In iOS 10, AVPlayerLooper was added to loop videos in an AVQueuePlayer. I've viewed the official Apple documentation, but it is not clear at all - on top of that, the sample project provided is only in swift. I want to know how to run AVPlayerLooper in objective-c. Here is the Apple Documentation for reference: https://developer.apple.com/reference/avfoundation/avplayerlooper?language=objc
My end goal is to use this as part of an SKVideoNode subclass. Here is the code for the subclass using the AVPlayerLooper:
#import "SDLoopingVideoNode.h"
#import <AVFoundation/AVFoundation.h>
#interface SDLoopingVideoNode()
#property AVQueuePlayer *avQueuePlayer;
#property AVPlayerLooper *playerLooper;
#end
#implementation SDLoopingVideoNode
-(instancetype)initWithPathToResource:(NSString *)path withFiletype: (NSString *)filetype
{
if(self == [super init])
{
NSString *resourcePath = [[NSBundle mainBundle] pathForResource:path ofType:filetype];
NSURL *videoURL = [NSURL fileURLWithPath:resourcePath];
AVAsset *videoAsset = [AVAsset assetWithURL:videoURL];
AVPlayerItem * videoItem = [AVPlayerItem playerItemWithAsset:videoAsset];
self.avQueuePlayer = [[AVQueuePlayer alloc] initWithItems:#[videoItem]];
self.playerLooper =[AVPlayerLooper playerLooperWithPlayer:self.avQueuePlayer templateItem:videoItem];
self = (SDLoopingVideoNode*)[[SKVideoNode alloc] initWithAVPlayer: self.avQueuePlayer];
return self;
}
return nil;
}
#end
And then to initialize the object, I use this code in the "didMoveToView" method:
SDLoopingVideoNode *videoNode = [[SDLoopingVideoNode alloc]initWithPathToResource:#"147406" withFiletype:#"mp4"];
[videoNode setSize:CGSizeMake(self.size.width, self.size.height)];
[videoNode setAnchorPoint:CGPointMake(0.5, 0.5)];
[videoNode setPosition:CGPointMake(0, 0)];
[self addChild:videoNode];
[videoNode play];
Related
I've been through all the posts in StackOverflow but I can't get a full example of how to get a video from the bundle and reproduce it in a controller.
I've tried many things but my screen appeared blank or black.
In the last amend, my video remains like this:
no error is thrown on the log. This is my code:
.h (please ignore the name of the controller, it will be finally a camera)
#import <UIKit/UIKit.h>
#import <AVFoundation/AVFoundation.h>
#import <AVKit/AVKit.h>
#interface NativeCameraViewController : UIViewController
#end
.m
#import "NativeCameraViewController.h"
#interface NativeCameraViewController ()
#property (nonatomic, retain) AVPlayerViewController *avPlayerViewcontroller;
#end
#implementation NativeCameraViewController
- (void)viewDidLoad {
[super viewDidLoad];
UIView *view = self.view;
NSString *stringPath = [[NSBundle mainBundle]pathForResource:#"video" ofType:#"mov"];
NSURL *fileURL = [NSURL fileURLWithPath:stringPath];
AVPlayerViewController *playerViewController = [[AVPlayerViewController alloc] init];
playerViewController.player = [AVPlayer playerWithURL:fileURL];
self.avPlayerViewcontroller = playerViewController;
[self resizePlayerToViewSize];
[view addSubview:playerViewController.view];
view.autoresizesSubviews = TRUE;
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void) resizePlayerToViewSize
{
CGRect frame = self.view.frame;
NSLog(#"frame size %d, %d", (int)frame.size.width, (int)frame.size.height);
self.avPlayerViewcontroller.view.frame = frame;
}
#end
and that's what I've got so far.
My video is correctly on the Bundle, called video.mov:
I've tried both linking and copying. Same result.
What am I doing wrong??
Thank you very much in advance.
I'd like to avoid using MPMoviePlayerController since it's deprecated in iOS9
It was actually my fault...
I was trying to reproduce an alias.
When you have 20.000 videos and 30.000 resources this things happen.
Instead of using AVPlayer, use MPMoviePlayerController class:
NSString *path = [[NSBundle mainBundle] pathForResource:#"video" ofType:#"mov"];
NSURL *url = [NSURL fileURLWithPath:path];
MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:url];
[player play];
Seems to be similar questions asked but none of the solutions seem to work for me. Cant for the life of me understand why my code doesnt work so here it is.
I dont get any errors but also get no sound.
