There are arrays of MP3 files on remote URL. What I'd like to try is to temporarily and selectively save them on user's device and play them with Audio Player (I'm experimenting with Audiokit's AKPlayer). Here's what I've written:
guard let remote = URL(string: "http://myserver.com/test.mp3"),
let data = NSData(contentsOf: remote) else {
AKLog("Remote failed to load.")
return
}
let cachedFile = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first as URL?
try? data.write(to: remote)
let player = AKPlayer(url: cachedFile!)
AudioKit.output = player
try? AudioKit.start()
This code only works when I assign AudioPlayer's url at local files. But in this version, it says "failed call=ExtAudioFileOpenURL((CFURLRef)fileURL, &_extAudioFile". I am kind of stuck understanding downloading and loading remote files. Could anybody inform me about this? Much appreciated. <3
Related
I am downloading mp4 clips from a M3U8 manifest which can have around 700 clips. Everything works fine to download them but what would be the best to check individual downloads are finished? When all the clips are downloaded, I merge them into one but I need to know when all my clips have been downloaded first.
This is the code snippet I use to download the video clip.
func download(video: String){
DispatchQueue.global(qos: .background).async {
if let url = URL(string: "http://SERVER/storage/sessions/SESSIONID/mp4_segments/\(video)"),
let urlData = NSData(contentsOf: url) {
let documentsPath = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true)[0];
let fileName = video
let filePath = "\(documentsPath)/SegmentVideos/\(fileName)"
urlData.write(toFile: filePath, atomically: true)
}
}
}
This is the code snippet that reads the M3U8 file and splits it so I can grab the video clip's name.
func checkM3U8forClips(){
guard let url = url else {return}
do {
let contents = try String(contentsOf: url)
let splitContent = contents.components(separatedBy: "\n")
for split in splitContent {
if split.hasSuffix("mp4") {
download(video: split)
}
}
} catch {
print("error with mp4 segments: \(error.localizedDescription)")
}
}
One reason you are in a quandary is that this code is wrong:
if let url = URL(string: "http://SERVER/storage/sessions/SESSIONID/mp4_segments/\(video)"),
let urlData = NSData(contentsOf: url) {
You must never use NSData(contentsOf:) to do networking. If you want to network, then network: use URLSession and a proper data task or download task. Now you get the callbacks you need; if you do it in the full form you get a full set of delegate callbacks that tell you exactly when a download has succeeded and completed (or failed).
As for your overall question, i.e. how can I know when multiple asynchronous operations have all finished, that is what things like DispatchGroup, or operation dependencies, or the new Combine framework are for.
Downloading an mp3 and saving it into the Library/caches folder works, But accessing it later doesn't.
Checking if the song really exists, i opened up Finder and went to the simulator folders. and my folder looks like this:
My song is located at: Library/Caches/Digger/Flower.mp3
Trying to access this using AVPlayer:
let folderName = "Digger"
let fileName = "Flower.mp3"
let url = FileManager.default
.urls(for: .cachesDirectory, in: .userDomainMask)[0]
.appendingPathComponent(folderName).appendingPathComponent(fileName)
var urlString = url.absoluteString
print("MyPath: \(urlString)")
urlString.removeSubrange(urlString.range(of: "file://")!)
let player = AVPlayer(url: URL(string: urlString)!)
let playerViewController = AVPlayerViewController()
playerViewController.player = player
self.present(playerViewController, animated: true) {
player.play()
}
But it doesn't work.
Simulator screenshot upon runtime:
Your URL handling is incorrect.
Replace these lines:
var urlString = url.absoluteString
print("MyPath: \(urlString)")
urlString.removeSubrange(urlString.range(of: "file://")!)
let player = AVPlayer(url: URL(string: urlString)!)
with:
let player = AVPlayer(url: url)
url already is the URL that you need. No need to try to convert it in any way.
For reference, use url.path to convert a file URL into a path string. And if you need to create a URL from a path string, use URL(fileURLWithPath:), not URL(string:). Only use URL(string:) with a string that has a URL scheme such as file://, https://, etc.
So I've been able to setup avplayer to stream the audio directly from firebase link, and I've also been able to set it up to download from firebase. What I'm trying to figure out is if its possible to basically save the file to a file URL while its streaming or when it's done streaming, because performing download task and also setting the players currentitem to stream basically takes twice the network resources.
Also im looking for a swift language solution preferably
In case anyone needs this I solved it by calling this function when the AVplayeritem finished buffering
func saveTrack(asset: AVURLAsset)
{
let exporter = AVAssetExportSession(asset: asset, presetName: AVAssetExportPresetAppleM4A)`
let fileURL = try! FileManager.default.url(for: .documentDirectory, in: .userDomainMask, appropriateFor: nil, create: false).appendingPathComponent("YourApp/documents/Track01.m4a")
exporter?.outputURL = fileURL
exporter?.outputFileType = AVFileType.m4a
exporter?.exportAsynchronously(completionHandler: {
print(exporter?.status)
print(exporter?.estimatedOutputFileLength)
print(exporter?.maxDuration)
print("finished ssaving file")
print()
})
}
I'm trying to use an AVAudioPlayerNode to play sounds from the Assets.xcassets asset catalog, but I can't figure out how to do it.
