Sometimes when I use DZ.player.prev() the command fails silently. It is not a problem with my code, since I tested using the commands on the console.
I try to use DZ.player.prev(), and the player does not return to previous song. The player is not on repeat or shuffle mode. I also check to see if is there a previous song on the player with DZ.player.getTrackList() and DZ.player.getCurrentIndex().
Related
Loading the player with DZ.player.playTracks, the command DZ.player.prev() works fine. But if i use DZ.player.addToQueue to add tracks to the player, the command DZ.player.prev() does not work, it does not return to the previous song.
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'm working with the raw camera image, but need to restart the preview following the capture of an image. When i call startPreview() following takePicture, the android hangs because the camera is till in use. I've waited till after the raw image has been written to disk, but the camera is still in use, so the start preview still hangs the system.
camera.takePicture(null, null, null);
(test needed here){
camera.startPreview();
}
Putting the start preview in the rawcallback hangs the android.
When calling takePicture, the jpegCallback occurs after the camera is finished, so it is safe to start the preview, but this also creates a .jpg.
The question is following the takePicture, is there any way to determine when the camera is idle? (other than the jpegCallback?).
I've found ways around the problem, such as starting the preview on a timer, but still wonder if there is any way to determine the actual status of the camera and a way to test when it is save to restart the preview.
After calling the takePicture() function, you must wait until the JPEG callback has returned for the camera to be ready to use again. There is no way to monitor its status. The documentation explicitly states the following:
After calling this method, you must not call startPreview() or take
another picture until the JPEG callback has returned.
If you need some fast way of grabbing frames (i.e. images) without stopping and restarting the camera preview, you can implement the PreviewCallback interface which will simply allow you to grab preview frames without stopping the preview at all. Just remember that you will need to convert these from YUV format (which is not difficult using Android's YUVImage class.
What is the correct way to begin playback of a video from a specific time?
Currently, the approach we use is to check at an interval whether it's possible to seek via currentTime and then seek. The problem with this is, when the video fullscreen view pops up, it begins playback from the beginning for up to a second before seeking.
I've tried events such as onloadmetadata and canplay, but those seem to happen too early.
Added information:
It seems the very best I can do is to set a timer that tries to set currentTime repeatedly as soon as play() is called, however, this is not immediate enough. The video loads from the beginning, and after about a second, depending on the device, jumps. This is a problem for me as it provides an unsatisfactory experience to the user.
It seems like there can be no solution which does better, but I'm trying to see if there is either:
a) something clever/undocumented which I have missed which allows you to either seek before loading or otherwise indicate that the video needs to start not from 00:00 but from an arbitrary point
b) something clever which allows you to hide the video while it's playing and not display it until it has seeked (So you would see a longer delay on the phone before the fullscreen video window pops up, but it would start immediately where I need it to instead of seeking)
do something like this;
var video = document.getElementsById("video");
video.currentTime = starttimeoffset;
more Information can be found on this page dedicated to video time offset howtos
For desktop browser Chrome/Safari, you can append #t=starttimeoffsetinseconds to your video src url to make it start from certain position.
For iOS device, the best we can do is to listen for the timeupdated event, and do the seek in there. I guess this is the same as your original approach of using a timer.
-R
I want a functionality in which i want to detect if my device is being shaked.The problem is i can detect the shake with didAccelerate method of UIAcceleratorDelegate , but i dont know how to detect if the device is still shaking. I want to play an audio file when the user shakes the device for first time,i have to check if the user is still shaking the device while playing the 1st audio file,if it is still being shaked, then i have to play another file.
See the sample project GLPaint from Apple which was found by visiting http://developer.apple.com/iphone and entering "shake" in the search box. Developer account not required.
You might consider writing a Method that runs in a separate thread that polls wether your device is being shaken every now and then and fire events that you handle somewhere else in your code (or instead of that, handle whatever you want to handle within the threads context itself, even tough i would not recommend doing that).
You just have to make sure, that your "shake-detektor"-thread exits at some point in time, you probably want to do that when the second audio file stopped playing. So your loop could test on that condition.
Hope I could help a bit.