#interface MainApp ()
#property (strong, nonatomic) AVAudioPlayer *audioPlayer;
-(void)playSoundFX:(NSString*) soundFile;
#end
#implementation MainApp
- (void)viewDidLoad {
[super viewDidLoad];
// Play sound
[self playSoundFX:#“sound.mp3"];
}
// Play sound
- (void)playSoundFX:(NSString*)soundFile {
// Setting up path to file url
NSBundle* bundle = [NSBundle mainBundle];
NSString* bundleDirectory = (NSString*)[bundle bundlePath];
NSURL *url = [NSURL fileURLWithPath:[bundleDirectory stringByAppendingPathComponent:soundFile]];
// Make an audioPlayer object and play file
NSError *error;
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
[audioPlayer setVolume:100.0f];
if (audioPlayer == nil)
NSLog(#"%#", [error description]);
else
[audioPlayer play];
}
#end
*********vvvvvvvvv Amended Code that works vvvvvvvvv**********
#interface MainApp ()
#property (strong, nonatomic) AVAudioPlayer *audioPlayer;
-(void)playSoundFX:(NSString*) soundFile;
#end
#implementation MainApp
- (void)viewDidLoad {
[super viewDidLoad];
// Play sound
[self playSoundFX:#“sound.mp3"];
}
// Play sound
- (void)playSoundFX:(NSString*)soundFile {
// Setting up path to file url
NSBundle* bundle = [NSBundle mainBundle];
NSString* bundleDirectory = (NSString*)[bundle bundlePath];
NSURL *url = [NSURL fileURLWithPath:[bundleDirectory stringByAppendingPathComponent:soundFile]];
// Make an audioPlayer object and play file
NSError *error;
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
[self.audioPlayer setVolume:100.0f];
if (self.audioPlayer == nil)
NSLog(#"%#", [error description]);
else
[self.audioPlayer play];
}
#end
I am execute your code on my iPhone. It is work properly.Please Select a device and run your code. I hope it will execute properly with sound.
You got to segregate the functionalities..
Loading audio file in viewDidLoad and play it on play action, some thing like this
#import "ViewController.h"
#import <AVFoundation/AVFoundation.h>
#interface ViewController ()
{
AVAudioPlayer *_audioPlayer;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Construct URL to sound file
NSString *path = [NSString stringWithFormat:#"%#/sound.mp3", [[NSBundle mainBundle] resourcePath]];
NSURL *soundUrl = [NSURL fileURLWithPath:path];
// Create audio player object and initialize with URL to sound
_audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundUrl error:nil];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)playSoundTapped:(id)sender
{
// When button is tapped, play sound
[_audioPlayer play];
}
So i've done the tutorial where you code a button so that when you press it a sound plays. I'm trying to modify it so that when the button is pressed, a random sound plays.
here is the code:
viewcontroller.h
#import <UIKit/UIKit.h>
#import <AudioToolbox/AudioToolbox.h>
#interface STViewController : UIViewController
- (IBAction)playAudio:(id)sender;
#property (nonatomic, strong) NSArray *sounds;
#end
viewcontroller.m
#import <AVFoundation/AVFoundation.h>
#import "STViewController.h"
#interface STViewController ()
#property (weak, nonatomic) IBOutlet UIButton *playAudio;
#end
#implementation STViewController
- (IBAction)playAudio:(id)sender {
AVAudioPlayer *audioPlayer;
NSString *audioPath = [[NSBundle mainBundle] pathForResource:#"Woof" ofType:#"mp3"];
NSURL *audioURL = [NSURL fileURLWithPath:audioPath];
NSError *audioError = [[NSError alloc] init];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:audioURL error:&audioError];
if (!audioError) {
[audioPlayer play];
NSLog(#"Woof!");
}
else {
NSLog(#"Error!");
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
I've been dabbling with something along these lines
- (NSArray *)sounds
{
NSArray *sounds = [NSArray arrayWithObjects:
#"Woof.mp3",
#"Meow.mp3",
#"tweet.mp3",
#"Squeak.mp3",
#"Moo.mp3",
#"Croak.mp3",
#"Toot.mp3",
#"Quack.mp3",
#"Blub.mp3",
#"OWOwOw.mp3",
#"Fox.mp3",
nil];
return sounds;
}
but i'm not really sure how to make it random or even implement in in the code that I have going right now. Anyone have any ideas?
Just make it random try below:-
NSMutableArray *array=[NSMutableArray
arrayWithObjects:
#"Woof.mp3",
#"Meow.mp3",
#"tweet.mp3",
#"Squeak.mp3",
#"Moo.mp3",
#"Croak.mp3",
#"Toot.mp3",
#"Quack.mp3",
#"Blub.mp3",
#"OWOwOw.mp3",
#"Fox.mp3",
nil];
// now use exchangeobject with index api
int i=0;
for(i=0;i<=[array count]; i++)
{
NSInteger rand=(arc4random() %10);
[array exchangeObjectAtIndex:i
withObjectAtIndex:rand];
}
#property (strong) UIImage *thumbImage;
..
albumData *album1 = [[albumData alloc]initWithTitle:#"Eminem" style:#"123" thumbImage:[UIImage imageNamed:#"1.jpeg"]];
..