I've been using AVAudioPlayer, which can be initialized with an NSDataAsset like this:
let sound = NSDataAsset(name: "beep")!
do {
let player = try AVAudioPlayer(data: sound.data, fileTypeHint: AVFileTypeWAVE)
player.prepareToPlay()
player.play()
} catch {
print("Failed to create AVAudioPlayer")
}
I want to use an AVAudioPlayerNode instead (for pitch shifting and other reasons). I can create the engine and hook up the node OK:
var engine = AVAudioEngine()
func playSound(named name: String) {
let mixer = engine.mainMixerNode
let playerNode = AVAudioPlayerNode()
engine.attach(playerNode)
engine.connect(playerNode, to: mixer, format: mixer.outputFormat(forBus: 0))
// play the file (this is what I don't know how to do)
}
It looks like the method to use for playing the file is playerNode.scheduleFile(). It takes an AVAudioFile, so I thought I'd try to make one. But the initializer for AVAudioFile wants a URL. As far as I can tell, assets in the asset catalog are not available by URL. I can get the data directly using NSDataAsset, but there doesn't seem to be any way to use it to populate an AVAudioFile.
Is it possible to play sounds from the asset catalog with an AVAudioPlayerNode? And if so, how?
OK so your problem is that you would like to get a URL from a file in your Asset catalog right?
I've looked around but only found this answer
As it says
It basically just gets image from assets, saves its data to disk and return file URL
You should probably change it to look for MP3 files (or WAV or whatever you prefer, maybe that could be an input parameter)
So you could end up with something like:
enum SoundType: String {
case mp3 = "mp3"
case wav = "wav"
}
class AssetExtractor {
static func createLocalUrl(forSoundNamed name: String, ofType type: SoundType = .mp3) -> URL? {
let fileManager = FileManager.default
let cacheDirectory = fileManager.urls(for: .cachesDirectory, in: .userDomainMask)[0]
let url = cacheDirectory.appendingPathComponent("\(name).\(type)")
guard fileManager.fileExists(atPath: url.path) else {
guard
let image = UIImage(named: name),
let data = UIImagePNGRepresentation(image)
else { return nil }
fileManager.createFile(atPath: url.path, contents: data, attributes: nil)
return url
}
return url
}
}
Maybe a bit far fetched but I haven't found any other options.
Hope that helps you.
I need to play continuously a video stored inside the temp directory.
func setVideo(url vid: String!) {
let directory = NSTemporaryDirectory()
let tempURL = URL(fileURLWithPath: NSTemporaryDirectory()).appendingPathComponent("tempMovie\(Date().timeIntervalSince1970)").appendingPathExtension("mp4")
let tempFile = NSURL.fileURL(withPathComponents: [directory])
let file = vid.components(separatedBy: ".")
guard let path = Bundle.main.path(forResource: "\(tempURL)", ofType:file[2]) else {
debugPrint( "\(file.joined(separator: ".")) not found with path: \(file[0] + "." + file[1])")
return
}
let player = AVPlayer(url: URL(fileURLWithPath: path))
let playerLayer = AVPlayerLayer(player: player)
playerLayer.frame = self.view.bounds
self.videoView.layer.addSublayer(playerLayer)
player.play()
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: self.player.currentItem, queue: nil, using: { (_) in
DispatchQueue.main.async {
self.player?.seek(to: kCMTimeZero)
self.player?.play()
}
})
}
The video location and file url is:
file:///private/var/mobile/Containers/Data/Application/E7D12401-F147-4905-83BE-72909F91E004/tmp/tempMovie1501672791.33525.mp4
The continuous loop part works from a previous project however I can't seem to get the temp stored video to load inside the player. I've tried to get the temp directory manually but it didn't work.
Moving the video from tmp to Documents directory worked for me.
This is how you do it:
let documentsDirectoryURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
let destinationURL = documentsDirectoryURL.appendingPathComponent("filename.fileExtension")
do {
try FileManager.default.moveItem(at: previousTempLocation, to: destinationURL)
} catch let error as NSError { print(error.localizedDescription)}
let player = AVPlayer(url: destinationURL)
Apple says this on /tmp directory
Use this directory to write temporary files that do not need to
persist between launches of your app. Your app should remove files
from this directory when they are no longer needed; however, the
system may purge this directory when your app is not running.
Apple also recommends this for user data
Put user data in Documents/. User data generally includes any files
you might want to expose to the user—anything you might want the user
to create, import, delete or edit. Video and audio apps may even include
files that the user has downloaded to watch or listen to later.