Having a weird problem with my app.
Trying to play a video in a loop (see the code below). VideoPlayer repeatMode is set to Ti.Media.VIDEO_REPEAT_MODE_ONE.
Works in simulator, works on iPhone 4s, works on iPad Air... does not work on iPhone 4 (all of them running iOS 7.1.1 apart from simulator - 7.1).
Exact symptoms: after one play, video should restart from beginning, but it stops. If controls are available, I can press play to start playing it again, then after reaching the end it stops again.
I could swear that it worked on iPhone 4 before the 7.1 upgrade, but somehow it stopped.
Anyone could replicate this issue? Or have any idea?
Sys info:
Titanium SDK: Tested with 3.2.3.GA; 3.2.2.GA; 3.2.1.GA; 3.2.0.GA
Platform & version: iOS 7.1.1 (11D201)
Device: works on iPhone 4s, iPad Air, simulator; fails on iPhone 4
Host Operating System: OSX 10.9.2
Titanium Studio: 3.2.3.201404181442
Xcode: 5.1.1 (5B1008)
Alloy: 1.3.1
Code for basic Alloy project to replicate:
index.js
var videoPlayer = Titanium.Media.createVideoPlayer({
autoplay : true,
fullscreen : false,
mediaControlStyle : Titanium.Media.VIDEO_CONTROL_DEFAULT,
repeatMode: Ti.Media.VIDEO_REPEAT_MODE_ONE,
scalingMode : Titanium.Media.VIDEO_SCALING_ASPECT_FIT
});
//Video is 12s long so it is easy to notice that it does not loop.
videoPlayer.url = "video/candles.mp4";
$.index.add(videoPlayer);
$.index.open();
index.xml
<Alloy>
<Window class="container">
</Window>
</Alloy>
I would appreciate any suggestions.
I have done some research and played around with the Titanium.Media.VideoPlayer and managed to work around the issue. Below you can find the solution in case anyone else encounter this problem.
First of all, some info on the problem.
I have found some forum boards where developers were having very similar problem with MPMoviePlayerController on iPad 1st gen. Looped video was less or more randomly freezing on loop. So I think there is a problem with the Apple video player on some devices, and not necessary with Titanium implementation.
My first approach was to try replay video on complete event that is fired when video stops playing, instead of using repeatMode.
So far so good. It worked on the first time, yay! But the happiness was rather short. During an hour of test of videoPlayer.play() on event complete, the video sometimes was repeating 10-30 times fine and then suddenly was freezing. What gives? Turns out the video player had some sort of a hiccup.
Normal sequence of events was as follows:
video ends, playbackstate changes to 2,
complete event is fired
I restart video on complete
playbackstate changes to 1, video is playing until the end.
For a mysterious reason once in a while this sequence got additional something happening:
video reaches the end - playbackstate changes to 2,
complete event is fired.
video gets restarted on complete
playbackstate changes to 1, video starts playing
suddenly playbackstate changes to 1, video stops, without firing complete event.
Solution
So, knowing all this, I have set up listeners to listen to playbackstate instead of complete and when I hear playbackstate: 1 then I restart video and tadaaa! Everything works!.
Caveat: not 'everything' unfortunately. I am using custom video controls, so I have lost pause, and stop ability (every time video playback state changes to 'stopped' I restart it forcefully). To make it work I have to remember to remove listener every time I press 'pause/stop' buttons and then reattach it afterwards.
Hope that helps someone.
Related
In my Nextjs (v.10) project react-player is used to play mp3 files. I recently updated the project:
"next": "10",
"react": "^17.0.2",
"react-player": "^1.6.6",
In my component I am using react-player like this:
<ReactPlayer
id='soundPlayer'
height='1px'
width='1px'
ref={this.ref}
playing={playing}
volume={1}
url={file}
onPlay={this.onPlay}
onPause={this.onPause}
onProgress={this.onProgress}
onDuration={this.onDuration}
playsinline={true}
file='forceAudio'/>
The user can control playback / pause, and if the file has been played completely, play it again. This works on all devices except some (I think, maybe all) iPhones.
This is what happens: the user presses play, the file is played and the onPause callback does not fire, which must be called when the file has been read in its entirety so that the user can listen to the audio again. Previously, this worked, although according to the documentation, as I understand it, if the file is played completely, onEnded should be called. What am I doing wrong and most importantly why the problem is only for iPhones?
