How to play MPMediaItem in MPMusicPlayerController in iOS? - ios

I am trying to play MPMedaiItem in MPMusicPlayerController in iOS.
In my case , i have a UITableView that show songs from playlist.
When i tap cell on UITableView , i want to play that song with MPMusicPlayerController.
And i also want to skip next songs from playlist when i tap Next Button.
How can i play it?
Here is some of my codes that write in didSelected Method of UITableView.
That doesn't play anything.
MPMediaItemCollection *songs = [self.arrayOfSongs objectAtIndex:indexPath.row ];
MPMediaItem *item = [songs representativeItem ];
NSLog(#"%#",[item valueForProperty:MPMediaItemPropertyTitle ]);
[self.player setNowPlayingItem:[item valueForProperty:MPMediaItemPropertyAssetURL]];
[self.player play ];

I know this is a little late, but your problem is that MPMusicPlayerController's nowPlayingItem property expects a MPMediaItem object, and you're passing it an NSString containing the URL of the asset. Here's an example of how this could be accomplished.
MPMusicPlayerController *controller = [MPMusicPlayerController iPodMusicPlayer];
MPMediaItemCollection *collection = [[MPMediaItemCollection alloc] initWithItems:arrayOfMediaItems];
MPMediaItem *item = [collection representativeItem];
[controller setQueueWithItemCollection:collection];
[controller setNowPlayingItem:item];
[controller prepareToPlay];
[controller play];

I find it easier to use AVPlayer in an instance like this.
in your header file declare the AVPlayer object;
AVPlayer *audioPlayer;
Then in your method file use something like:
if(!audioPlayer){
audioPlayer = [[AVPlayer alloc] initWithURL:[item valueForProperty:MPMediaItemPropertyAssetURL]];
} else {
[audioPlayer replaceCurrentItemWithPlayerItem:[AVPlayerItem playerItemWithURL:itemURL]];
}
[audioPlayer play];

Related

AVAudioPlayer crashes my app with EXC_BAD_ACCESS(code=1) when running multiple sounds at once

Hello my sounds play but if I keep hitting multiple sounds rapidly I get a crash EXC_BAD_ACCESS(code=1). Been trying for a long time to figure this one out. I tried using properties as well but no luck. Anybody ever seen this happen when playing multiple simultaneous sounds?
#interface SoundBoardScene : SKScene<AVAudioPlayerDelegate>
AVAudioPlayer *Player1;
AVAudioPlayer *Player2;
AVAudioPlayer *Player3;
AVAudioPlayer *Player4;
AVAudioPlayer *Player5;
AVAudioPlayer *Player6;
AVAudioPlayer *Player7;
AVAudioPlayer *Player8;
-(AVAudioPlayer*) PlayAudioFile:(AVAudioPlayer*)player withAudioFileName:(NSString*)audioFileName withExtensionType: (NSString*)audioFileExtension withLoopCount:(uint)NumberOfLoops
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:audioFileName
ofType:audioFileExtension]];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
player.numberOfLoops = NumberOfLoops;
return player;
}
-(void) initSounds
Player1 = [animalObject PlayAudioFile:Player1 withAudioFileName:#"Sound1" withExtensionType:#"mp3" withLoopCount:0];
Player1.delegate=self;
Player2 = [animalObject PlayAudioFile:Player2 withAudioFileName:#"Sound2" withExtensionType:#"mp3" withLoopCount:0];
Player2.delegate=self;
etc
etc
}
if([node.name isEqualToString:#"Sound1"])
{
[Player1 play];
}
if([node.name isEqualToString:#"Sound2"])
{
[Player2 play];
}
there is no need to use avplayer for play sound file.
try this code
[self runAction:[SKAction repeatAction:[SKAction playSoundFileNamed:#"pew1.wav" waitForCompletion:NO] count:count]];

