agora.io video : can't change audio volume - agora.io

i am trying to implementing agora video to my project already tried build it on WebGL and VR and it's work great, but for some reason cant change the audio volume on Quest device, even thought my quest volume is set to 0 but still hear it for some reason
Thanks in advance!

Related

How to make simple Audio Player in React Native

I am working on React-Native application. I have to play Audio using URL(podcast) source.
The UI should be like following.
I have tried react-native-video library, But, The UI is different.
https://www.npmjs.com/package/react-native-video
Is there any other library available to achieve this?
I have to show Progressbar(Slider), Play/Pause/Stop, Title. And I have to play audio in background state too.
Any suggestions?
You can use this library,
it has everything like Play audio files, stream audio from URL
https://www.npmjs.com/package/react-native-sound-player
react-native-track-player provides almost all features a audio player, you can also use it to play audio in background, used it for this app

Flash playback slow with progressive download

Using VideoJS 4.0.4 (it also did this in version 3) the playback is slow/choppy in Chrome (not tested in other browsers) when using the Flash player. The playback smooths out after the buffer finishes loading the full video. Is there any fix for this?
I'm not sure if this is exactly what you are experiencing so apologies if this is irrelevant, but for me the flash player was waiting until the whole video was loaded before it would start playing.
If you are using the mp4 format, I found that moving the moov atom to the front of the movie file with qt-faststart helped a lot.
Here are some resources I found when I had this similar problem.
http://www.adobe.com/devnet/video/articles/mp4_movie_atom.html
http://help.videojs.com/discussions/problems/1141-ie8-flash-fallback-buffers-entire-video-before-it-starts-to-play
Post processing in ffmpeg to move 'moov atom' in MP4 files (qt-faststart)
I fixed it. It ended up being the Flash player. I went to chrome://plugins, clicked the + at the top right, and noticed I had 2 Flash plugins installed: 11.7.700.225 (pepflashplayer.dll) and 11.7.700.224 (NPSWF32_11_7_700_224.dll). I disabled them one at a time and retried the video - the 11.7.700.224 one ran flawlessly while buffering, while the 11.7.700.225 version was the one causing the choppiness.

Loop wav file seamleassly in the background on windows 8

I have managed to get seamsless looping of wav files using the SharpDX library.
But this does not seem to work while the app is minimised (in the background).
Using the metro players I do not get a seamless loop this is why I use XAudio2 in the SharpDX library.
Hope someone can help with this.
When your app is in the background it no longer has access to the CPU so your audio will stop playing.
The only way around this is with background agents running the audio component. The issue here is that the certification process will be hard on you if you are just playing looping audio. Playing audio in the background is intended for audio player apps (like the inbuilt "Music" app).
If I were a user of your app I would likely be unhappy that it clogs up the audio system when it isn't in the foreground (if, for example, I went to answer a Lync call). If the only way to stop your app playing audio is to go and turn it off manually or exit the app then my opinion is that the user experience isn't great.
Of course, you may have a different opinion, or your app might be doing something I haven't considered.

Can I play flash video file on iPad?

I want to make simple project which play flash video file from online.
I've searched some articles and read carefully.
But I can't understand, how to play flash video files on iPad by Code.
So I need help from you.
Please.
Simply put, without being jailbroken, No you cannot.
The closest thing to being able to view flash in iOS is Frash, and I am not even sure if it is actively being developed or supported any more.
You can always check out the open source project for Frash. by Comex.
All IOS devices don´t support Flash player, but is be possible to use a Javascript or HTML5 player for video.
No, iWhatever's currently do not and to the best of my surfing knowledge, have no intention of supporting flash format due to some argument between apple and adobe.
At the end of the day, the Flash video format is a container for a movie that’s been compressed by some codec. If you can get to the source file, you know the format of the container, you know the codec that was used to encode the video, and you know how to write code to convert that into audio streams and video frames, then yes, you can play Flash videos on the iPad.
So, to recap:
Get the Flash video file.
Get to the encoded video data in the Flash file.
Decode the video and convert it, either into raw audio and video or to another format that the iPad can play.
Play the result of #3.
Needless to say, this is quite the endeavor. It’s better to download the movies to your desktop and convert them there before loading them into your application.
Yes you can! The question is whether or not you can play the video itself not whether or not ipads support flash player.
the answer is this.. new versions of "flash video" have a f4v file extension. These videos are basically a h.264 mp4 files. You "may" be able to play it in an ipad simply by renaming it to .mp4
If that doesn't work then use a utility like Miro to convert your "flash video" to a format that your ipad will accept. http://www.mirovideoconverter.com/

Objective-C iPhone - YouTubePlugIn.webplugin/YouTubePlugIn warning

I'm trying to play a YouTube video within an iPhone app using the technique in this URL
http://iphoneincubator.com/blog/audio-video/how-to-play-youtube-videos-within-an-application
The technique works fine and the video plays fine, except that I'm getting this warning.
warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Internet Plug-Ins/YouTubePlugIn.webplugin/YouTubePlugIn" (file not found).
That does slow down the app for the first time I got the warning. Seems like a lot of people is getting the same warning, but none of the forums I read seems to have the solution to get rid of the warning.
Do I need to download something or do specific things?
I also tried adding the YouTube framework from "/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.2.sdk/System/Library/PrivateFrameworks/YouTube.framework"
Doesn't seem to solve the issue.
Please enlight.
Some clips might not play in mobile devices. Check if you clips does.
The "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/usr/lib/dyld' has changed; re-reading symbols" warnings can be ignored (the clips should play anyway if it is available on mobile devices).
Note. I don't know the correct reason why some clips don't play on mobile, it might be a transcoding issue (not being transcoded for mobile) or some publisher settings.
Would be interesting to know.
You need to run your app on the device. The Simulator doesn't have the YouTube app.