I have an app that makes extensive use of AVPlayer's setRate:time:atHostTime: method to sync video to audio playing independently in my application. This has worked great for iOS 6.0, but for some reason making many calls to this method occasionally causes the video to freeze in iOS 7. Is this a bug? Has anyone else had this problem? Also, using the old AVPlayer method seekToTime:toleranceBefore:toleranceAfter exhibits the same issue.
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Im having difficulties trying to resume live stream playback from previously paused moment.
On iOS 9.2 and below player continued to play from paused moment.
On iOS 9.3 and above, when i resume playing, i receive "playerBufferEmpty" and AVPlayerItemTimeJumpedNotification, and as a result playback doesnt continue from the paused moment.
This looks like an issue in AVPlayer since everything works on iOS versions 9.2 and below. I also tried playerItem.canUseNetworkResourcesForLiveStreamingWhilePaused , but it doesnt help.
Are there any changes in AVPlayer/AVPlayerItem regarding this from iOS 9.2 to iOS 9.3?
Thanks!
I am simulating my game on my iPad Air iOS 9.1 produced using XCode 7.3 beta and Swift 2.2 Spritekit
I am using sounds via
SKAction.playSoundFileNamed(_: string)
whenever I start the game for the first time ; including going home screen then back to game ; the first played audio is very low or seems destructed.
Also I tried simulating premade games by other developers having the same problem .
Maybe a bug of the beta version of Xcode ?
I am not very familiar with SKAction but you can use prepareToPlay() on viewDidLoad or AppDelegate then you can play it when you need it.
Also, the m4a format will be faster than mp3.
You can find full code example in here: https://stackoverflow.com/a/34981944/2125010
I had the same issue. Playing silent sound when game becomes active resolves that.
I have a soundboard app that uses an AVAudioSession. I attach AVAudioPlayerNodes to an AVAudioEngine to play the audio files.
Everything works great on iOS 9.2, however a lot of my reviews say the sound doesn't work. And I just tried on an iPhone 5s running iOS 8 and the sounds do not work.
I cannot figure out why this is, given the app worked fine before I updated it. And I did not make any major changes to how the sound is produced. Is there any compatibility issues with AVFoundation and iOS8 or older devices I am not aware of?
Update: When I decreased the number of nodes attached to my engine, the sound works again. It seems some devices can't handle the amount of nodes I am attaching? Wondering if a workaround for this would be to make multiple engine objects instead of just one?
I am using the ionic framework to record audio using the Media object. It was working fine but with recent iOS updates now after recording something and releasing the Media object, the sound is disabled in my app until I crash it. No sound will play form any other part of the app and the + - volume controls on the side of the phone produce no volume overlay. I don't understand enough about iOS to know what's going on.
Any help is appreciated.
I am making some modifications to an iPad app written by somebody else and one of the things I need to fix is that the video needs to continue to show the last frame when playback is complete rather than the screen just going black.
On the iPad simulator using iOS 4.3, this is exactly what it does already, but it just goes black on iOS 5 (on both the simulator and a device).
Any suggestions on the best way to achieve this so that it works for iOS 5? The code is using AVQueuePlayer.
I eventually found the solution:
[player setActionAtItemEnd:AVPlayerActionAtItemEndPause];
I'd already tried this and discarded it as not working, but I think I made the mistake of not setting it via the setter.