iOS AVAudioPlayer multiple instances, multiple sounds at once - ipad

I am working on an interactive children's book for the iPad that has a "read to me" option.
For each page (that has an index), theres an audio clip that produces the "read to me" feature. The feature works well, except for the fact that when I turn the page, the previous pages audio still plays, even when the new audio starts, here's my example:
- (void) didTurnToPageAtIndex:(NSUInteger)index
{
if ([delegate respondsToSelector:#selector(leavesView:didTurnToPageAtIndex:)])
[delegate leavesView:self didTurnToPageAtIndex:index];
if([[NSUserDefaults standardUserDefaults] boolForKey:#"kReadToMe"] == YES)
{
NSString* filename = [voices objectAtIndex:index];
NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:#"m4v"];
NSLog(#"File: %#, Index: %i",path,index);
//Create new audio for next page
AVAudioPlayer * newAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:nil];
rtmAudio = newAudio; // automatically retain audio and dealloc old file if new file is loaded
//[newAudio release];
[rtmAudio play];
}
}
Say for instance, I turn to page 3 before the audio for page 2 stops playing, both clips play over eachother, which will annoy the sh*t out of kids, I know it does me.
I've tried placing [rtmAudio stop] before I allocate the new file, but that doesnt seem to work. I need a way to kill the prevous audio clip before starting the new clip.

I would suggest that you have one instance of the audio player in your whole application. Then you can check if it playing, if so stop it and then move on.
you are creating a new player in this method before stopping the old.... I believe

As AlexChaffee mentioned the Apple docs, "Play multiple sounds simultaneously, one sound per audio player, with precise synchronization". It seems preferable to use multipe instances across the app with NSNotificationCenter's notifications.

Related

play a sound from an arbitrary position

I'm looking for a way to play an audio file from just any point in the file.
Currently, whenever I play the file, it just starts from the beginning.
Since it is a loop, I could choose to let it loop, and open/close the volume at will, but I think it is kind of a lame solution, not in the least because of battery concerns.
I really did some research on this, but it is either a freak requirement, or I don't know how to phrase my queries.
Thanks in advance for any tip.
That should be a nice easy problem to solve. You don't post any code, so we can't see what you're trying at the moment. What I'd do is this:
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"SoundFile" ofType:#"wav"];
AVAudioPlayer * soundData =[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:soundPath] error:NULL];
[soundData stop];
soundData.currentTime = 22; //This will start playback 22 seconds into the file
[soundData play];
It goes without saying that you need to check the duration of your sound file so that you don't select a time beyond its end!
currentTime is a float (so you can specify millisecond values). You can read more here: https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVAudioPlayerClassReference/#//apple_ref/occ/instp/AVAudioPlayer/currentTime

Playing several tracks saved locally in sequence

I need to play n tracks one after another with ability to switch to next/previous song and pause. Songs are located in Documents folder.
I looked in AVQueuePlayer, but it seems that this approach is not working with local files, playing by url works fine. Now i can play one song with AVAudioPlayer like this:
NSURL *url = [NSURL fileURLWithPath:[node path]];
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
[self.player play];
But it seems that playing bunch of tracks one after another this way is not the best practice.
May be there are frameworks that implement this in more convenient way?
Any suggestions?
StreamingKit is probably what your looking for.

