Save encoded .mp3 to applicationStorageDirectory Adobe Air iOS - ios

I'm developing an iOS iPad app w/ Flash CS5.5 AIR v.3.1
I'm using ShineMp3Encoder to encode a Wav to a Mp3 from:
https://github.com/kikko/Shine-MP3-Encoder-on-AS3-Alchemy
Basically it converts a byteArray (wav) to a byteArray (mp3) or "mp3encoder.mp3Data" in the code.
I have no trouble saving this using a (new FileReference()).save(mp3Data, filename); but because this is being used in a iOS AIR app I wanted to switch to using the File.applicationStorageDirectory so that I could put the saved mp3 into it's own folder to keep organized. When I run the code it goes through all the steps, converts the wav to mp3, and then says that it saves but doesn't with no errors. The sound IS stored in memory, as it is able to be played back until the app is closed. I've changed the resolvePath to the root folder, myApp/, and to /sounds - None of which work. I've never attempted to do this before so I'm a little lost why no file is being created. Anyone with any suggestions would help a lot.
function onEncoded(e:Event):void{
myTI.text = "Mp3 encoded and saved. Press Play.";
mp3encoder.mp3Data.position = 0;
var myDate:Date = new Date();
var theDate:String = myDate.monthUTC.toString() + myDate.dayUTC.toString()
+ myDate.hoursUTC.toString() + myDate.minutesUTC.toString()
+ myDate.secondsUTC.toString();
var file:File = File.applicationStorageDirectory.resolvePath("myApp/sounds/myVoice+"+theDate+".mp3");
var fileStream:FileStream = new FileStream;
fileStream.open(file,FileMode.UPDATE);
fileStream.writeBytes(mp3encoder.mp3Data);
fileStream.close();
}

Untested but try this. If it works, modify the filename to be dynamic as you require.
var myfilename:File = File.applicationStorageDirectory;
myfilename = myfilename.resolvePath("myVoice.mp3");
var outputStream:FileStream = new FileStream();
outputStream.open(myfilename,FileMode.WRITE);
outputStream.writeBytes(mp3encoder.mp3Data,0,mp3encoder.mp3Data.length);
outputStream.close();

I know my answer is little bit late, but maybe it will be useful for somebody who will find this post in future.
When you develop on Windows in Adobe AIR and try to save something in File.applicationStorageDirectory it will NOT saved in the same folder like your swf or fla file.
It will be saved here:
C:\Users[WIN_LOGIN]\AppData\Roaming[APP_ID]\Local Store
Your APP_ID you will find and set in Publish Settings for IOS.

Related

Actionscript netStream play mp4 with ios

I'm trying to play a video from an app using Flash Builder 4.7, AIRSDK 31.0 and ios 12.
private function init():void{
holder.addChild(video);
this.addElement(holder);
nc.connect(null);
ns = new NetStream(nc);
ns.client = {};
ns.client.onMetaData = ns_onMetaData;
ns.client.onCuePoint = ns_onCuePoint;
video.attachNetStream(ns);
ns.play("Videos/video.mp4");
ns.addEventListener(NetStatusEvent.NET_STATUS, statusNet);
}
This works on simulators and on android devices, but not for ios devices. I've seen a couple of similiar questions but they are trying to stream an mp4 from a "http" address where mine is using a local file.
I've been asked to stick to mp4 format, although I have read using an FLV file should work.
Special considerations for H.264 video in AIR 3.0 for iOS
For H.264 video, the iOS APIs for video playback accept only a URL to a file or stream. You cannot pass in a buffer of H264 video data to be decoded.
So do I need to find a new way of playing the video other than netStream or am I best to swap to a different file type?
As a side note Adobe says to write your mp4 URLs like this:
("mp4:samples/myvideo.mp4");
My app can't find the file with "mp4:" at the front of the URL.
If you are wanting to play videos that are packaged with your iOS app it's important to ensure you are actually including them when you compile your app.
Untested but something like this should work.
var _dFile:File;
var _ns:NetStream;
var _nc:NetConnection;
var _customClient:Object;
var _video:Video;
_customClient = new Object();
_customClient.onMetaData = metaDataHandler;
_nc = new NetConnection();
_nc.connect(null);
_ns = new NetStream(_nc);
_ns.client = _customClient;
//this is the important bit for finding files within the .ipa bundle.
_dFile = File.applicationStorageDirectory.resolvePath("nameOfYourVideoDirectory/nameOfVideo.mp4");
_ns.play(_dFile.url);
_video = new Video(480, 340);
_video.attachNetStream(_ns);
_ns.addEventListener(NetStatusEvent.NET_STATUS, onNSComplete, false, 0, true);
private function metaDataHandler(infoObject:Object):void {
trace("Length of video",infoObject.duration);
}
private function onNSComplete(e:NetStatusEvent):void{
if(e.info.code == "NetStream.Buffer.Empty") {
//do something
}
}
However, I would highly recommend using an ANE to play video on mobile via the native media player. Take a look at Distriqt MediaPlayer ANE.

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!!

