I am starting to get convinced that iOS is just pure magic. I looked through numerous posts on AVAudioPlayer for solutions, but none worked.
When the application starts I have a movie starting off from MPMoviePlayerController and I have AVAudioPlayer kicking off with a sound as follows:
-(void)createAndPlayMovieFromURL:(NSURL *)movieURL sourceType:(MPMovieSourceType)sourceType{
/* Create a new movie player object. */
player = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
player.controlStyle = MPMovieControlModeDefault;
if (player)
{
/* Save the movie object. */
[self setMoviePlayerController:player];
/* Specify the URL that points to the movie file. */
[player setContentURL:movieURL];
/* If you specify the movie type before playing the movie it can result
in faster load times. */
[player setMovieSourceType:sourceType];
CGRect frame = CGRectMake(0, 0, 480, 320);
/* Inset the movie frame in the parent view frame. */
[[player view] setFrame:frame];
[player view].backgroundColor = [UIColor blackColor];
/* To present a movie in your application, incorporate the view contained
in a movie player’s view property into your application’s view hierarchy.
Be sure to size the frame correctly. */
[self.view addSubview: [player view]];
}
[[self moviePlayerController] play];
}
and for sound:
- (void)setupAudioPlayBack:(NSString *) path : (NSString *) extension{
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:path
ofType:extension]];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc]
initWithContentsOfURL:url
error:&error];
if (error)
{
NSLog(#"Error in audioPlayer: %#",
[error localizedDescription]);
} else {
audioPlayer.delegate = self;
[audioPlayer prepareToPlay];
}
}
And now lets talk magic. When the first movie plays and the sound, the sound is not responding to either the volume controls on the phone nor to Silent Mode On switch.
But then immediately a second movie plays with its own sound and everything works fine - there is no sound with Silent Mode On, if Silent Mode Off it responds to Volume Controls. 3rd movie - plays perfectly too.
I tried using the player.useApplicationAudioSession = NO for MPMoviePlayerController - fixed the problem with the first time sound not responding to Silent Mode or Volume Controls, but now when the second movie starts to play it freezes instantly and the sound played is cut from the original size to something around 2 seconds.
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategorySoloAmbient error:nil]; didn't help either wherever I set it.
So my question is - how to make the MPMoviePlayerController interact with AVAudioPlayer without any problems...
Ok I actually found a solution (once again, magic).
When you start your ViewController you set it up as follows:
- (void)viewDidLoad
{
[self setupAudioPlayBack:#"sound1" :#"caf"];
[self playMovieFile:[self localMovieURL:#"mov1" :#"mov"]];
audioTimer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(playAudio) userInfo:nil repeats:NO];
[super viewDidLoad];
}
Where the playAudio method is simply:
- (void)playAudio{
[audioPlayer play];
}
Just 0.1 millisecond timer is enough to make everything work (0.0 doesn't work) and make sure a new video doesn't start before the audio finishes or it will destroy the settings so you will have to invalidate the timer and redo the timer again.
Related
I am working on this iOS app that plays music from URLs. Currently it has no issues playing through a playlist while the app is foregrounded, backgrounded, or even when the screen is locked ONLY IF the app was in the foreground prior to locking.
If the app is backgrounded THEN has the screen locked, the next song will load, but it will not play.
My question is: How can I get the AVPlayer to play the next song in a list while the app is in the background and the screen is locked?
Below is the code I am using to load and play the songs...
- (void)loadNextSong {
if (self.playlistIndex < self.playlist.count-1) { //check to see if the next track is in bounds of the playlist array
self.playlistIndex++;
[self.player pause];
[self serviceDidFetchSong:self.playlist[self.playlistIndex]];
[self.player play];
} else { //play the first song if we reach the end of the playlist
self.playlistIndex = 0;
[self.player pause];
[self serviceDidFetchSong:self.playlist[self.playlistIndex]];
[self.player play];
}
}
- (void)serviceDidFetchSong:(Song *)song {
if (song.audioFileURL != nil) {
if (![self.song.audioFileURL isEqual:song.audioFileURL]) {
if (self.timeIntervalObserver) {
[self.player removeTimeObserver:self.timeIntervalObserver];
}
AVURLAsset *asset = [[AVURLAsset alloc] initWithURL:song.audioFileURL options:0];
AVPlayerItem *playerItem = [[AVPlayerItem alloc] initWithAsset:asset];
self.player = [[AVPlayer alloc] initWithPlayerItem:playerItem];
//this is just for a visual of the song progress
__block __weak SongPlayerViewController *blockSelf = self;
self.timeIntervalObserver = [self.player addPeriodicTimeObserverForInterval:CMTimeMakeWithSeconds((1.0f/5.0f), NSEC_PER_SEC)
queue:NULL
usingBlock:^(CMTime time){
[blockSelf updateProgressBar];
}];
}
self.song = song;
}
}
After trying to debug with some console logs and break points, I have verified that [self.player play] is definitely being called and that the correct URL is loaded each time.