Stream video while downloading iOS

I am using iOS 7 and I have a .mp4 video that I need to download in my app. The video is large (~ 1 GB) which is why it is not included as part of the app. I want the user to be able to start watching the video as soon as is starts downloading. I also want the video to be able to be cached on the iOS device so the user doesn't need to download it again later. Both the normal methods of playing videos (progressive download and live streaming) don't seem to let you cache the video, so I have made my own web service that chunks up my video file and streams the bytes down to the client. I start the streaming HTTP call using NSURLConnection:
self.request = [[NSMutableURLRequest alloc] initWithURL:self.url];
[self.request setTimeoutInterval:10]; // Expect data at least every 10 seconds
[self.request setHTTPMethod:#"GET"];
self.connection = [[NSURLConnection alloc] initWithRequest:self.request delegate:self startImmediately:YES];
When I receive a data chunk, I append it to the end of the local copy of the file:
- (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data
{
NSFileHandle *handle = [NSFileHandle fileHandleForWritingAtPath:[self videoFilePath]];
[handle truncateFileAtOffset:[handle seekToEndOfFile]];
[handle writeData:data];
}
If I let the device run, the file is downloaded successfully and I can play it using MPMoviePlayerViewController:
NSURL *url=[NSURL fileURLWithPath:self.videoFilePath];
MPMoviePlayerViewController *controller = [[MPMoviePlayerViewController alloc] initWithContentURL:url];
controller.moviePlayer.scalingMode = MPMovieScalingModeAspectFit;
[self presentMoviePlayerViewControllerAnimated:controller];
However, if I start the player before the file is completely downloaded, the video starts playing just fine. It even has the correct video length displayed at the top scrubber bar. But when the user gets to the position in the video that I had completed downloading before the video started, the video just hangs. If I close and reopen the MPMoviePlayerViewController, then the video plays until it gets to whatever location I was then at when I launched the MPMoviePlayerViewController again. If I wait until the entire video is downloaded, then the video plays without a problem.
I am not getting any events fired, or error messages printed to the console when this happens (MPMoviePlayerPlaybackStateDidChangeNotification and MPMoviePlayerPlaybackDidFinishNotification are never sent after the video starts). It seems like there is something else that is telling the controller what the length of the video is other than what the scrubber is using...
Does anyone know what could be causing this issue? I am not bound to using MPMoviePlayerViewController, so if a different video playback method would work in this situation I am all for it.
Related Unresolved Questions:
AVPlayer and Progressive Video Downloads with AVURLAssets
Progressive Video Download on iOS
How to play an in downloading progress video file in IOS
UPDATE 1
I have found that the video stall is indeed because of the file size when the video starts playing. I can get around this issue by creating a zero-ed out file before I start the download and over overwrite it as I go. Since I have control over the video streaming server, I added a custom header so I know the size of the file being streamed (default file size header for a streaming file is -1). I am creating the file in my didReceiveResponse method as follows:
- (void)connection:(NSURLConnection *)connection didReceiveResponse:(NSURLResponse *)response
{
// Retrieve the size of the file being streamed.
NSHTTPURLResponse *httpResponse = (NSHTTPURLResponse *)response;
NSDictionary *headers = httpResponse.allHeaderFields;
NSNumberFormatter * formatter = [[NSNumberFormatter alloc] init];
[formatter setNumberStyle:NSNumberFormatterDecimalStyle];
self.streamingFileSize = [formatter numberFromString:[headers objectForKey:#"StreamingFileSize"]];
// Check if we need to initialize the download file
if (![[NSFileManager defaultManager] fileExistsAtPath:self.path])
{
// Create the file being downloaded
[[NSData data] writeToFile:self.path atomically:YES];
// Allocate the size of the file we are going to download.
const char *cString = [self.path cStringUsingEncoding:NSASCIIStringEncoding];
int success = truncate(cString, self.streamingFileSize.longLongValue);
if (success != 0)
{
/* TODO: handle errors here. Probably not enough space... See 'man truncate' */
}
}
}
This works great, except that truncate causes the app to hang for about 10 seconds while it creates the ~1GB file on disk (on the simulator it is instant, only a real device has this problem). This is where I am stuck now - does anyone know of a way to allocate a file more efficiently, or a different way to get the video player to recognize the size of the file without needing to actually allocate it? I know some filesystems support "file size" and "size on disk" as two different properties... not sure if iOS has something like that?
I figured out how to do this, and it is much simpler than my original idea.
First, since my video is in .mp4, the MPMoviePlayerViewController or AVPlayer class can play it directly from a web server - I don't need to implement anything special and they can still seek to any point in the video. This must be part of how the .mp4 encoding works with the movie players. So, I just have the raw file available on the server - no special headers required.
Next, when the user decides to play the video I immediately start playing the video from the server URL:
NSURL *url=[NSURL fileURLWithPath:serverVidelFileURLString];
controller = [[MPMoviePlayerViewController alloc] initWithContentURL:url];
controller.moviePlayer.scalingMode = MPMovieScalingModeAspectFit;
[self presentMoviePlayerViewControllerAnimated:controller];
This makes it so the user can watch the video and seek to any location they want. Then, I start downloading the file manually using NSURLConnection like I had been doing above, except now I am not streaming the file, I just download it directly. This way I don't need the custom header since the file size is included in the HTTP response.
When my background download completes, I switch the playing item from the server URL to the local file. This is important for network performance because the movie players only download a few seconds ahead of what the user is watching. Being able to switch to the local file as soon as possible is key to avoid downloading too much duplicate data:
NSTimeInterval currentPlaybackTime = videoController.moviePlayer.currentPlaybackTime;
[controller.moviePlayer setContentURL:url];
[controller.moviePlayer setCurrentPlaybackTime:currentPlaybackTime];
[controller.moviePlayer play];
This method does have the user downloading two video files at the same time initially, but initial testing on the network speeds my users will be using shows it only increases the download time by a few seconds. Works for me!
You gotta create an internal webserver that acts like a proxy! Then set your player to play the movie from the localhost.
When using HTTP protocol to play a video with MPMoviePlayerViewController, the first thing the player does is to ask for the byte-range 0-1 (first 2 bytes) just to obtain the file length. Then, the player asks for "chunks" of the video using the "byte-range" HTTP command (the purpose is to save some battery).
What you have to do is to implement this internal server that delivers the video to the player, but your "proxy" must consider the length of your video as the full length of the file, even if the actual file hasn't been completely downloaded from the internet.
Then you you set your player to play a movie from " http:// localhost : someport "
I've done this before... it works perfectly!
Good luck!
I can only assume that the MPMoviePlayerViewController caches the file length of the file when you started it.
The way to fix (just) this issue is to first determine how large the file is. Then create a file of that length. Keeping an offset pointer, as the file downloads, you can overwrite the "null" values in the file with the real data.
So you get to a specific point in the download, start the MPMoviePlayerViewController, and let it run. I'd also suggest you use the "F_NOCACHE" flag (with fcntl()) so you bypass the file block cache (which means you will lower your memory footprint).
The downside to this architecture is that if you get stalled, and the movie player gets ahead of you, well, the user is going to have a pretty bad experience. Not sure if there is any way for you to monitor and take preemptive action.
EDIT: its quite possible that the video is not read sequentially, but certain information requires the player to essentially look ahead for something. If so, then this is doomed to fail. The only other possible solution is to use some software tool to sequentially order the file (I'm no video expert so cannot comment from experience on any of the above).
To test this out, you can construct a "damaged" video of varying lengths, and test that to see what works and what does not. For instance, suppose you have a 100Meg file. Write a little utility program, and over write the last 50Megs of data with zeros. Now play this video. Its should fail 1/2 through. If it fails right away, well, you now know that its seeking in the file.
If non sequential, its possible that its looking at the last 1000 bytes or so, in which case if you don't overwrite that things work as you want. If you get lucky and this is the case, you would eventually download the last 1000 bytes, then then start from the front of the file.
It really gets down to finding some way before introducing real networking into the picture, to play a partial file. You will surely find it easier to artificially introduce the networking conditions without really doing it real time.

