is there a way to adjust the speed of the playback of a video while playing in Objective C for the iPhone/iPod touch?
You should look at float currentPlayBackRate. This should gives you the ability to change the speed. When you assign currentPlayBackRate 0.0 it indicates movie playback stopped. When it equal one it means normal speed.
"Apple: MPMediaPlayback Protocol"
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For our project, we're creating our own sampler from local audio sprites (audio length is 3 seconds for every file). Whenever we want to play a chord using triggerAttack, the sampler plays the chord for a maximum duration of 3 seconds and stops playing (I believe it's due to audio sprite's limit). Is there any way to extend the duration without altering sound files? Any help will be greatly appreciated.
Is there any way to retrieve the real-time audio levels through the Canon EDSDK?
I know with the Nikon SDK it is sent as part of each Live View frame, but couldn't find any references for Canon.
Looking to use this with an EOS 750D.
Thanks!
There isn't, no. Filming in general has quite poor support, you can basically only start and stop.
The live view frame metadata only contains info about the focus rectangle (position, size), zoom (level, position) and histogram (brightness and RGB).
Working on a SpriteKit platform game with tile collisions using TMX files, parsed with JSTileMap.
When I get a text message the frame rate drops, which isn't really a huge problem most of the time, but sometimes drops so much that collision detection won't work, and the player will go through the floor and die.
:'(
Any ideas on how to minimize the frame rate drop?
Testing on iphone 6,5c,5s and iPadAir 1stgen.
thanX in advanced!!
I need some information about using cocos2d in iPad.
Can we use 2048x2048 sprite sheets ? I read in this form that we can use but with limitation not more than 3 or 4 sprite sheets.
But, I have 10 animations in my game. maximum of 4 animations run at a time.
Can we use the CCDirectors in AppDelegate in the same way as we use in iPhone ?
if( ! [CCDirector setDirectorType:CCDirectorTypeDisplayLink] )
[CCDirector setDirectorType:CCDirectorTypeDefault];
[[CCDirector sharedDirector] setPixelFormat:kPixelFormatRGBA8888];
[CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888];
What can be the maximum size of the image that we can use?
Any limitations regarding the cocos2d and iPad please post them.
Thank you.
The iPad resolution is 1024x768. It doesn't make sense to use higher resolution images in your game unless you intend to zoom in to see a LOT more detail. Even so you need to evaluate if you really want to do this. If you do, be sure to turn on mipmapping for your textures in Cocos2D.
If you use higher resolution images, the iOS device's PowerVR chip (video processor) is going to pay and your game will perform much slower. If you can help it I would either tile much lower pixel sized images (say 256x256 or lower). In the end it depends on how fast your game runs on your target device.
does anyone know of an audio equivalent of QTMovieView. Something that allows playback and scrubbing of audio files. QTMovieView without the movie...
QTMovieView, with its height set to [myMovieView controllerBarHeight].