iOS: HTTP Live Streaming to app, Video won't play

I'm have some video files ready for streaming on my server. Here's the code I'm trying to use to play them in an iOS app:
Video *vid = [videos objectAtIndex:index];
NSURL *vidUrl = [NSURL URLWithString:vid.videoUrl];
NSLog(#"%#",vid.videoUrl);
MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:vidUrl];
player.controlStyle=MPMovieControlStyleEmbedded;
[player.view setFrame:self.view.bounds];
[self.view addSubview:player.view];
[player play];
If I copy and paste the URL the NSLog spits out into Safari, the video plays fine. So I know the URL is good. But in my app, I just get a black screen. What's wrong with my code?
MPMoviePlayerController needs to be a strong property declared as so #property (strong, nonatomic) MPMoviePlayerController *mvpc;
Then whenever you want to play a movie you would write:
self.mvpc = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL URLWithString:#"movieURL"]];
self.mvpc.shouldAutoplay = YES; //Optional
self.mvpc.controlStyle = MPMovieControlStyleEmbedded;
[self.mvpc prepareToPlay];
[self.mvpc.view setFrame:self.view.bounds];
[self.view addSubview:self.mvpc.view];
[self.mvpc play];

Play specific song

I am looking at ways to store song information and then play a specific song. I've seen this post:
How do you use MPMediaItemPropertyPersistentID to play music in iPhone Music Player Framework?
If I have a MPMediaItemPropertyPersistentID already, can I directly play that song without looping every single song until I find a matching id?
You don't have to do this by looping through all the items in the library. It can be done via MPMediaQuery, something like this:
NSNumber *persistentIDNumber = [NSNumber numberWithInteger:4238475234];
MPMusicPlayerController *player = [MPMusicPlayerController applicationMusicPlayer];
MPMediaPropertyPredicate *predicate = [MPMediaPropertyPredicate predicateWithValue:persistentIDNumber forProperty:MPMediaEntityPropertyPersistentID];
MPMediaQuery *query = [[MPMediaQuery alloc] init];
[query addFilterPredicate: predicate];
[player setQueueWithQuery:query];
[player prepareToPlay];
[player play];

How to play tracks from iPod music library with different volume than system volume?

