I uploaded a sound to soundcloud, and due to image errors, the media will not play. I've deleted the file multiple times, but it keeps re-appearing without and with the image. However, in both cases, it claims the sound is not streamable. Someone please help me delete this sound and upload it properly.
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I was working on a project where I need to play a video stored in my google drive storage. I shared the video and made it available for anyone with a link and copied the link and created a direct link for the video. Direct links are required if we want to play the video from drive in unity video player. Everything works fine until it didn't. The video played in unity for about 4-5 times then suddenly it started throwing access denied error. Then after sometime maybe 20-30 mins it starts to work again. I can't understand why its is behaving like this is there a limit to access google drive files or something else.
Yes I can download the video and play it that way but I wanted to just play the video without downloading it.
I want to get all the audio files to my flutter app and play them.
As you can see all the audio files are already scanned and can be found in audio directory in phones. How do I get that directly without going anywhere.
Is there a way to get it from there.
I have tried to walk in all the folders but I thought it is not the good way.
I am building an audio player that downloads and plays audio files using flutter. The audio files must be kept secure from piracy. I tried to encrypt the downloaded files and decrypt them when the user asks to play. I wanted to delete the decrypted data when the app is closed but when I delete the file the background music player crashes.
Is there any standard way to achieve this in flutter?
It's hard to say without more informations (about the plugin you're using to play audio for example).
I'll take the case of AudioService.
AudioService work with a list of audio. Maybe you can try to empty this list before delete the decrypted data?
In your case, I think that your player try to read your audio after you delete it. The error may come from that point.
I have an iPad app which has a network connection from another iPad. On the client iPad, I want to be able to take data from a NSInputStream (which comes from the server iPad), and play it in MpMoviePlayer as it downloads from the server iPad.
I know that I can download the entire video, save it to a file, and open it in media player, but I want to be able to start playing before the full file has been downloaded.
I have NOT tried saving a chunk of it to the file and playing it, then adding to the file as it becomes available in the stream, because a) the file is likely to get locked, and b) the movieplayer is likely to open the file and read it into an internal cache, so adding to the file later won't (I don't think) play the new content. I'm willing to try it down the road, if nobody has any brilliant ideas, but I give it a very low likelihood of working - I'd guess a 10% chance of success.
If MpMoviePlayer had an initWithData method, I would simply give it a NSMutableData, and add to the data as it became available to the stream, but I don't see a method like that. Does anyone have any ideas for how I can do this?
I am in need for some help as I am stuck with a problem with my current IPhone application. I won't go into every details but the mainline is as follow:
I am currently playing videos from a remote URL. Everthing up to this point is working. But we need to add a certain validation as if the video exists on the local IPhone, play this version and otherwise, get the remote version. I get these informations from an XML feed and have the name of the video and it's remote URL.
I've implemented the ALAssetLibrary as a way to retrieve the locals video and transfered 3-4 videos with custom names. After some struggling, I could play these local video. But while I loop through them, all I get is names like 00001.jpg, etc.
Is there any way to get a local video name ? I don't mind if this needs another library but I would appreciate if someone could point me a way of doing it.
Thanks for your time,
AP
You don't have access to the local filenames, and even if you did those filenames would probably not be what you are expecting (i.e. Apple can and probably does rename them while saving them to the Camera Roll).
You can check the metadata on the ALAssetRepresentation for the video to see if a suitable name or other identifier can be found in there. You might also be able to retrieve the raw data and hash it, but that would fail if Apple does any recoding or metadata alteration when saving the video. If your program itself downloads and saves the videos to the Camera Roll using writeVideoAtPathToSavedPhotosAlbum:completionBlock:, you could store the returned assetURL to remember the correspondence. Or you could save the videos to your app's local storage instead of to the Camera Roll, but that would prevent the user from managing the videos with Apple's photo application and such.