I would be very grateful for any help.
Hi I'm developing Samsung app with SDK and emulator 4.5. I have a issue..The App shows by videoPlayer some videos loaded on server. My issue is: when the video play and I push button STOP, the video stops and the screen becomes black..I'd like to show the screen with the first frame of the video.
I have tried to do:
sf.service.VideoPlayer.setKeyHandler(tvKey.KEY_STOP, function()
{
if(Popup.getPopup()==Popup.getNPOPUP() && Similars.getOpenS()==false){
//videoPlayer.enterVideo(videoPlayer.url,videoPlayer.title,videoPlayer.from,videoPlayer.axoid,videoPlayer.nid); //riparte l'esecuzione del video
sf.service.VideoPlayer.stop();
videoPlayer.play();//insert function play
sf.service.VideoPlayer.pause();// stop video
videoPlayer.setFullScreen();
sf.service.VideoPlayer.show();
sf.service.VideoPlayer.pause();//stefa
}
});
I have inserted:
videoPlayer.play();//insert function play
sf.service.VideoPlayer.pause();// stop video
The play works but the pausa command not work
How can I do? Have you got a solution?
Thanks
I have inserted below
sf.service.VideoPlayer.stop();
setTimeout(function(){sf.service.VideoPlayer.pause();},2000); //delay function called of 2000 millisecond
I resolved my issue.
if delay time is not enough, you can increase the time to get the finish request.
I have an app that shows list of movies in a table view. When I play them one after another on device it works just great. But when I switch to Apple TV over AirPlay it doesn't work anymore. It play's the first video on ATV ok but after a switch to the next video the screen on ATV start blinking/flickering and after a few seconds it falls back playing on a device. I am using MPMoviePlayerController for playing stream videos.
I also found out that if previous video finished playing over AirPlay it tries to start the next one over AirPlay also. Is this intended behaviour?
Is this kind a related with property allowsAirPlay?
I think I've found a solution. Before you switch playing another video you should stop the previous one:
[self.moviePlayer stop];
This is not needed if you are not playing via AirPlay cos the next video will automatically stop previous one by nature - you can not play two videos at once.
But If you do play video over AirPlay you need to stop previous one first and than play the next one.
This solution works for me.
I have an audio app that is having some problems with the way iOS 5 has changed audio behaviors. When my app's audio is playing (AVAudioSessionCategoryPlayback), and a Clock.app alarm or timer is fired from the OS, the UIAlertView notification pops up, but without the audio alert. My application sound ducks fine to get out of the way of the audio alert, but the alarm app's audio alert does not sound.
Naturally, tons of support requests poured in over the iOS 5 change. I have solved this temporarily by setting kAudioSessionProperty_OverrideCategoryMixWithOthers which lets the alarm audio come through, but there are a few very undesirable side-effects when doing this:
Other app's audio can play with/over mine.
The remote control events are not routed to my app, but to iPod.app.
None of the above drawbacks are acceptable for my app's requirements. I have been hacking away at this for some time now but haven't been able to crack it. How can I setup my audio such that:
My app's audio still uses the AVAudioSessionCategoryPlayback category for background audio.
The Clock.app alarms still have their audio alerts make sound
The app still responds to remote control notifications
After writing this question I went to file a bug report on this. I created a small sample project that I thought would replicate the issue, but I could not replicate it! This caused me to dig in deep once again and try to figure out what was up here…
I fired up an iOS alarm, then I placed a break point in audioPlayerBeginInterruption: and traced through my code line by line in the debugger. I noticed that before my code ran (while I was paused in the debugger), the iOS 5 alarm was sounding! Luckily it still sounded even as I was stepping through my app, so I was able to figure out which pieces of code specifically caused it to stop sounding.
Part of my interruptionHandler is to (obviously) stop the internal audio of my app to let the interruption come through. I never thought to inspect this method before, but turns out the problem existed in there. My stop method would call prepareToPlay immediately after stopping to make resuming faster the next time.
[self.player stop];
[self.player prepareToPlay]; // <- iOS 5 alarm sound stopped here.
The docs state the prepareToPlay method
preloads buffers and acquires the audio hardware needed for playback, which minimizes the lag between calling the play method and the start of sound output.