- (void)encodeWithCoder:(NSCoder *)coder {
NSData *image = UIImagePNGRepresentation(_thumbImage);
[coder encodeObject:(image) forKey:#"thumbImageData"];
}
- (id)initWithCoder:(NSCoder *)coder {
NSData *imgData = [coder decodeObjectForKey:#"thumbImageData"];
_thumbImage = [UIImage imageWithData:imgData ];
return self;
}
Right now I'm using the above code to save data inside a plist file. How should I change the code in order to save just the image path \ name instead of saving the actual picture.
If you have the file name, you can get its path using -[NSBundle pathForResource:ofType:], e.g.
[[NSBundle mainBundle] pathForResource:#"1" ofType:#"jpeg"];
As rmaddy said, you cannot get this from a UIImage, so you may have to get it and hang on to it when you create the image.
You should use
#property (copy) NSString *thumbImage;
and save only image name instead of
#property (strong) UIImage *thumbImage;
then code/encode as string. When you need an image just write
[UIImage imageNamed:album1.thumbImage];
Another solution is to subclass UIImage class, add image path property, owerride UIImage's initialization methods to support saving path and override coder/encoder methods
EDIT:
Here is some example code:
UIImageWithPath.h
#import <UIKit/UIKit.h>
#interface UIImageWithPath : UIImage{
NSString* filepath;
}
#property(nonatomic, readonly) NSString* filepath;
-(id)initWithImageFilePath:(NSString*) path;
#end
UIImageWithPath.m
#import "UIImageWithPath.h"
#implementation UIImageWithPath
#synthesize filepath;
-(id)initWithImageFilePath:(NSString*) path{
self = [super initWithContentsOfFile:path];
if(self){
[filepath release];
filepath = [path copy];
}
return self;
}
-(void)dealloc{
[filepath release];
[super dealloc];
}
#end
Sample using:
- (void)viewDidLoad
{
[super viewDidLoad];
img = [[UIImageWithPath alloc] initWithImageFilePath:[[NSBundle mainBundle] pathForResource:#"pause" ofType:#"png"]];
iv.image = img;
}
-(void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
NSLog(#"image file path %#", img.filepath);
}
So now your code/encode methods should look like this:
-(void)encodeWithCoder:(NSCoder *)coder {
NSString *path = _thumbImage.filepath;
[coder encodeObject:(path) forKey:#"thumbImageData"];
}
- (id)initWithCoder:(NSCoder *)coder {
NSString *path = [coder decodeObjectForKey:#"thumbImageData"];
_thumbImage = [[UIImageWithPath alloc] initWithImageFilePath:path];
return self;
}
I'm trying to save the name of a button using a singleton so that the name can be accessed in another view to play a video with the same name. However, I'm getting the error: SIGABRT. I don't really see what's wrong with my code. Any ideas?
#import "List.h"
#import "MyManager.h"
#import "Video.h"
#implementation ExerciseList
-(IBAction) goToVideo:(UIButton *) sender{
MyManager *sharedManager = [MyManager sharedManager];
sharedManager.vidName = [[sender titleLabel] text];
Video *videoGo = [[Video alloc] initWithNibName: #"Video" bundle: nil];
[self.navigationController pushViewController: videoGo animated: YES];
[videoGo release];
}
Here is my .h and .m for MyManager:
#import <foundation/Foundation.h>
#interface MyManager : NSObject {
NSMutableArray *workouts;
NSString *vidName;
}
#property (nonatomic, retain) NSMutableArray *workouts;
#property (nonatomic, retain) NSString *vidName;
+ (id)sharedManager;
#end
#import "MyManager.h"
static MyManager *sharedMyManager = nil;
#implementation MyManager
#synthesize workouts;
#synthesize vidName;
#pragma mark Singleton Methods
+ (id)sharedManager {
#synchronized(self) {
if (sharedMyManager == nil)
sharedMyManager = [[self alloc] init];
}
return sharedMyManager;
}
- (id)init {
if ((self = [super init])) {
workouts = [[NSMutableArray alloc] init];
vidName = [[NSString alloc] init];
}
return self;
}
-(void) dealloc{
self.workouts = nil;
self.vidName = nil;
[super dealloc];
}
#end
You should access the title of the button
sharedManger.vidName = [sender currentTitle];
However you are not using ARC so also check where your vidName property is retain or copy.
if it is not retain or copy then you can use this code also
if(sharedManger.vidname != nil){
[sharedManger.vidName release];
sharedManger.vidName = nil;
}
sharedManger.vidName = [[sender currentTitle] retain];