MPMoviePlayerViewController repeat count - ios

I am playing a video using MPMoviePlayerViewController.
I have repeat mode as MPMovieRepeatModeOne so that the video may play in a loop.
Is there any method that I can use to get the repeat count of the played video.

You can add a Notification:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(introMovieFinished:)
name:MPMoviePlayerPlaybackDidFinishNotification
object:self.moviePlayerController];
And then use this notification to detect when video finished a loop:
- (void)introMovieFinished:(NSNotification *)notification
{
if (notification.object == self.moviePlayerController) {
NSInteger reason = [[notification.userInfo objectForKey:MPMoviePlayerPlaybackDidFinishReasonUserInfoKey] integerValue];
if (reason == MPMovieFinishReasonPlaybackEnded)
{
NSLog(#"Video has looped!");
}
}
}

To my knowledge, you cannot use the MPMoviePlayerPlaybackDidFinishNotification with the repeat mode because it will be triggered only if you get out of the video not if you repeat it.
If you use the repeat mode, you will only have a change of state [=> PLAY (end of the former video)... PAUSED (former video)... PLAY (beginning of the new video)] detected thanks to the MPMoviePlayerPlaybackStateDidChangeNotification but the didFinishNotification won't be in the loop.
At first sight, you should store previous states of the player to follow this pattern for instance:
[stateCurrentTime (PLAY)] > (playingDuration - 1 sec) ==> end of your video
[stateCurrentTime (PAUSED)] < 0.5 sec ==> transitional state between former and new video
[stateCurrentTime (PLAY)] < 1 sec ==> beginning of your new video.
... And if someone succeeds in finding a way using MPMoviePlayerPlaybackDidFinishNotification, I'll be definitely interested in it because the behavior of this notification doesn't go together with repeat mode.

Related

avplayer pause or stop notification based on the rate

I need to send notifications when the AVPlayer is Play/Paused and Stopped.
For play and pause below is the code
if (self.player.rate > 0.0f) {
NSLog(#" Playing ..")
}
if (self.player.rate == 0.0f) {
NSLog(#" Paused ..")
}
But for stopped also the rate = 0.0 then is there any other property or way to identify the difference between paused and stopped.
For both, paused and stopped the rate = 0.0 and hence need another way for it.
Thanks
There is no stop command for an AVPlayer. So there is no such thing as stopped as distinct from paused. Either the rate is zero (not playing) or it is more than zero (playing).
You can distinguish where the player is within its item (currentTime) so you can tell whether we are at the start, end, or middle; and you can arrange to be notified periodically during play or when the end is reached.
Apart from that, there are no distinctions to be drawn.

Detect when AvPlayer switch bit rate

In my application, I use the AVPlayer to read some streams (m3u8 file), with HLS protocol. I need to know how many times, during a streaming session, the client switches bitrate.
Let's assume the client's bandwidth is increasing. So the client will switch to a higher bitrate segment.
Can the AVPlayer detect this switch ?
Thanks.
I have had a similar problem recently. The solution felt a bit hacky but it worked as far as I saw. First I set up an observer for new Access Log notifications:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(handleAVPlayerAccess:)
name:AVPlayerItemNewAccessLogEntryNotification
object:nil];
Which calls this function. It can probably be optimised but here is the basic idea:
- (void)handleAVPlayerAccess:(NSNotification *)notif {
AVPlayerItemAccessLog *accessLog = [((AVPlayerItem *)notif.object) accessLog];
AVPlayerItemAccessLogEvent *lastEvent = accessLog.events.lastObject;
float lastEventNumber = lastEvent.indicatedBitrate;
if (lastEventNumber != self.lastBitRate) {
//Here is where you can increment a variable to keep track of the number of times you switch your bit rate.
NSLog(#"Switch indicatedBitrate from: %f to: %f", self.lastBitRate, lastEventNumber);
self.lastBitRate = lastEventNumber;
}
}
Every time there is a new entry to the access log, it checks the last indicated bitrate from the most recent entry (the lastObject in the access log for the player item). It compares this indicated bitrate with a property that stored the the bitrate from that last change.
BoardProgrammer's solution works great! In my case, I needed the indicated bitrate to detect when the content quality switched from SD to HD. Here is the Swift 3 version.
// Add observer.
NotificationCenter.default.addObserver(self,
selector: #selector(handleAVPlayerAccess),
name: NSNotification.Name.AVPlayerItemNewAccessLogEntry,
object: nil)
// Handle notification.
func handleAVPlayerAccess(notification: Notification) {
guard let playerItem = notification.object as? AVPlayerItem,
let lastEvent = playerItem.accessLog()?.events.last else {
return
}
let indicatedBitrate = lastEvent.indicatedBitrate
// Use bitrate to determine bandwidth decrease or increase.
}