My info.plist file has audio and fetch enabled for the required background modes.
The next song just doesn't seem to play at all when the app has been backgrounded and the screen is locked.
Any insight or suggestions would be much appreciated. Thank you.
EDIT
This seems to be an intermittent issue which appears much less frequently since the release of iOS 9.3 which leads me to believe this may have been related to the OS...?
It works when you play it twice.
player?.play()
player?.play()
I'm really going crazy with my welcome view controller.
I have a video in background in continuos loop but every solution that I used causes a small pause/flash when the video is finished and loop.
I use two solution: MPMoviePlayerController and AVPlayer from AVFoundation but I got the same result, a small white flash when video is looped for replay.
My MPMoviePlayerController solution (I prefer a fix for this)
- (void)viewDidLoad
{
[super viewDidLoad];
NSURL *videoURL = [[NSBundle mainBundle] URLForResource:#"welcome_video" withExtension:#"mp4"];
self.moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:videoURL];
self.moviePlayer.controlStyle = MPMovieControlStyleNone;
self.moviePlayer.scalingMode = MPMovieScalingModeAspectFill;
self.moviePlayer.view.frame = self.view.frame;
[self.view insertSubview:self.moviePlayer.view atIndex:0];
[self.moviePlayer prepareToPlay];
// Loop video
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(loopVideo) name:MPMoviePlayerPlaybackDidFinishNotification object:self.moviePlayer];
}
- (void)loopVideo
{
[self.moviePlayer play];
}
My AVPlayer solution
(void)viewDidLoad
{
[super viewDidLoad];
NSError *sessionError = nil;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:&sessionError];
[[AVAudioSession sharedInstance] setActive:YES error:&sessionError];
//Set up player
NSURL *movieURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"welcome_video" ofType:#"mp4"]];
AVAsset *avAsset = [AVAsset assetWithURL:movieURL];
AVPlayerItem *avPlayerItem =[[AVPlayerItem alloc]initWithAsset:avAsset];
self.avplayer = [[AVPlayer alloc]initWithPlayerItem:avPlayerItem];
AVPlayerLayer *avPlayerLayer =[AVPlayerLayer playerLayerWithPlayer:self.avplayer];
[avPlayerLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
[avPlayerLayer setFrame:[[UIScreen mainScreen] bounds]];
[self.movieView.layer addSublayer:avPlayerLayer];
//Config player
[self.avplayer seekToTime:kCMTimeZero];
[self.avplayer setVolume:0.0f];
[self.avplayer setActionAtItemEnd:AVPlayerActionAtItemEndNone];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[self.avplayer currentItem]];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerStartPlaying)
name:UIApplicationDidBecomeActiveNotification object:nil];
}
- (void)viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
[self.avplayer pause];
}
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[self.avplayer play];
}
- (void)dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver:self name:AVPlayerItemDidPlayToEndTimeNotification object:nil];
}
- (void)playerItemDidReachEnd:(NSNotification *)notification
{
AVPlayerItem *p = [notification object];
[p seekToTime:kCMTimeZero];
}
- (void)playerStartPlaying
{
[self.avplayer play];
}
What's wrong with these implementation? I really try different fixes found on this site but nothing seems to work.
Any suggestions?
Hm.. I might have an idea for the AVPlayer-approach.
The AVPlayer has this method:
- (void)setRate:(float)rate
time:(CMTime)itemTime
atHostTime:(CMTime)hostClockTime
This means that you can specify WHEN you want the AVPlayer to start at kCMTimeZero. I have not actually used it, but I have an idea for how it can work.