Adobe air on iOS - FileReference Download Error

When I use the Download method of the FileReference class, everything works fine on Desktop and Android, but I get an error on iOS.
This is the code:
var req = new URLRequest(url);
var localRef:FileReference = new FileReference();
localRef.download(req);
On iOS I'm getting an Alert:
Download Error
File downloads not supported.
I already tried to NavigateToUrl() and it asks save the file in Dropbox or another App.
How can I fix this error?
You shouldn't use FileReference on mobile (or AIR, in general, though it does open the Load/Save dialog on desktop so there can be some use there). You should instead use File and FileStream, which give you far more control over the file system.
In this case, you could try to use File.download() and save it to File.applicationStorageDirectory, but I don't know if it will have any difference since it extends FileReference.
What I generally do is use URLStream instead of URLLoader. It gives you access to the raw bytes of the file you are downloading and then use File and FileStream
So something like (and this is untested off the top of my head, though I have used similar in the past):
var urlStream:URLStream = new URLStream();
urlStream.addEventListener(Event.COMPLETE, completeHandler);
urlStream.load(new URLLoader('url');
function completeHandler(e:Event):void {
var bytes:ByteArray = new ByteArray();
urlStream.readBytes(bytes);
var f:File = File.applicationStorageDirectory.resolvePath('filename');
var fs:FileStream = new FileStream();
fs.open(f, FileMode.WRITE);
fs.writeBytes(bytes);
fs.close();
}
Now, obviously, there is a lot more you want to account for (errors, progress, etc). That should be enough to point you in the right direction, however.
It's possible to create a full download manager using this method (something I did for an iOS project two years ago), since you can save as-you-go to the file system rather than waiting until Event.COMPLETE fires (using the ProgressEvent.PROGRESS event). That allows you to avoid having a 500MB file in memory, something most devices can't handle.

Saving and masking webcam still AS3 AIR IOS

I am aiming to create an application where the user can take a picture of their face, which includes an overlay of a face cutout. I need the user to be able to click the screen and for the application to save the picture, mask it with the same face cutout, and then save it to the applications storage.
This is the first time using AIR on IOS with Actionscript3. I know there is a proper directory that you are supposed to save to on IOS however I am not aware of it. I have been saving other variables using SharedObjects...
E.g:
var so:SharedObject = SharedObject.getLocal("applicationID");
and then writing to it
so.data['variableID'] = aVariable;
This is how I access the front camera and display it. For some reason to display the whole video and not a narrow section of it, I add the video from the camera to a movieclip on the stage, 50% of the size of the stage.
import flash.media.Camera;
import flash.media.Video;
import flash.display.BitmapData;
import flash.utils.ByteArray;
import com.adobe.images.JPGEncoder
var camera:Camera = Camera.getCamera("1");
camera.setQuality(0,100);
camera.setMode(1024,768, 30, false);
var video:Video = new Video();
video.attachCamera(camera);
videoArea.addChild(video);
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
Capture_Picture_BTN.addEventListener(TouchEvent.TOUCH_TAP, savePicture);
function savePicture(event:TouchEvent):void
{
trace("Saving Picture");
//Capture Picture BTN
var bitmapData:BitmapData = new BitmapData(1024,768);
bitmapData.draw(video);
}
I apologize if this is the wrong way of going about this I am still fairly new to Actionscript as it is. If you need any more information I will be happy to provide.
You can only save ~100kb of data via SharedObject, so you can't use that. It is meant solely to save application settings and, from my experience, is ignored by AIR devs because we have better control over the file system.
We have the File and FileStream classes. These classes allow you to read and write directly to and from the device's disk, something not quite possible on the web (the user is the one who has to save/open; can't be done automatically).
Before my example, I must stress that you should read the documentation. Adobe's LiveDocs are among the best language/SDK docs available and it will point out many things that my quick example on usage will not (such as in-depth discussion of each directory, how to write various types, etc)
So, here's an example:
// create the File and resolve it to the applicationStorageDirectory, which is where you should save files
var f:File = File.applicationStorageDirectory.resolvePath("name.png");
// this prevents iCloud backup. false by default. Apple will reject anything using this directory for large file saving that doesn't prevent iCloud backup. Can also use cacheDirectory, though certain aspects of AIR cannot access that directory
f.preventBackup = true;
// set up the filestream
var fs:FileStream = new FileStream();
fs.open(f, FileMode.WRITE); //open file to write
fs.writeBytes( BYTE ARRAY HERE ); // writes a byte array to file
fs.close(); // close connection
So that will save to disk. To read, you open the FileStream in READ mode.
var fs:FileStream = new FileStream();
var output:ByteArray = new ByteArray();
fs.open(f, FileMode.READ); //open file to write
fs.readBytes( output ); // reads the file into a byte array
fs.close(); // close connection
Again, please read the documentation. FileStream supports dozens of read and write methods of various types. You need to select the correct one for your situation (readBytes() and writeBytes() should work in all cases, though there are instances where you are should use a more specific method)
Hope that helps.

No sound on BlackBerry with openfl

I try to use haxe (openfl) for blackberry development.
And I test PlayingSound sample - it works.
But when I try to load sound from url - doesn't work.
Here is my code:
public function PlaySong(url:String):Void{
var _url:URLRequest = new URLRequest(url);
if (_soundChannel != null) _soundChannel.stop();
_song = new Sound();
_song.load(_url); //<--Do not work
//_song = Assets.getSound("assets/stars.mp3"); <--work
_soundChannel =_song.play(0);
}
In the flash target this code is playing my sound from the url, but when I deploy app to my device - it have no sound. On the device, sound is playing correctly only if I load it from the asset folder.
Also, I see that soundChannel position is always 0 (on device);
I try firstly to load the sound with loader, and then play it, when the loading is complete, but it's not help me too.
Help me, please.
PS Sorry for my English.
Have you tried loading it using this:
var loader:URLLoader = URLLoader(new URLRequest("url"));
loader.data = DataFormat.BINARY;
then try
loader.addEventListener(Event.COMPLETE, onComplete);
function onComplete(e:Event):Void
{
sound.loadCompressedDataFromByteArray(e.data.content)
}
Try to load bytes first, then create sound from that.
Anyway, if your code works on other mobile devices(maybe emulators), then create new issue here:
https://github.com/openfl/openfl

Resources