Blackberry java radio streaming - blackberry

I'm developing a radio app for BB 5.0 in java. I don't find a way to play the radio from the url stream address that I have. I use multiple formats but nothing works (.pls, .aac, .m3u). I get a RuntimeException every time I try to play the stream. The content is ok, I've checked it.
InputStream stream = Connector.openInputStream(urlPlay);
StreamConnection streamConnection = (StreamConnection) Connector.open(urlPlay, Connector.READ);
InputStream readAhead = streamConnection.openDataInputStream();
byte[] audioData = new byte[500];
readAhead.read(audioData,0,audioData.length);
ByteArrayInputStream in2 = new ByteArrayInputStream(audioData);
player = javax.microedition.media.Manager.createPlayer(in2, "audio/aac");
System.out.println("REALIZE");
player.realize();
System.out.println("PREFETCH");
player.prefetch();
System.out.println("START");
player.start();
Edit:
When I use a URL from my .pls file I hear a little bit of my streaming but It stops immediately.

I suspect the problem is that you are trying to play playlist files instead of an actual stream. Generally, you need to parse those files yourself to get the real stream URLs.
If you open up that .m3u file, you will see that it is just a list of URLs. Take one of those URLs and then try it. Also, be sure you are setting the right content type. You can determine what that type is with cURL or VLC.

Related

DASH Streaming ExoPlayer android studio

I'm streaming video from URL stored in firebase storage and I'm using the following code for streaming the video using ExoPlayer
BandwidthMeter bandwidthMeter = new DefaultBandwidthMeter();
TrackSelector trackSelector = new DefaultTrackSelector(new AdaptiveTrackSelection.Factory(bandwidthMeter));
LoadControl loadControl = new CustomLoadControl();
exoPlayer = ExoPlayerFactory.newSimpleInstance(SafetyTVHomeActivity.this, trackSelector, loadControl);
Uri videoUri = Uri.parse(videourl);
DefaultHttpDataSourceFactory dataSourceFactory = new DefaultHttpDataSourceFactory("exoplayer_video");
ExtractorsFactory extractorsFactory = new DefaultExtractorsFactory();
MediaSource mediaSource = new ExtractorMediaSource(videoUri, dataSourceFactory, extractorsFactory, null, null);
exoPlayerView.setPlayer(exoPlayer);
exoPlayer.addListener(new PlayerEventListener());
exoPlayer.prepare(mediaSource, false, false);
exoPlayer.seekTo(0, 0);
Everything is fine and the video gets streamed. But the problem I'm facing is the initial load time to start the video is too long (5+ seconds). I want to reduce the initial loading time to start the video to (0-2 seconds). Is there a way to achieve this using exoplayer?
I also tried using DASH media source in exoplayer using the code below
Uri videoUri = Uri.parse(videourl);
DataSource.Factory dataSourceFactory = new DefaultHttpDataSourceFactory(Util.getUserAgent(SafetyTVHomeActivity.this, "app-name"));
MediaSource mediaSource = new DashMediaSource.Factory(dataSourceFactory).createMediaSource(videoUri);
exoPlayer = ExoPlayerFactory.newSimpleInstance(this);
exoPlayer.prepare(mediaSource);
exoPlayerView.setPlayer(exoPlayer);
exoPlayer.addListener(new PlayerEventListener());
I used the same firebase storage URL in the dash media source but I'm getting the following error
ExoPlayerImplInternal: Source error.
com.google.android.exoplayer2.ParserException: org.xmlpull.v1.XmlPullParserException: Unexpected token (position:TEXT G#��B�%���������...#2:79 in java.io.InputStreamReader#c587547) at com.google.android.exoplayer2.source.dash.manifest.DashManifestParser.parse(DashManifestParser.java:105) at........
Could anyone please help me on how can I work around this.
My main objective is to stream video from URL and the initial load time to start the video should be 0-2 seconds (The way TikTok does it). Any help would be really helpful.

Is it possible to save a mp3 file downloaded from server without converting it to ByteArray? (AS3)