You need to know exactly the moment you start the video the first time. I see you have your own -(void)playerStartPlaying which is called by the notificationCenter on didBecomeActive. I suggest using this method for app variations of [player play];, so put
[self playerStartPlaying];
inside viewDidAppear instead of [self.avplayer play];. It might be good enough.
If you here manage to find the device's hostClockTime, and add the length of the video, you should end up with the exact time when you want it to start from scratch. I am not testing any of this, and I'm typing from head, so you need to understand what I'm doing, and fix it yourself.
- (void)playerStartPlaying
{
//The device's hostClockTime. Basically a number indicating how long the device has been powered on.
CMTime hostClockTime = CMClockGetHostTimeClock;
//A CMTime indicating when you want the video to play the next time.
CMTime nextPlay = CMTimeAdd(hostClockTime, self.avplayer.currentItem.duration);
/* I don't know if that was correct or not, but you'll find out */
//Start playing if we're not already playing. There might be an avplayer.isPlaying or something, I don't know, this is probably working as well..
if(self.avplayer.rate != 1.0)
[self.avplayer play];
//Tell the player to restart the video at the correct time.
[self.avplayer setRate:1.0 time:kCMTimeZero atHostTime:nextPlay];
}
You'll have to remove the entire AVPlayerItemDidPlayToEndTimeNotification-thing. When the video has reached the end, it's already too late. What we're doing now is telling it when to play the second turn when we start the first. We want nothing to happen when didPlayToEndTime is fired, we're handling it manually.
So, if you understand what I have done above, you'll also notice that the video only will play twice. We tell the video to play, at the same time as we tell it to replay at time = now+videoLength. When that replay is done, nothing happens. It simply reaches end. To fix this, you'll need to somehow call -(void)playerStartPlaying at the same time as the setRate:time:atHostTime is executed on the AVPlayer. I guess you could start an NSTimer or dispatch_time and let it execute he method in exactly nextPlay-amount of time, but that would kinda defeat the purpose of this thing. Maybe not. You could try different stuff out. You probably CAN do this with some success, but I suggest finding a way to register for when the player started from the start. Maybe you can observe the rate or something, I don't know.. If you want to try it with a delayed method, you can try this:
double delayInSeconds = CMTimeGetSeconds(self.avplayer.currentItem.duration); //or something
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self playerStartPlaying];
});
Just keep in mind that this is some recursive shit, so even if you pause the video, this will still keep calling after that duration. In that case I suggest making a BOOL paused; and cancel the execution of the entire playerStartPlaying if it's set to YES. ..and of course set paused = YES; whenever you want to pause, next to wherever you say [player pause];
If this actually works, but you still get flashes, I know there are several ways to improve this. For instance, the CMTimeAdd() should probably be using some kind of synchronization-tool to make sure the times add up using the correct timeScale etc.
I have now spent way too much time writing this, and it might not even work. I have no idea. Good luck and good night.
I am implementing Media Player in iOS Platform. I have a problem with UI Freezing, when streaming the videos from the internet using AVPlayer. Note: I'm not using AVAudioPlayer, AVQueuePlayer. Here following code for playing the media: UI Freeze is occurring only start Streaming.
if(_player.rate!=0.0)
{
[_player pause];
[ad.player.playerLayer removeFromSuperlayer];
[_player replaceCurrentItemWithPlayerItem:[ AVPlayerItem playerItemWithURL:_tempURL]];
}
else
{
_player = [_player initWithURL:mediaURL];
ad.player.playerLayer = [AVPlayerLayer playerLayerWithPlayer:_player];
ad.player.playerLayer.frame=ad.player.bounds;
ad.player.playerLayer.frame=CGRectMake(0, 0, 320, 150);
[ad.player.playerLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
_player.actionAtItemEnd = AVPlayerActionAtItemEndNone;
ad.player.playerLayer.needsDisplayOnBoundsChange = YES;
[ad.player.layer addSublayer:ad.player.playerLayer];
[_player play];
}
I referred the following Link:
AVPlayer "freezes" the app at the start of buffering an audio stream
But that link suggested for AVQueuePlayer. But my Requirement is to do in AVPlayer
When you start playing the video it hasn't downloaded any data yet, AVPlayer class has a method called prerollAtRate:completionHandler which loads data starting at the item’s current playback time, which then calls a completionHandler whens its finishes the load attempt.
