How to mute/unmute audio when playing video using MPMoviePlayerController? - ios

I've created my own custom controls for use with the MPMoviePlayerController. So far everything works except the mute button control.
I've configured the AVAudioSession using the following code before I create my instance of the MPMoviePlayerController.
NSError *modeError = nil;
[self.audioSession setMode:AVAudioSessionModeMoviePlayback error:&modeError];
if (modeError != nil) {
NSLog(#"Error setting mode for AVAudioSession: %#", modeError);
}
NSError *categoryError = nil;
[self.audioSession setCategory:AVAudioSessionCategoryPlayback error:&categoryError];
if (categoryError != nil) {
NSLog(#"Error setting category for AVAudioSession: %#", categoryError);
}
Then in my mute button callback method I have the following code:
NSError *activeError = nil;
[self.audioSession setActive:NO error:&activeError];
if (activeError != nil) {
NSLog(#"Error setting inactive state for AVAudioSession: %#", activeError);
}
When clicking the Mute button I get the following unuseful error:
Error Domain=NSOSStatusErrorDomain Code=560030580 "The operation couldn’t be completed. (OSStatus error 560030580.)"
I am linking to the AVFoundation framework.
This is really starting to bug me as I can't for the life of me work out a way to reduce or mute the playback audio of my application.
I don't want to change the system global volume just the application level volume as defined by the AVAudioSession AVAudioSessionCategoryPlayback category.
It seems that you can set the volume of the AVAudioPlayer but not the MPMoviePlayerController. I've seen other posts here on SO that say just create an instance of AVAudioPlayer and set the volume but this just causes my app to crash and I expect it has something to do with the fact I'm not using the initWithContentsOfURL:error: or initWithData:error: and instead using `init'.
Any help would be appreciated.

After speaking to an Apple technician it turns out that it's not possible to control or mute the audio using MPMoviePlayerController.
Instead you have to create your own controller using AVFoundations AVPlayer class.
Once you're using that it's a matter of creating a custom audio mix and setting the volume level. It actually works very well.
Sample code:
AVURLAsset * asset = [AVURLAsset URLAssetWithURL:[self localMovieURL] options:nil];
NSArray *audioTracks = [asset tracksWithMediaType:AVMediaTypeAudio];
// Mute all the audio tracks
NSMutableArray * allAudioParams = [NSMutableArray array];
for (AVAssetTrack *track in audioTracks) {
AVMutableAudioMixInputParameters *audioInputParams =[AVMutableAudioMixInputParameters audioMixInputParameters];
[audioInputParams setVolume:0.0 atTime:kCMTimeZero ];
[audioInputParams setTrackID:[track trackID]];
[allAudioParams addObject:audioInputParams];
}
AVMutableAudioMix * audioZeroMix = [AVMutableAudioMix audioMix];
[audioZeroMix setInputParameters:allAudioParams];
// Create a player item
AVPlayerItem *playerItem = [AVPlayerItem playerItemWithAsset:asset];
[playerItem setAudioMix:audioZeroMix]; // Mute the player item
// Create a new Player, and set the player to use the player item
// with the muted audio mix
AVPlayer *player = [AVPlayer playerWithPlayerItem:playerItem];
self.mPlayer = player;
[mPlayer play];
I've written an MPMoviePlayerController replacement class that adds support for volume level. I will upload the to github shortly and add the link in this post.