Sounds reasonable, and this worked for lesser iOS versions. My hypothesis is that must have made a change to the Clock.app alarm system such that the new alarm sounds use the hardware, whereas before it used the software. This is what I think is causing the iOS 5 alarms to be silent in some apps.
Removing the prepareToPlay lines caused the alarm to sound without using kAudioSessionProperty_OverrideCategoryMixWithOthers, thus solving all my issues laid out in this question.
TL;DR
Remove the prepareToPlay calls from your stop sound code logic. It will take a microsecond longer to start later, but will allow interruptions to sound.
I have used:
[UIApplication sharedApplication].idleTimerDisabled = YES;
in a number of Apps developed and running under iPhone OS 2.x and never had any problems with it. They were clock apps so needed to run constantly and ignore the iPhone's idle Timer setting.
However, trying to achieve the same with a new App running OS 3.0 (and which needs to be deployed under 3.0 as it uses some 3.0 APIs) I've found the idle Timer to be either ignored or inconsistent.
My App plays music from the iPod library and when the music is playing it auto-locks regardless of the above setting. But once you unlock it, it then doesn't auto-lock again unless you play music again, in which case it locks again after the iPhone auto-lock time setting.
I'm amazed no-one else has come across this as I imagine it would affect a large number of Apps.
Just to clarify:
1. The above code is in ApplicationDidFinishLaunching
2. I know that the phone won't auto-lock when testing from xCode regardless of settings
If anyone has any thoughts I'd be very grateful...
Our app uses the MPMediaPLayer. We also had the idleTimerDisabled=YES code in the ApplicationFinishedLaunching, which works EXCEPT if untethered, and there is already a current nowPlayingItem which is left playing (or unpaused, if paused at app startup). Obviously this is all with the Settings -> General -> Autolock set to some timed value.
By adding idleTimerDisabled=NO, immedately followed by idleTimerDisabled=YES in one of the other bits of code AFTER we had figured out what bit of music we would get playing seemed to solve the problem. Just setting it to YES was insufficient.. and subsequent queries had always indicated the correct value (YES).. so it appears the Apple code ignores the setting of the value IF there is a current piece of music and that is not changed by your code.. but does notice a change of value.
This is all under iOS 3.0.
Even in 2015, using iOS 8.2, this bug is still alive and kicking.
Here's my solution, using XCode 6.2.
iPhone - phone goes to sleep even if idleTimerDisabled is YES
Basically, even now, in 2015, the only way to safely make sure that the device doesn't go to sleep is to repeatedly call a piece of code to keep the device awake.
-(void)callEveryTwentySeconds
{
// DON'T let the device go to sleep during our sync
[[UIApplication sharedApplication] setIdleTimerDisabled:NO];
[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
}
Sounds like a bug, file with Radar - I am not too surprised this has not been seen much as there are probably not a lot of apps that try to lock the screen open and play music.
Having same issue. It does work when the device is plugged in. You can press lock button on top, and my NSTimer fires later and causes a vibrate. However if the device is not plugged in pressing the lock button puts the device to sleep. Any solution would be greatly appreciated.
iCodeblog posted about the idletimer, I said it didn't work, and the person who develops 'cute clock' was nice enough to reply. You have to do a hack, play a 1 second or longer silent sound every 10 or so seconds with NSTimer. This keeps the device awake even if the user hits the lock button.
I develop Seconds - Interval Timer for iPhone and iPod touch and I've had no end of trouble with this. The idea of my app is that people create timers based on a number of intervals where each interval can have it's own playlist or track played.
In iOS3 I had the problem that I couldn't disable the idle timer by just setting idleTimerDisabled = YES. In the end I came up with the same solution as Neil whereby I would periodically set it to NO, then immediately to YES again. This seemed to work.
I'm now updating the app to iOS4 (I know, iOS5 is just around the corner...) and now I have the opposite problem. If the MPMediaPlayer changes track before the idle timer reaches it's limit it gets reset. I've just tested this by creating an interval in my app that was 55 seconds, my auto-lock was set to a minute. At 50 seconds the screen dimmed as it prepared to lock, but at 55 seconds when the music changed it went back to full brightness and then didn't lock as it should.
Overall, the implementation of this seems flakey at best.