play multiple SpeakHere audio files

By recording multiple snippets using filenames, I have attempted to record multiple separate short voice snippets in SpeakHere, I want to play them serially, separated by a set fixed interval of time between the starts of each snippet. I want the series of snippets to play in a loop forever, or until the user stops play.
My question is how do I alter SpeakHere to do so?
(I say "attempted" because I have not been able yet to run SpeakHere on my Mac Mini iPhone simulator. That is the subject of another question and because another question on the subject of multiple files has not been answered, either.)
In SpeakHereController.mm is the following method definition for playing a recorded file. Notice the final else clause calls player->StartQueue(false)
- (IBAction)play:(id)sender
{
if (player->IsRunning())
{ [snip]
}
else
{
OSStatus result = player->StartQueue(false);
if (result == noErr)
[[NSNotificationCenter defaultCenter] postNotificationName:#"playbackQueueResumed" object:self];
}
}
Below is an excerpt from SpeakHere AQPlayer.mm
OSStatus AQPlayer::StartQueue(BOOL inResume)
{
// if we have a file but no queue, create one now
if ((mQueue == NULL) && (mFilePath != NULL)) CreateQueueForFile(mFilePath);
mIsDone = false;
// if we are not resuming, we also should restart the file read index
if (!inResume) {
mCurrentPacket = 0;
// prime the queue with some data before starting
for (int i = 0; i < kNumberBuffers; ++i) {
AQBufferCallback (this, mQueue, mBuffers[i]);
}
}
return AudioQueueStart(mQueue, NULL);
}
So, can the method play and AQPlayer::StartQueue be used to play the multiple files, how can the intervals be enforced, and how can the loop be repeated?
My adaptation of the code for the method 'record` is as follows, so you can see how the multiple files are being created.
- (IBAction)record:(id)sender
{
if (recorder->IsRunning()) // If we are currently recording, stop and save the file.
{
[self stopRecord];
}
else // If we're not recording, start.
{
self.counter = self.counter + 1 ; //Added *****
btn_play.enabled = NO;
// Set the button's state to "stop"
btn_record.title = #"Stop";
// Start the recorder
NSString *filename = [[NSString alloc] initWithFormat:#"recordedFile%d.caf",self.counter];
// recorder->StartRecord(CFSTR("recordedFile.caf"));
recorder->StartRecord((CFStringRef)filename);
[self setFileDescriptionForFormat:recorder->DataFormat() withName:#"Recorded File"];
// Hook the level meter up to the Audio Queue for the recorder
[lvlMeter_in setAq: recorder->Queue()];
}
}
Having spoken with a local "meetup" group on iOS I have learned that the easy solution to my question is to avoid AudioQueues and to instead use the "higher level" AVAudioRecorder and AVAudioPlayer from AVFoundation.
I also found how to partially test my app on the simulator with my Mac Mini: by plugging in an Olympus audio recorder with USB to my Mini as an input "voice". This works as an alternative to the iSight which does not produce an input audio on the Mini.