I know this is an old post, but I managed to find a way to successfully control the volume of the MPMoviePlayerController control in iOS6 & iOS7, using an MPVolumeView. One gotcha is that it does NOT work in the simulator, only on the physical device. For just controlling the volume, adding a hidden MPVolumeView will work fine. However if you use a hidden one, the native OS volume display that appears when you change the volume using the physical device volume buttons will still appear centre screen. If you want to prevent this, make sure your MPVolumeView is not hidden. Instead, you can give it a very low alpha transparency and place it behind other views, so the user can't see it.
Here's the code i've used:
MPVolumeView *volumeView = [[MPVolumeView alloc]initWithFrame:CGRectZero];
[volumeView setShowsVolumeSlider:YES];
[volumeView setShowsRouteButton:NO];
// control must be VISIBLE if you want to prevent default OS volume display
// from appearing when you change the volume level
[volumeView setHidden:NO];
volumeView.alpha = 0.1f;
volumeView.userInteractionEnabled = NO;
// to hide from view just insert behind all other views
[self.view insertSubview:volumeView atIndex:0];
This allows you to control the volume by calling:
[[MPMusicPlayerController applicationMusicPlayer] setVolume:0.0];
But I was still getting the native OS volume display appearing the first time I would try to change the volume - on subsequent loads it did not show this display, so figuring it was something to do with the stage in the viewcontroller life cycle, I moved it from my viewDidLoad method to the viewDidAppear method - it worked - the volume muted and the native volume display did not appear, but I now was able to hear a split second of audio before the video started playing. So I hooked into the playback state did change delegate of the MPMoviePlayerController. In viewDidload I added:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(videoPlaybackStateDidChange:)
name:MPMoviePlayerPlaybackStateDidChangeNotification object:nil];
And the delegate callback method:
-(void)videoPlaybackStateDidChange:(NSNotification *)aNotification
{
// Note, this doesn't work in simulator (even in iOS7), only on actual device!
if ([moviePlayerController playbackState] == MPMoviePlaybackStatePlaying)
{
[[MPMusicPlayerController applicationMusicPlayer] setVolume:0.0];
}
}
This muted the audio of the video before it started playing, but after the viewDidLoad in the life cycle, so no native OS volume muted display.
In my app, I retrieved and stored the current volume level before muting (using [MPMusicPlayerController applicationMusicPlayer].volume property), and then restored the volume to this level when the view controller was closed, meaning the user would be unaware that their device volume level was modified and reverted.
Also, if your MPMoviePlayerController is using a non-standard audio route in iOS7, calling [[MPMusicPlayerController applicationMusicPlayer] setVolume:0.0] may not work for you - in this case you can loop through the subviews of your MPVolumeView control until you find a view which subclasses UISlider. You can then call [sliderView setValue:0 animated:NO] which should work for you. This method isn't using any private Apple APIs so shouldn't get your app rejected - after all there are so many legitimate reasons why you would offer this functionality, and it was possible in iOS6 without having to go to these lengths! In fact, I was bamboozled to discover that Apple had removed the functionality to set the volume on MPMoviePlayerController in iOS7 in the first place.. enforced migration to AVPlayer?
Update: My iPad app has now been approved using this method and is live on the app store.

Related

iOS add audio playing via AVPlayer to OS default player?

So the idea is - when we play audio in Music app in iPhone and press home button then swipe from bottom of the screen, we can see the audio playing in default OS player with play/pause controls and audio continue play.
Now what i need to do, i play an audio by using AVAudioPlayer in my app and if user press home button, the audio need to play continue as in case of music app.
But i have no idea how to add audio in OS default player? Any help or suggestion would be highly appreciated.
Edit: I need to play audio using streaming so i guess i need to use AVPlayer instead of AVAudioPlayer
You could use an MPMovieplayerController since you'll be more than likely be using an M3U8 playlist.
Here's the documentation http://developer.apple.com/library/ios/documentation/MediaPlayer/Reference/mpmovieplayercontroller_class/index.html
But it basically goes like this:
Initialize the MPMoviePlayerController, assign a file type (stream), put the source url, and present it in the view stack.
For the background audio, you'd have to use AudioSession like in this answer iOS MPMoviePlayerController playing audio in background
You can do this as a background audio task so that the audio keeps playing even after the user presses the home button and your app goes into the background. First you create an AVAudioSession. Then you set up an array of AVPlayerObjects and a AVQueuePlayer in your viewDidLoad method. There's a great tutorial by Ray Wenderlich that discusses all of this in detail http://www.raywenderlich.com/29948/backgrounding-for-ios. You can set up a callback method (observer method) so that the app is sent additional audio data as it streams in - (void)observeValueForKeyPath.
Here's how the code looks (from Ray Wenderlich's tutorial):
in viewDidLoad:
// Set AVAudioSession
NSError *sessionError = nil;
[[AVAudioSession sharedInstance] setDelegate:self];
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayAndRecord error:&sessionError];
// Change the default output audio route
UInt32 doChangeDefaultRoute = 1;
AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryDefaultToSpeaker,
sizeof(doChangeDefaultRoute), &doChangeDefaultRoute);
NSArray *queue = #[
[AVPlayerItem playerItemWithURL:[[NSBundle mainBundle] URLForResource:#"IronBacon" withExtension:#"mp3"]],
[AVPlayerItem playerItemWithURL:[[NSBundle mainBundle] URLForResource:#"FeelinGood" withExtension:#"mp3"]],
[AVPlayerItem playerItemWithURL:[[NSBundle mainBundle] URLForResource:#"WhatYouWant" withExtension:#"mp3"]]];
self.player = [[AVQueuePlayer alloc] initWithItems:queue];
self.player.actionAtItemEnd = AVPlayerActionAtItemEndAdvance;
[self.player addObserver:self
forKeyPath:#"currentItem"
options:NSKeyValueObservingOptionNew
context:nil];
in a callback method:
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if ([keyPath isEqualToString:#"currentItem"])
{
AVPlayerItem *item = ((AVPlayer *)object).currentItem;
self.lblMusicName.text = ((AVURLAsset*)item.asset).URL.pathComponents.lastObject;
NSLog(#"New music name: %#", self.lblMusicName.text);
}
}
Don't forget to add the member variables in your view controller's private API in the implementation file:
#interface TBFirstViewController ()
#property (nonatomic, strong) AVQueuePlayer *player;
#property (nonatomic, strong) id timeObserver;
#end