How can I play music from the ipod music library (like user-defined playlists, etc.) at a different volume than the system volume?
This is for anyone who is trying to play music / playlists from the ipod music library at a different volume than the system volume. There are several posts out there saying that the [MPMusicPlayerController applicationMusicPlayer] can do this, but I have found that anytime I change the volume of the applicationMusicPlayer, the system volume changes too.
There is a more involved method of playing music using the AVAudioPlayer class, but it requires you to copy music files from the ipod library to the application bundle, and that can get tricky when you're playing dynamic things, like user generated playlists. That technique does give you access to the bytes though, and is the way to go if you want to do processing on the data (like a DJ app). Link to that solution HERE.
The solution I went with uses the AVPlayer class, there are several good posts out there about how to do it. This post is basically a composite of several different solutions I found on Stackoverflow and elsewhere.
I have the following Frameworks linked:
AVFoundation
MediaPlayer
AudioToolbox
CoreAudio
CoreMedia
(I'm not sure if all of those are critical, but that's what I have. I have some OpenAL stuff implemented too that I don't show in the following code)
// Presumably in your SoundManage.m file (or whatever you call it) ...
#import <CoreAudio/CoreAudioTypes.h>
#import <AudioToolbox/AudioToolbox.h>
#interface SoundManager()
#property (retain, nonatomic) AVPlayer* audioPlayer;
#property (retain, nonatomic) AVPlayerItem* currentItem;
#property (retain, nonatomic) MPMediaItemCollection* currentPlaylist;
#property (retain, nonatomic) MPMediaItem* currentTrack;
#property (assign, nonatomic) MPMusicPlaybackState currentPlaybackState;
#end
#implementation SoundManager
#synthesize audioPlayer;
#synthesize currentItem = m_currentItem;
#synthesize currentPlaylist;
#synthesize currentTrack;
#synthesize currentPlaybackState;
- (id) init
{
...
//Define an AVPlayer instance
AVPlayer* tempPlayer = [[AVPlayer alloc] init];
self.audioPlayer = tempPlayer;
[tempPlayer release];
...
//load the playlist you want to play
MPMediaItemCollection* playlist = [self getPlaylistWithName: #"emo-pop-unicorn-blood-rage-mix-to-the-max"];
if(playlist)
[self loadPlaylist: playlist];
...
//initialize the playback state
self.currentPlaybackState = MPMusicPlaybackStateStopped;
//start the music playing
[self playMusic];
...
}
//Have a way to get a playlist reference (as an MPMediaItemCollection in this case)
- (MPMediaItemCollection*) getPlaylistWithName:(NSString *)playlistName
{
MPMediaQuery* query = [[MPMediaQuery alloc] init];
MPMediaPropertyPredicate* mediaTypePredicate = [MPMediaPropertyPredicate predicateWithValue: [NSNumber numberWithInteger: MPMediaTypeMusic] forProperty:MPMediaItemPropertyMediaType];
[query addFilterPredicate: mediaTypePredicate];
[query setGroupingType: MPMediaGroupingPlaylist];
NSArray* playlists = [query collections];
[query release];
for(MPMediaItemCollection* testPlaylist in playlists)
{
NSString* testPlaylistName = [testPlaylist valueForProperty: MPMediaPlaylistPropertyName];
if([testPlaylistName isEqualToString: playlistName])
return testPlaylist;
}
return nil;
}
//Override the setter on currentItem so that you can add/remove
//the notification listener that will tell you when the song has completed
- (void) setCurrentItem:(AVPlayerItem *)currentItem
{
if(m_currentItem)
{
[[NSNotificationCenter defaultCenter] removeObserver:self name:AVPlayerItemDidPlayToEndTimeNotification object:m_currentItem];
[m_currentItem release];
}
if(currentItem)
m_currentItem = [currentItem retain];
else
m_currentItem = nil;
if(m_currentItem)
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(handleMusicTrackFinished) name:AVPlayerItemDidPlayToEndTimeNotification object:m_currentItem];
}
}
//handler that gets called when the name:AVPlayerItemDidPlayToEndTimeNotification notification fires
- (void) handleMusicTrackFinished
{
[self skipSongForward]; //or something similar
}
//Have a way to load a playlist
- (void) loadPlaylist:(MPMediaItemCollection *)playlist
{
self.currentPlaylist = playlist;
self.currentTrack = [playlist.items objectAtIndex: 0];
}
//Play the beats, yo
- (void) playMusic
{
//check the current playback state and exit early if we're already playing something
if(self.currentPlaybackState == MPMusicPlaybackStatePlaying)
return;
if(self.currentPlaybackState == MPMusicPlaybackStatePaused)
{
[self.audioPlayer play];
}
else if(self.currentTrack)
{
//Get the system url of the current track, and use that to make an AVAsset object
NSURL* url = [self.currentTrack valueForProperty:MPMediaItemPropertyAssetURL];
AVAsset* asset = [AVURLAsset URLAssetWithURL:url options:nil];
//Get the track object from the asset object - we'll need to trackID to tell the