__weak typeof(self) weakSelf = self;
[self prerollAtRate:0.0 completionHandler:^(BOOL finished) {
NSLog(#"ready: %d", finished);
// if ready call the play method
if (finished) {
dispatch_async(dispatch_get_main_queue(), ^{
// call UI on main thread
[weakSelf.player play];
});
}
}];
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.
I have an app for iOS 4.0-5.1 that uses HTTP Live Streaming to play videos. I have a simple setup with a button in a view that starts playing the stream when it is tapped. This works fine in iOS 5 but the button needs to be tapped twice before the stream begins playing in iOS 4. Does anybody know why this is happening and how to make the video play on the first tap of the button?
Here is what I'm doing:
.h
#import <UIKit/UIKit.h>
#import <MediaPlayer/MediaPlayer.h>
#interface ViewController : UIViewController{
MPMoviePlayerController *moviePlayer;
}
#property (nonatomic, strong) MPMoviePlayerController *moviePlayer;
-(IBAction)playApple:(id)sender;
#end
.m
-(IBAction)playApple:(id)sender{
if(self.moviePlayer){
self.moviePlayer = nil;
}
//Use Apple's sample stream
NSURL *mediaURL = [NSURL URLWithString:#"http://devimages.apple.com/iphone/samples/bipbop/bipbopall.m3u8"];
self.moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:mediaURL];
//Begin observing the moviePlayer's load state.
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(moviePlayerLoadStateChanged:)
name:MPMoviePlayerLoadStateDidChangeNotification
object:self.moviePlayer];
[self.moviePlayer setMovieSourceType:MPMovieSourceTypeStreaming];
[self.moviePlayer setShouldAutoplay:NO];//Stop it from autoplaying
[self.moviePlayer prepareToPlay];//Start preparing the video
}
#pragma mark Notification Center
- (void)moviePlayerLoadStateChanged:(NSNotification *)notification{
NSLog(#"State changed to: %d\n", moviePlayer.loadState);
if(self.moviePlayer.loadState == MPMovieLoadStatePlayable){
//if load state is ready to play
[self.view addSubview:[self.moviePlayer view]];
[self.moviePlayer setFullscreen:YES];
[self.moviePlayer play];//play the video
}
}
I can see some possible issues - just try it out and let us know if any or all of this did the trick.
1. loadstate masking
The loadstate should not be directly compared but masked before comparing as it might contain a mixture of multiple states.
MPMovieLoadState
Constants describing the network load state of the movie player.
enum {
MPMovieLoadStateUnknown = 0,
MPMovieLoadStatePlayable = 1 << 0,
MPMovieLoadStatePlaythroughOK = 1 << 1,
MPMovieLoadStateStalled = 1 << 2,
};
typedef NSInteger MPMovieLoadState;
So instead of directly comparing it, as you are, mask it to be on the safe side.
2. view setup
Why not setting up the player view right before starting the playback. I have never seen it the way you do it (not that I was positively sure that this is the problem - still, seems odd to me). Additionally, even though the player will not actually use the view you are assigning (fullscreen mode does it a bit differently), you may want to enhance the view-setup with assigning a proper frame.
All of the above rolled into this new version of your code...
-(IBAction)playApple:(id)sender
{
if(self.moviePlayer)
{
self.moviePlayer = nil;
}
//Use Apple's sample stream
NSURL *mediaURL = [NSURL URLWithString:#"http://devimages.apple.com/iphone/samples/bipbop/bipbopall.m3u8"];
self.moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:mediaURL];
//Begin observing the moviePlayer's load state.
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(moviePlayerLoadStateChanged:)
name:MPMoviePlayerLoadStateDidChangeNotification
object:self.moviePlayer];
self.moviePlayer.view.frame = self.view.bounds;
[self.view addSubview:[self.moviePlayer view]];
[self.moviePlayer setFullscreen:YES];
[self.moviePlayer setMovieSourceType:MPMovieSourceTypeStreaming];
[self.moviePlayer setShouldAutoplay:NO]; //Stop it from autoplaying
[self.moviePlayer prepareToPlay]; //Start preparing the video
}
- (void)moviePlayerLoadStateChanged:(NSNotification *)notification
{
NSLog(#"State changed to: %d\n", moviePlayer.loadState);
if((self.moviePlayer.loadState & MPMovieLoadStatePlayable) == MPMovieLoadStatePlayable)
{
//if load state is ready to play
[self.moviePlayer play];//play the video
}
}