Been scratching my head with this one, to no avail.
Am just trying to find out how to instantly change the current playback position when using the AKAudioPlayer provided by AudioKit.
player.playhead is read-only, so cant be changed.
changing player.startTime whilst the player is already playing seems to change the playback position in terms of the reported .playhead position but the actual audio being played does not change position - am I missing something here?
Obviously I can stop audio and restart at new position but a several second expensive CPU gap is not desirable for a a simple mp3 / wav file player!
Any ideas?
We've added a new player called AKPlayer which will also allow scanning through the file. The player will stream from disk by default. This player is designed to fix some of the shortcomings in AKAudioPlayer.
OK Aurelius pointed me in the right direction of a new class introduced a couple weeks ago called AKClipPlayer
Like the standard Apple AV class you can now set the .currentTime property (in seconds) (the AKAudioPlayer class did not allow this) - it seems to stop playback doing this though so don't forget to .play() your node right after - there is no glitch or pause, is seamless on an old iPhone6S
Related
I have a settings menu in my game, where I have different audio (background music, dialogue, etc) where I can adjust the volume manually.
This happens during pause, so you can hear the volume and set it to your preference.
This was working fine, then one day, it stopped, and I haven't been able to figure out why.
All I know is that the volume of the audioSource DOES update, but the "actual" audio stays the same volume "until" you unpause (set the timescale back to 1) then it changes to match what the variable in the AudioSource says.
To emphasise, the value "does" update, but the real sound stays the same until you unpause. How can I hear the sound change while the game is paused?
The fact this seemed to work before, suggests an update or change in setting may have broken it, but may also be able to fix it? Otherwise I just have to not use timescale for pausing, or move the volume control settings outside of the pause mechanics
Thanks in advance
This may be caused by the audio mixers updateMode being set to AudioMixerUpdateMode.Normal.
Changing the updateMode to AudioMixerUpdateMode.UnscaledTime will ignore Time.timeScale and update the audio mixer in real time.
I have made an AR application which play video when the target is detected. But problem is that even when I place camera not in-front of the target image (No Target) its still keep playing until I go again an pause the video by clicking on the target.
If using Vuforia, there is a callback function, OnTrackingLost(), indicating that the tracker has been lost. You can stop the video in the body of this function.
If using another technology and you have to implement such a function by yourself, the obvious solution would be to use a timer. If the target image (previously recognized and tracked) is not detected for a given period of time, the tracker is lost. Again, you stop the video when you realize that the tracked image is lost.
In an iOS-project I am using the AVAudioPlayerNode in conjunction with the AVAudioEngine and an AVAudioUnitTimePitch. Everything works peachy. However, I was wondering if there is a way to figure out what the current player's state (e.g. isPlaying, isPaused) or at least the playback position is.
While AVAudioPlayer at least allows you to get the currentTime-parameter, I could not yet figure out how to get that information with AVAudioPlayerNode. I tried playing around with the nodeTimeForPlayerTime and playerTimeForNodeTime methods described in the swift documentation but I couldn't make any progress.
Any help would be highly appreciated.
Since the AVAudioPlayerNode is designed as an audio stream, it doesn't necessarily keep track of the time within a particular file. However, the AVAudioPlayerNode does keep a running time of how long its been playing all audio. This timer doesn't reset with each file, in order to change it, you must explicitly tell it where you want to start counting from.
So to find the current time the player has been playing you must do the following:
player.lastRenderTime.sampleTime / file.fileFormat.sampleRate
Now in order to get the timer to reset after each file, you must explicitly reset the players current time. To do this use the player.playAtTime: function.
If you would like an example, check one out here: https://github.com/danielmj/AEAudioPlayer
I have been facing this since so many days but I have not reach to any conclusion.
My problem is : I want to play an mp3 file but not simply by clicking on a play button.
It is this way I want to play it.
*There is a slider that I can drag using finger, I want that the mp3 should play with the frequency with which I am dragging the finger (or speed with which I am dragging my finger, so that it will give an effect of fast forwarding (funny type of voice)) or if I drag slider slowyly the output will be slow *
The problem is the output of the sound is not coming out smooth. its very distorted and disturbed voice.
I want the outuput to be smoother.
Please help. Any suggestions please. Presently I am using AVAudioPlayer and passing the time value based upon slider input to play the file. (It does not seems to be feasible though).
I feel that it is possible using openAL only and no other way. Because using openAL we can modify the frequency of the sound file (pitch)
CAN SOME ONE PLEASE REFER ME A LINK TO openAL implementation for iPhone . I have never played a sound file using openAL
Help!!
You won't be able to do it with AVAudioPlayer, as it does not support pitch operations.
You can load and decode the entire track into memory for playback with OpenAL (which supports pitch), or you can do realtime loading/decoding and pitch changing using Audio Units (MUCH lower level, and more complicated, though).
I'm using Media Player Framework to access the user's music library on iPhone. I would like to set the playback starting position so that I can start playing a song from 30 second mark, for example.
I have trouble finding out how to do this. The MPMediaPlayerController only offers beginSeekingForward but that's not quite what I'm looking for as it simply accelerates the playback speed.
There is probably something really simple that I'm missing.
MPMusicPlayerController's property currentPlaybackTime is a writeable property, so adjusting the playback starting point can be done with player.currentPlaybackTime = 30.0
You can use player.currentPlaybackTime to set the time, before you start playing and playback will start at your desired point.
UPDATE
2009 me had some real problems. He didn't really understand properties and missed the fact that MPMusicPlayerController.currentPlaybackTime is writable! And he was angry. Angry because iOS3.0 had promised iPod Library "Access" and instead delivered MPMusicPlayerController. He had been hoping for speedy access to the music packet data upon which he would have built many fascinating and magical audio applications. Luckily, iOS4.1's AVAssetReader came along 1 year later and he was finally able to stop hating.
WRONG 2009 ANSWER
Nope, this API is deliberately crippled, which is why you don't see any functions for
opening, or streaming from, the media file.
Your only hope is lowering the volume and calling beginSeekingForward until currentPlaybackTime returns >= 30s.
Enjoy!