//AVPlayer that it needs to modify the volume of this track
AVAssetTrack* track = [[asset tracksWithMediaType:AVMediaTypeAudio] objectAtIndex:0];
//Build the AVPlayerItem - this is where you modify the volume, etc. Not the AVPlayer itself
AVPlayerItem* playerItem = [[AVPlayerItem alloc] initWithAsset: asset]; //initWithURL:url];
self.currentItem = playerItem;
//Set up some audio mix parameters to tell the AVPlayer what to do with this AVPlayerItem
AVMutableAudioMixInputParameters* audioParams = [AVMutableAudioMixInputParameters audioMixInputParameters];
[audioParams setVolume: 0.5 atTime:kCMTimeZero]; //replace 0.5 with your volume
[audioParams setTrackID: track.trackID]; //here's the track id
//Set up the actual AVAudioMix object, which aggregates effects
AVMutableAudioMix* audioMix = [AVMutableAudioMix audioMix];
[audioMix setInputParameters: [NSArray arrayWithObject: audioParams]];
//apply your AVAudioMix object to the AVPlayerItem
[playerItem setAudioMix:audioMix];
//refresh the AVPlayer object, and play the track
[self.audioPlayer replaceCurrentItemWithPlayerItem: playerItem];
[self.audioPlayer play];
}
self.currentPlaybackState = MPMusicPlaybackStatePlaying;
}
- (void) pauseMusic
{
if(self.currentPlaybackState == MPMusicPlaybackStatePaused)
return;
[self.audioPlayer pause];
self.currentPlaybackState = MPMusicPlaybackStatePaused;
}
- (void) skipSongForward
{
//adjust self.currentTrack to be the next object in self.currentPlaylist
//start the new track in a manner similar to that used in -playMusic
}
- (void) skipSongBackward
{
float currentTime = self.audioPlayer.currentItem.currentTime.value / self.audioPlayer.currentItem.currentTime.timescale;
//if we're more than a second into the song, just skip back to the beginning of the current track
if(currentTime > 1.0)
{
[self.audioPlayer seekToTime: CMTimeMake(0, 1)];
}
else
{
//otherwise, adjust self.currentTrack to be the previous object in self.currentPlaylist
//start the new track in a manner similar to that used in -playMusic
}
}
//Set volume mid-song - more or less the same process we used in -playMusic
- (void) setMusicVolume:(float)vol
{
AVPlayerItem* item = self.audioPlayer.currentItem;
AVAssetTrack* track = [[item.asset tracksWithMediaType:AVMediaTypeAudio] objectAtIndex:0];
AVMutableAudioMixInputParameters* audioParams = [AVMutableAudioMixInputParameters audioMixInputParameters];
[audioParams setVolume: vol atTime:kCMTimeZero];
[audioParams setTrackID: track.trackID];
AVMutableAudioMix* audioMix = [AVMutableAudioMix audioMix];
[audioMix setInputParameters: [NSArray arrayWithObject: audioParams]];
[item setAudioMix:audioMix];
}
#end
Please forgive any errors you see - let me know in the comments and I'll fix them. Otherwise, I hope this helps if anyone runs into the same challenge I did!
Actually I found a really easy way to do this by loading iPod URL's from MPMusicPlayer, but then doing playback through AVAudioPlayer.
// Get-da iTunes player thing
MPMusicPlayerController* iTunes = [MPMusicPlayerController iPodMusicPlayer];
// whazzong
MPMediaItem *currentSong = [iTunes nowPlayingItem];
// whazzurl
NSURL *currentSongURL = [currentSong valueForProperty:MPMediaItemPropertyAssetURL];
info( "AVAudioPlayer playing %s", [currentSongURL.absoluteString UTF8String] ) ;
// mamme AVAudioPlayer
NSError *err;
avAudioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:currentSongURL error:&err] ;
if( err!=nil )
{
error( "AVAudioPlayer couldn't load %s", [currentSongURL.absoluteString UTF8String] ) ;
}
avAudioPlayer.numberOfLoops = -1; //infinite
// Play that t
[avAudioPlayer prepareToPlay] ;
[avAudioPlayer play];
[avAudioPlayer setVolume:0.5]; // set the AVAUDIO PLAYER's volume to only 50%. This
// does NOT affect system volume. You can adjust this music volume anywhere else too.

MPMusicPlayerController not working

I am trying to start playing music from within my application. I have iOs 6 but I need it to run in 5.1 as I need to support iPad 1 which goes up to that version.
I imported both CoreMedia and MediaPlayer frameworks and I am playing via the MPMusicPlayerController. I am able to get the list of songs, but playing doesn't work. I am testing in a real device, not the simulator.
Any thoughts into what is wrong?
__strong NSArray * _myMusic;
__strong MPMusicPlayerController * _player;
// Specify a media query
MPMediaQuery *query = [MPMediaQuery songsQuery];
// Obtain the media item collections from the query
_myMusic = [query collections];
_player = [MPMusicPlayerController applicationMusicPlayer]; //also tried iPodMusicPlayer
MPMediaItemCollection *currentQueue = [[MPMediaItemCollection alloc] initWithItems:_myMusic];
[_player setQueueWithItemCollection:currentQueue];
[_player setShuffleMode: MPMusicShuffleModeOff];
[_player setRepeatMode: MPMusicRepeatModeNone];
[_player setVolume:1];
[_player play];

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