How do I configure AVPlayer to play a video that was recorded at 120fps?

I have a simple app that records video at 120fps, saves it to the documents directory, and then uses an instance of AVPlayer to play it back.
If I set the playback rate to 1.0 (for the AVPlayer instance), the playback is a bit choppy (probably more along the lines of 60fps). However, if I interrupt the playback by pressing the "play" button (which then sets the playback rate to 1.0 again!), it plays back very smoothly.
For instance, this is what occurs when the user presses the play button (and yes, I observe the 'status' property of AVPlayer before allowing the user to play the video):
- (IBAction)playButtonPressed:(id)sender
{
[self.videoPlayer seekToTime:kCMTimeZero];
[self.videoPlayer setRate:1];
self.videoPlayer.volume = 1;
}
And this is my simple player-setup code:
- (void)setUpAVPlayer
{
self.videoURL = [[NSURL alloc] initFileURLWithPath:self.videoURL.path];
self.videoPlayer = [AVPlayer playerWithURL:self.videoURL];
[self.previewLayer setPlayer:self.videoPlayer];
// observe player status
[self.videoPlayer addObserver:self
forKeyPath:#"status"
options:0
context:nil];
}
There really is nothing unusual about what I'm doing. It plays back video fine. It's only the case where the video was recorded at 120fps that there is a playback issue.
(Also, this is running on my iPhone5s since it is the only device that supports 120fps.)

iOS Audio Streaming only works for **SOME** bluetooth devices?