After searching around the net, I couldn't find a method to download a mp3 from a server, save it in the local storage (iPad) and then load and play it other than converting it to byteArray, saving it as .mp3 and then load it and read it back to mp3 to be able to play it in the flash application.
The problem is, although this method works fine, the uncompressed files (in byteArray format) saved in the local storage are too heavy and I suspect that the app is wasting memory.
My question is, is there any form of saving the mp3 directly, without any conversion, like a properly playable mp3? I can't use methods like download() or save() from FileReference.
Lots of thanks!!
SOLUTION!! (WORKING PERFECTLY):
I continued looking for a method to do it around the net, and some forums gave me a clue to do whick I was searching. It was finally pretty simple, but I spent almost 2 weeks to find it out... here is my code:
var queue:LoaderMax = new LoaderMax({name:"mainQueue", onProgress:progressHandler, onComplete:completeHandler, onError:errorHandler});
queue.append( new DataLoader("http://" + **url**, {name:**"example.mp3"**format:"binay"}));
queue.load();
// Complete Event:
private function completeHandler():void {
var file:File = new File(**your location**); // appData
var fr:FileStream = new FileStream();
fr.open(file.resolvePath(nameIn), FileMode.WRITE);
fr.writeObject(LoaderMax.getContent("example.mp3"));
fr.close();
fr = null;
// Now the mp3 is saved in local storage, we load it as Sound object so we can play it.
var loader:MP3Loader;
loader = new MP3Loader(**your location**, {autoPlay:false}) ;
loader.addEventListener(Event.COMPLETE, function():Sound {
loader.content.play(); // This line is the only one not checked, but I am completely sure you can do something like this to play the sound. For example, I introduce the loader.content in a Array of Sound and later I am capable to play any sound I want.
loader.dispose(true); // This is very important to free memory. You should do the same thing with queue when all items are downloaded.
});
loader.load();
}
I expect this help a lot of people!!

Getting audio visualization using Web Audio API to work on iOS

I'm developing an HTML5 audio player for use specifically on iPhones, and am trying to get an EQ visualizer working. From what I've found there are two ways to set this up:
One where you load the mp3 file on demand using an XMLHttpRequest:
var request = new XMLHttpRequest();
request.open('GET', 'sampler.mp3', true);
request.responseType = 'arraybuffer';
request.addEventListener('load', bufferSound, false);
request.send();
function bufferSound(event) {
var request = event.target;
var buffer = myAudioContext.createBuffer(request.response, false);
source = myAudioContext.createBufferSource();
source.buffer = buffer;
}
You then use the source.noteOn and source.noteOff functions to play and pause the audio. Working this way, I AM able to get the EQ visualization going. BUT, you have to wait until the mp3 file completely loads to start playing, which won't work in our situation.
The other way to do this is to have an <audio> element already on the page, and you get the audio data from that using:
source = myAudioContext.createMediaElementSource(document.querySelector('audio'));
You then use the audio tag's play and pause functions. This solves the loading problem as it allows the media to be played immediately once the page loads... BUT, EQ visualization is gone.
Both methods show the EQ when testing on Chrome (WIN), so there seems to be something specific with iOS/iPhone that isn't allowing me to get the data from an <audio> tag, but will allow me to get it if I load the mp3 file on demand.
...
Any ideas out there?
Unfortunately Safari doesn't properly support MediaElementSource. It's a bug: Why aren't Safari or Firefox able to process audio data from MediaElementSource?

Not able to play the .wav sound which i recorded through coding in blackberry

i have tried to record the audio in wav format and i succeeded but when i try to play that file, it gives an error that 'media file is of unsupported format'.
the main portion of code is as follows:
player = Manager.createPlayer("capture://audio?encoding=pcm&rate=44100&bits=16&channels=1");
player.realize();
controller = (RecordControl) player.getControl("RecordControl");
controller.setRecordLocation("file:///SDCard/BlackBerry/voicenotes/voice.wav");
//controller.setRecordSizeLimit(396900);
controller.startRecord();
player.start();
Thread.sleep(7000);
controller.commit();
player.close();
This code works well and it gave me a voice.wav file but i am not able to play this file.Is there is something which i forget?
Thanks in advance.
Sounds like the same problem as here:
http://supportforums.blackberry.com/t5/Java-Development/Bug-in-media-Manager-Player/td-p/1009027/page/2
Essentially, you need to add the RIFF/WAVE-header for the recorded data yourself, see the last post on the thread for example.

How to extract the song name from a live audio stream on the Blackberry Storm?

HI
I am new to Blackberry.
I am developing an application to get the song name from the live audio stream. I am able to get the mp3 stream bytes from the particular radioserver.To get the song name I add the flag "Icy-metadata:1".So I am getting the header from the stream.To get the mp3 block size I use "Icy-metaInt".How to recognize the metadatablocks with this mp3 block size.I am using the following code.can anyone help me to get it...Here the b[off+k] is the bytes that are from the server...I am converting whole stream in to charArray which is wrong, but how to recognize the metadataHeaders according to the mp3 block size..
b[off+k] = buffers[PlayBuf]PlayByte];
String metaSt = httpConn.getHeaderField("icy-metaint");
metaInt=Integer.parseInt(metaSt);
for (int i=0;i<b[off+k];i++)
{
metadataHeader+=(new String(b)).toCharArray();
System.out.println(metadataHeader);
metadataLength--;
Blackberry has no native regex functionality; I would recommend grabbing the regexp-me library (http://code.google.com/p/regexp-me/) and compiling it into your code. I've used it before and its regex support is pretty good. I think the regex in the code you posted would work just fine.

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