Notification when AVQueuePlayer rewinds to the beginning of an item

I have 5 AVPlayerItems in my AVQueuePlayer, which is set to AVPlayerActionAtItemEndAdvance. I hit play on my UI, and play the first, the second and then start playing the third. Then I hit my rewind button. What I want to happen is that the third video rewinds to its start, and I then get a notification that allows me to stop. What I'm seeing is that I get a status of ready to play for the 4th item, followed by a current item changed to the 4th item - then the 4th item plays.
Why does the 4th item become the current item after the 3rd item has rewound to its start
Is the only way I can stop this to set the player to not auto advance (AVPlayerActionAtItemEndPause), observe the end of each item, and hope I get an "end of play" notification for the rewinding of the 3rd item as well as when it plays to its end naturally. Then in my end observer code, I can check the rate of the player, and if rewinding, not advance to the next item.
The way I handled this was in the begin seeking code, set the actionAtItemEnd to AVPlayerActionAtItemEndNone, and then reset it back to AVPlayerActionAtItemEndAdvance when the seeking ends. On iOS6, it appears that one can seek past the start of the track. In the "end seeking" code, I reset the rate and current time before beginning normal playback.
The following method is called by a long press gesture recognizer.
- (IBAction)fastRewind:(id)sender
{
UIGestureRecognizer *recog = (UIGestureRecognizer*)sender;
if (recog.state == UIGestureRecognizerStateBegan) {
if (_player.rate == 1) {
NSLog(#"fastRewind begin\n%#", sender);
_player.actionAtItemEnd = AVPlayerActionAtItemEndNone;
_player.rate = -2;
}
} else if (recog.state != UIGestureRecognizerStateChanged) {
// Ended/Canceled
NSLog(#"fastRewind end\n%#", sender);
if (_player.rate < 0) {
_player.rate = 0;
if (CMTimeGetSeconds(_player.currentTime) < 0) {
[_player seekToTime:CMTimeMake(0, 1)];
}
_player.actionAtItemEnd = AVPlayerActionAtItemEndAdvance;
_player.rate = 1;
}
}
}
One may wish to speed up the seek if it is held for a longer period of time.

MPMoviePlayerController seek forward in fullscreen mode until end is stuck

There seems to be a problem with the MPMoviePlayerController where once you're in fullscreen mode and you hold down the fast forward button, letting it seek forward (playing at fast speed) all the way to the end of the video.
Thereafter the you just get a black screen and it's stuck. In other words it does not respond to any taps gestures and you can not get out of this situation. Has anyone else encountered this problem?
Is there anyway to work around it in code?
It seems it's an iOS bug since fast backward to the very beginning won't cause the black screen but fast forward to the end will, and after that the 'play'/'pause' call to the video player never works. I temporarily fix this by adding protected logic into the scrubber refresh callback:
let's assume that monitorPlaybackTime will be called in 'PLAY_BACK_TIME_MONITOR_INTERVAL' seconds period to refresh the scrubber, and in it I add a check logic:
NSTimeInterval duration = self.moviePlayer.duration;
NSTimeInterval current = self.moviePlayer.currentPlaybackTime;
if (isnan(current) || current > duration) {
current = duration;
} else if (self.moviePlayer.playbackState == MPMoviePlaybackStateSeekingForward) {
if (current + self.moviePlayer.currentPlaybackRate*PLAY_BACK_TIME_MONITOR_INTERVAL > duration) {
[self.moviePlayer endSeeking];
}
}
A workaround to solve the black screen, not perfect, hope it can help.
I'm guessing you are not handling the MPMoviePlayerPlaybackDidFinishNotification. You really should if you're not.
Still its unexpected for me that the movie player would go into a "stuck" state like you describe. I would more readily expect it to stop playback automatically and reset when it reaches the end. Anyway, I think your problem will go away if you observe the MPMoviePlayerPlaybackDidFinishNotification and handle the movie controller appropriately.
Ran into the same issue on iOS6. Managed to fix it by registering for the MPMoviePlayerPlaybackDidFinishNotification (as suggested by Leuguimerius) with the following implementation:
- (void)playbackDidFisnish:(NSNotification *)notif {
if (self.player.currentPlaybackTime <= 0.1) {
dispatch_async(dispatch_get_main_queue(), ^{
[self.player stop];
[self.player play];
[self.player pause];
});
}
}
Where self.player is the associated MPMoviePlayerController instance. The check against currentPlaybackTime serves to distinguish the more standard invocations of playbackDidFinish (where the movie is allowed to play at normal speed until its end) from those scenarios where the user fast forwards until the end. Stopping then playing and pausing results in a usable, visually consistent interface even when fast-forwarding to the end.
None of the aforementioned solutions worked for me, so this is what I ended up doing:
NSNotificationCenter.defaultCenter().addObserver(self, selector: Selector("moviePlayerLoadStateDidChange"), name: MPMoviePlayerLoadStateDidChangeNotification, object: nil)
func moviePlayerLoadStateDidChange() {
let loadState = moviePlayerController?.loadState
if loadState == MPMovieLoadState.Unknown {
moviePlayerController?.contentURL = currentmovieURL
moviePlayerController?.prepareToPlay()
}
}
I think the issue is that when the seek foraward button is single pressed, it wants to skip to the next video, that's why a loading indicator appears. Listening for the load state change event, you can specify what the next video should be, and if you don't have any, you can just give it the same url.

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