I am working on iOS app which will be compatible with iOS 6/7 and stream audio .mp3 files from a website.
I have already gotten this to work using the following code:
-(NSString*)documentsFolder
{
NSString* dataPath = [NSHomeDirectory() stringByAppendingPathComponent:#"Documents"];
if (![[NSFileManager defaultManager] fileExistsAtPath:dataPath])
[[NSFileManager defaultManager] createDirectoryAtPath:dataPath withIntermediateDirectories:NO attributes:nil error:NULL];
return dataPath;
}
-(NSString*)createURLFile:(NSString*)songURL
{
NSString* M3U_FILE = #"song.m3u";
NSString* path = [NSString stringWithFormat:#"%#",[[self documentsFolder] stringByAppendingPathComponent:M3U_FILE]];
if([[NSFileManager defaultManager] createFileAtPath:path contents:nil attributes:nil])
{
NSFileHandle* outFile = [NSFileHandle fileHandleForWritingAtPath:path];
if(outFile != nil)
{
NSData* buffer = [songURL dataUsingEncoding:NSUTF8StringEncoding];
[outFile writeData:buffer];
return path;
}
}
return nil;
}
- (void)createStreamer
{
// Remove any previous references.
[[NSNotificationCenter defaultCenter] removeObserver:self];
// Create a new player.
NSString* fileURL = [self createURLFile:self.aSong.songpath];
self.songPlayer = [[AVPlayer alloc]initWithURL:[NSURL fileURLWithPath:fileURL]];
NSAssert(self.songPlayer != nil, #"NIL AVPlayer Created!!!");
// Observer for when the song ends...
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[self.songPlayer currentItem]];
[[UIApplication sharedApplication] setIdleTimerDisabled: YES];
}
I store the url for the .mp3 file in a local .m3u file and use that to load up the AVPlayer. In earlier versions of iOS, I was told that the AVPlayer would load the song first and then play it, not stream it immediately. While this does not appear to be true in iOS 6/7 (the song starts streaming almost immediately), the .m3u file was being created in case there were any problems created by not having it done this way.
With this, a loop is monitoring the status of the AVPlayer and after a few seconds, the audio starts to play out the phone without a problem.
For testing purposes, I set up an MPVolumeView on the page which plays songs:
MPVolumeView *volumeView = [[[MPVolumeView alloc] initWithFrame:CGRectMake(0, 0, 310, 20)] autorelease];
volumeView.center = CGPointMake(160,62);
[volumeView sizeToFit];
[self.view addSubview:volumeView];
The reason for this is that the volume slider will also show an indicator if the bluetooth is connected as an audio output source and allow me to change the audio route between the phone and the bluetooth device. So far, so good.
I connected my phone to my Jawbox Jambone via bluetooth, start the AVPlayer on a song, and the song comes out of the Jawbox as expected. The volume control has the small "rectangle with arrow" indicating that I can switch the audio output and indeed, while the song is playing, I can switch between the phone and the Jawbox. Happiness.
The problem occurs when I try to connect it to a car. I have two experiences with this:
The car is already paired with the phone for making/receiving calls. The phone even indicates it is paired when I get into the car. But when I use the same code to play the same audio files, they only come out of the phone. The volume slider does not show the "bluetooth route" indicator at all (like it does not recognize the car as a audio output route).
In another car, the audio was streaming from another app (some radio streaming app). The other app was stopped and this one started. The audio started playing for the same song tested above, but stopped after a second or two. Again, there was no indicator on the volume slider that the bluetooth was connected at this point.
Can somebody explain to me why the audio could stream fine out to one bluetooth device but not to another?
Have I missed something (an entitlement?) in the profile for my app that will allow it to stream audio via bluetooth to a car?
There is this project at GIT.
Play iOS project is a streaming client for Play that runs on your iPhone/iPad. It supports background audio as well as the media keys when backgrounded.
It supports:
Streams shoutcast stream
Displays currently playing track
Background audio
Lock screen album art & play controls
AirPlay (along with Bluetooth) streaming. Supports sending metadata
and album art
You can download the project here.
I have not tested this on CAR bluetooth audio player though. Hope it may be of any help to you.
In the first example, your car may simply be a remote player. You would need to register for remote events like this (consider using an AVAudioPlayer instead of an AVPlayer also)
Setup the AudioSession to recognize a bluetooth audio route:
- (BOOL)prepareAudioSession {
// deactivate existing session
NSError *setCategoryError = nil;
NSError *activationError = nil;
BOOL success = [[AVAudioSession sharedInstance] setActive:NO error: nil];
if (!success) {
NSLog(#"deactivationError");
}
// set audio session category AVAudioSessionCategoryPlayAndRecord options AVAudioSessionCategoryOptionAllowBluetooth
success = [[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryOptionAllowBluetooth error:&setCategoryError];
if (!success)
{
NSLog(#"setCategoryError %#",setCategoryError);
}
// activate audio session
success = [[AVAudioSession sharedInstance] setActive:YES error: &activationError];
if (!success) {
NSLog(#"activationError");
}
return success;
}
You can check the routes:
AVAudioSessionRouteDescription *mAVASRD = audioSession.currentRoute;
NSLog(#"the array is %#",mAVASRD.outputs);
for (int ctr = 0; ctr < [mAVASRD.outputs count]; ctr++)
{
AVAudioSessionPortDescription *myPortDescription = [mAVASRD.outputs objectAtIndex:ctr];
NSLog(#"the type is %#",myPortDescription.portType);
NSLog(#"the name is %#",myPortDescription.portName);
NSLog(#"the UID is %#",myPortDescription.UID);
NSLog(#"the data sources are %#",myPortDescription.dataSources);
}
Then initialize your AVAudioPlayer and turn on RemoteControlEvents (you can use the console in your car to send play/pause/etc)
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
then implement something like the delegate method for AVAudioPlayer in this stack overflow question to capture the received events and react accordingly in your code:
AVAudioPlayer on Lock Screen
In the scenario 2, when you moved one app to the background (the radio streaming app) and started your app, the likely culprit for the issue is the same cause - your app has to recognize the bluetooth route for audio.
By the way for phone calls and Siri, the iOS uses a different Bluetooth channel that the default for remote control (which is the one I am describing for your car).
When you setup this route and remote control events, you also get a bonus byproduct - your app will be controllable from the lock screen. Check out this technical note from Apple to configure your app to play in the background as well if that is also something you need to do when the screen locks: Technical QA document QA1668
Finally, for added integration via your bluetooth route, look at MPNowPlayingInfoCenter - put the title artist artwork and other good stuff on the lock screen and on most bluetooth screens in the car that are displaying that information.
I'm pretty sure MPVolumeView can only address Bluetooth devices which conform to the newer low power consumption Bluetooth spec... (Bluetooth Low Energy or BLE)...
I know the phone app doesn't use MPVolumeView, probably this other audio player doesn't either.. You may need to look into CoreBluetooth and implement your own :( good luck. There may be a solution on github
A bluetooth speaker designed as a speaker will be no problem.
However, a car will usually be a "phone" bluetooth speaker and will only accept a "phone" type of communications.
My guess would be that you would have to trick it by setting up a "phone audio" connection and having the incoming audio transfer into the void, and the outgoing music stream as a phone signal.
Mind you, signal quality might degrade and there probaly won't be a fix for that.