AVAudioPlayer not working with .pls shoutcast file?

Good Day,
I am working on one Radio APP that gets shoutcast streaming .pls file and plays it with help of AVFoundation framework.
This job is easily done with AVPlayer, but the problem with it is that I can not code or find any good solution to get it working with volume slider, the AVPlayer class does not have volume property.
So now I am trying to get it working with AVAudioPlayer which has volume property, and here is my code:
NSString *resourcePatch = #"http://vibesradio.org:8002/listen.pls";
NSData *_objectData = [NSData dataWithContentsOfURL:[NSURL URLWithString:resourcePatch]];
NSError *error;
vPlayer = [[AVAudioPlayer alloc] initWithData:_objectData error:&error];
vPlayer.numberOfLoops = 0;
vPlayer.volume = 1.0f;
if (vPlayer == nil)
NSLog(#"%#", [error description]);
else
[vPlayer play];
This code is working with uploaded .mp3 files on my server but it is not working with .pls files generated by shoutcast,
Is there any way to fix AVAudioPlayer to work with .pls files, or implement volume slider to AVPlayer ?
Using AVAudioPlayer for stream from network is not a good idea. See what Apple's documentation say on AVAudioPlayer:
An instance of the AVAudioPlayer class, called an audio player,
provides playback of audio data from a file or memory.
Apple recommends that you use this class for audio playback unless you
are playing audio captured from a network stream or require very low
I/O latency.
For change AVPlayer's volume check this question:Adjusting the volume of a playing AVPlayer

Playing short selfmade sound with immediate start in iOS

I have a self-generated DTMF sound (with a wav header) generated by program that I want to be able to play quickly, in fact as soon as the user touches a button. This DTMF sound must play/loop infinitely, until I stop it. Some other sounds must be able to be played at the same time.
I'm very new to Audio programming, and I tested many ways of doing that and I'm lost now.
How can I achieve that ?
Needs :
very quick playback start (including the first time)
many sounds at the same time (short sounds +- 2-6 seconds)
infinite DTMF sound without gaps
having control over the different sounds that are playing / being able to stop just one played sound
AVAudioPlayer if you can live with some latency, OpenAL (for example Finch) if you really need to have the latency as low as possible.
I use already exist .wav file. and I can easily play it.
For run following code. include AudioToolbox framework.
write into .h file #import <AudioToolbox/AudioToolbox.h>
Write into .m file
-(IBAction)startSound{
//Get the filename of the sound file:
NSString *path = [NSString stringWithFormat:#"%#%#", [[NSBundle mainBundle] resourcePath], #"/sound1.wav"];
//declare a system sound
SystemSoundID soundID;
//Get a URL for the sound file
NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO];
//Use audio sevices to create the sound
AudioServicesCreateSystemSoundID((CFURLRef)filePath, &soundID);
//Use audio services to play the sound
[self sound];
timer =[ [NSTimer scheduledTimerWithTimeInterval:2.1 target:self selector:#selector(sound) userInfo:nil repeats:YES]retain];
}

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