Are tracks played on Apple Watch logged to Apple Music's Recently Played Resources endpoint? - apple-developer

I am interested in tracking music played on my Apple Watch. This is unavailable with Spotify so I am considering Apple Music instead.
Similar to Spotify's Recently Played Tracks endpoint, Apple Music has Recently Played Resources.
I am interested to know if this Apple Music API endpoint will show plays from Apple Watch. However, I don't yet have an Apple Developer membership to call the endpoint so am unable to test this myself.
Does anyone know if Apple Watch plays are correctly logged and made available via this endpoint?

Related

how to use google play service in Unity 3D?

I'm working at my new mobile game. The work is going well but when I tried to use google play services at the game, it didn't work by several reasons that I couldn't understand.
There are many guides about using google play service, but still they are all scattered. So I can't totally understand about this.
Could you help me to how to use google play service step by step?
Or link that can solve my problem.
You may check this link for Google Play Games plugin for Unity. This plugin allows you to access the Google Play Games API through Unity's social interface. The plugin provides support for the following features of the Google Play Games API:
sign in
unlock/reveal/increment achievement
post score to leaderboard
cloud save read/write
show built-in achievement/leaderboards UI
events
video recording of gameplay
nearby connections
turn-based multiplayer
real-time multiplayer
To use the plugin, you must first configure your game in the Google Play Developer Console. Follow the instructions on creating a client ID. Be particularly careful when entering your package name and your certificate fingerprints, since mistakes on those screens can be difficult to recover from.
check it
play-unity-plugins
-play billing
-play instant
-play assets delivery
-anfd so on

Is it possible to programmatically start playing music on a watchOS 2 device connected to Bluetooth headphones?

I have a watchOS 2.0 app where I want to be able to start playing music for a user on their device from their iTunes library. I can currently start playing music on the iPhone if I use sendMessage from the WatchConnectivity framework. I am hoping to be able to start playing music from the Apple Watch if the iPhone is not present, but I can't seem to find an API to do this. Does anyone know if this is possible, and if so what API's are available?
UPDATE:
I see that I can play audio files from the Apple Watch using WKAudioFileAsset. I am still not able to figure out how to play music that has been synced by the Music app however.

Apple watch video playback

Can apple watch capable of video playback? I want to develop an app similar to vine for apple watch. So, user can consume video conveniently from the watch. Is it possible?
I have played with animating multiple images to create a video but it really is a bad approach. Anyone else comes up with any idea?
Update after WWDC 2015:
Good news! Now it's possible!
Link to sample code:
https://developer.apple.com/library/prerelease/watchos/samplecode/WatchKitMoviePlayer/Introduction/Intro.html
Summary:
Now there is a class (WKInterfaceMovie) that allows you to play videos on the watch :)
From the docs:
A WKInterfaceMovie object lets you play back video and audio content
directly from your interface. A movie object displays a poster image
with a play button on top of it. When the user taps the play button,
WatchKit plays the movie in a modal interface.
Class Reference:
https://developer.apple.com/library/prerelease/watchos/documentation/WatchKit/Reference/WKInterfaceMovie_class/index.html
Using the current APIs it might be difficult/impossible.
Still, the camera application on the apple watch is receiving a live stream coming from the camera of the iPhone at a quite good rate.
Most of the apple watch apps are not using only the publicly available APis but it shows that it should be feasible (not talking about the sound here...)
update:
I had missed one feature, there IS an embedded video player with sound on the apple watch... have someone send you a short video has an iMessage and you are able to play it on the watch...

Detect video is going to be played in UIWebView

I want something similar to this:
https://itunes.apple.com/us/app/video-download-ibolt-downloader/id481606548?mt=8
I want to detect there is any video in web page and want to download that stream into iphone device.
In console media players tells that it is setting the movie path to some URL. There must be a way to download stream and save in local device.
P.S: I know how to download a video file. I want it using online streaming or from sites which does not provide a download link.
P.S++: Video download from HTML + UIWebView is not helpful.
Thanks.
The post is old but it might be worth to clear this
Those apps are probably using undocumented API. Apple doesn't accept private API when apps are submitted to the app store, however they might not be looking for usage of undocumented notifications
You can find more information in here and here
Those apps show you the download button after you click video, and after the video starts. So probably they are listening for media playback notifications and get the url from MPMoviePlayer instance.
By the way, apple doesn't allow apps that download videos from youtube. There might be some apps on the app store that does that, but I recently got rejected because of this. It might not be worth the hassle, as most big video streaming websites don't want people downloading their videos and work hard to make sure that they don't.

Accessing music library and playlists on iPhone

On iPhone, I'd like to be able to allow the user to select a song from their iTunes library.
Also, I was wondering how an app can access the specific playlist that song resides in (and how my app can access other songs in that playlist).
Since you've asked a fairly open question, all I can suggest is have a look at the iPod Library Access Programming Guide to get started and then come back with a more detailed question after you've tried some thing.