go. Worked out nice because it actually fits much better with other JAVA/Android/CMD line VLC api's.

Error 849 in livestreaming application on iOS

I am working on the livestream feature for an iOS application. I have used an AVPlayerViewController contained within a ContainerView to display the video.
And here is the associated code for the ViewController
#interface ViewController ()
#property MPMoviePlayerController* streamPlayer;
#property BOOL isPlaying;
#end
AVPlayerViewController *streamPlayer;
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.isPlaying = NO;
NSURL *streamURL = [NSURL URLWithString:#"http://vevoplaylist-live.hls.adaptive.level3.net/vevo/ch1/appleman.m3u8"];
streamPlayer = [[ UIStoryboard storyboardWithName:#"Main" bundle:nil] instantiateViewControllerWithIdentifier:#"StreamPlayer" ];
streamPlayer.player = [ AVPlayer playerWithURL:streamURL ];
}
- (IBAction)playVideo:(id)sender{
if ( !self.isPlaying ){
[ streamPlayer.player play ];
[self.button setTitle:#"Stop" forState:UIControlStateNormal ];
self.isPlaying = YES;
} else {
[ streamPlayer.player pause ];
[self.button setTitle:#"Play" forState:UIControlStateNormal ];
self.isPlaying = NO;
}
}
(You can ignore the isPlaying variable. It's just to see what I can control)
The stream starts and works fine for a few minutes before it stops/buffers(i think) for a few seconds and an error show up:
ERROR: 849: AudioQueue: request to trim 4291961269 + 0 = 4291961269 frames from buffer containing 21504 frames
The stream continues after this but there is no audio.
Occasionally there is a second or two of audio but immediately the error showing up again and the stream continues in silence. (Something I'm glad of when a Pitbull video is being broadcast. )
If I pause the stream and then play it, the audio returns for a few minutes and then goes off again.
I have searched for this error but have not found anything to help me fix this. Being relatively new to iOS and HLS, I don't have any ideas as to what the issue could be but if I had to guess I'd say that it's an issue with synchronization of audio and video.
Any and all help is appreciated.
There are two issues in your code that stand out right away.
You have TWO streamPlayer variables.
The AVPlayerViewController variable should be a Global Variable
By putting your AVPlayerViewController property declaration inside your Interface Extension as a global variable the error should be resolved.
The code would look something like this:
#interface ViewController ()
#property (nonatomic) MPMoviePlayerController *mpStreamPlayer;
#property (nonatomic) AVPlayerViewController *avStreamPlayer;
#property (nonatomic) BOOL isPlaying;
#end
#implementation ViewController
- (void)viewDidLoad ... // continue as expected
The reason I am assuming it will be resolved is because of this similar problem a member of the community is experiencing with the Error 849 (their codebase is SWIFT) and the answer working answer.
this is possibly related to the iOS 9 bugs, paste your m3u8 into the Safari, you could experience the same problem down the road (intermediate audio interrupt, audio/video out of sync), there is nothing you can do with your code.
see some report here, and Apple engineer ask to file a bug report.

Audio overlapping in Xcode

I've done a lot of reading and research in trying to come up with a solution to my problem and can't seem to make my code work the way I want, or the way it should. What I want to do is be able to have different buttons play different, short sounds, without overlapping each other if I decide to click another sound button before another sound button's audio is finished. I've successfully got to the point where they play their designated sound using SystemSoundID, but they still overlap when I click on multiple buttons.
Below is a sample of my code:
Interface file:
#import <AVFoundation/AVFoundation.h>
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController {
}
-(IBAction)Sound:(id)sender;
#end
Implementation file:
#import "ViewController.h"
#import <AVFoundation/AVFoundation.h>
#import <UIKit/UIKit.h>
#implementation ViewController : UIViewController
- (IBAction)Sound:(id)sender
{
NSString *path = [[NSBundle mainBundle] pathForResource:#"Sound" ofType:#"mp3"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[theAudio play];
}
- (void)viewDidLoad
{
[super viewDidLoad];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
#end
I would appreciate the help more than you know, as I've spent quite some time trying to get it to work the way it should. If you have any questions for me please let me know! Thank you very much.
-Michael
I have the understanding that when you play an AudioSystemSound that it will play until completion. This method of playing Audio isn't a highly functional one and only really supposed to be used for simple "clicks" and "dings" etc. For a more comprehensive audio suite of features perhaps you could look at using the AVFoundation library with AVAudioPlayer where you can call "stop" to cease playing the called sound.
https://developer.apple.com/av-foundation/
Edited addition to the above answer:
In your .h file make sure you include;
#import AVFoundation;
and then create an AV player with;
AVAudioPlayer *playAudio
In your .m file add this block of code below in your method that needs to play the sound. Of course adjust the song/audiofile name and format appropriately;
NSString *backgroundMusic = [[NSBundle mainBundle]
pathForResource:#"insertSongNameHere" ofType:#"mp3"];
playAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:insertSongNameHere] error:NULL];
playAudio.numberOfLoops = -1;
[playAudio play];
Note: Number of loops being -1 means repeat forever. You can of course make that whatever number you like though. I hope that all helps, if not let me know and I'll see what I can do to assist!

Unable to retrieve Shoutcast .pls stream

I'm trying to get a .pls stream from a shoutcast server to play in my ios app. So far i've been unsuccessful. I've red a lot of posts on stackoverflow but non of these were of any help.
Can anyone please explain to me, if its even possible, how to get .pls to stream?
all you need is to list the port of you radio, here is one working example:
in - (void)viewDidLoad
NSURL *vibes = [NSURL URLWithString:#"http://website.com:8002"];
vPlayer = [[AVPlayer alloc] initWithURL:vibes];
self.myViewVolume = [[MPVolumeView alloc] initWithFrame:CGRectMake(20, 330, 280, 50)];
[self.myViewVolume sizeToFit];
[self.view addSubview:self.myViewVolume];
you need to create an instance of AVPlayer in your .m file , here it is vPlayer
do not forget to add AVFoundation framework to you project, you can play and stop the stream with [player play] and [player stop]
One problem with AVPlayer is the lack of easy volume control, you can add one with mpViewVolume.
I am also working on radio app and by far AVPlayer is the best to play shoutcast streams.
#Walid Hussain
it worked for me using AVPlayer
link with AVFoundation.framework
//import needed
#import <AVFoundation/AVFoundation.h>
// declaration for the player
AVPlayer * radioPlayer;
// play
NSURL * url = [NSURL URLWithString:#"http://energy10.egihosting.com:9636"];
radioPlayer = [[AVPlayer playerWithURL:url] retain];
[radioPlayer play];

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