AVAudioPlayer only plays a custom audio file for one second

In my application I am using an AVAudioRecorder object to allow the user to record a sound file, and when the user is done recording they can play the sound via the AVAudioPlayer. The issue I'm having is when the user tries to play the audio file it only plays for one second. What is even more odd is that this code worked perfect on iOS 5, but since upgrading to iOS 6 this issue has started to happen.
I have checked the file that is being created via iTunes file sharing, and I'm able to play the entire sound file on my desktop.
Below I have pasted the code from my manipulation file that loads the audio player. From what I can tell the
- (void)playRecordingBtnClk:(id)sender
{
NSLog(#"Play btn clk");
if (!isRecording) {
// disable all buttons
[_recordButton disableButton];
[_stopButton disableButton];
[_playButton disableButton];
[_saveButton disableButton];
// create the player and play the file from the beginning
if (audioPlayer) {
[audioPlayer release];
audioPlayer = nil;
}
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:audioRecorder.url error:&error];
audioPlayer.delegate = self;
audioPlayer.currentTime = 0.0;
[audioPlayer prepareToPlay];
if (error) {
NSLog(#"Error Playing Audio File: %#", [error debugDescription]);
return;
}
[audioPlayer play];
[self startTicker];
}
}
It appears that the
-(void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
method is being called after one second which is why the audio player stops. Anyone have any ideas what is going on here?
For iOS 6.0, add two more lines:
soundPlayer.currentTime = soundPlayer.duration + soundPlayer.duration;
soundPlayer.numberOfLoops = 1;
Not a perfect solution. We may need to wait for iOS 6.0.1/6.1 update.
For more, please visit this, someone commented there, saying it might be a problem of CDAudioManager.

Getting first frame of a captured video in iOS 5.0+

My app used to be able to get the first video frame using the code below - works for iOS 4.0+. But once my device is upgraded to iOS 5.0.1, the returned image is always NULL.
+(UIImage *)fFirstVideoFrame:(NSString *)path
{
MPMoviePlayerController *mp = [[MPMoviePlayerController alloc]
initWithContentURL:[NSURL URLWithString:path]];
UIImage *img = [mp thumbnailImageAtTime:0.0
timeOption:MPMovieTimeOptionNearestKeyFrame];
[mp stop];
[mp release];
return img;
}
Does anyone know how to get video frames in iOS 5.0+? Thanks.
Here is why (from MPMoviePlayerController documentation):
Behavior in iOS 4.3 and Earlier
In iOS 4.3 and earlier, a new movie player was automatically prepared to play. Starting in iOS 5.0, in order to facilitate finer-grained playback control, a new movie player is not automatically prepared to play. See the discussion for the initWithContentURL: instance method.
The discussion says, in part:
.. To prepare a new movie player for playback, call the prepareToPlay method ..
To be notified when a new movie player is ready to play, register for the MPMoviePlayerLoadStateDidChangeNotification notification. You can then check load state by accessing the loadState property.
Once the movie is ready to play, then you can request thumbnail images from it.

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