I've asked this question twice before, with no real progress. After trolling countless forum after forum, I've come to ask again. The only progress so far with this is accessing the metadata of an AVURLAsset (using [AVURLAsset commonMetadata]). There are C libraries out there for writing id3 tags (such as id3lib) but none are configured for Cocoa Touch or even Xcode. Any sort of help would be appreciated, even a suggestion of the right direction to go would be greatly appreciated. If you solve the problem, you'll get an honorable mention in my finished app...
I just ported idlib3 to iOS and you can use it to modify the ID3 tag. An example project is also included. Check it here https://github.com/rjyo/libid3-ios
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I have tried to get a response on Github but with no activity about this issue there I will ask here.
I have been following the documentation and I am stuck when I have imported the WwiseResonanceAudioRoom mixer effect on the bus in Wwise and I do not see anything in the properties. I am not sure if I am supposed to? Right after that part of the documentation is says "Note: If room properties are not configured, the room effects bus outputs silence." I was wondering if this was the case and yes it outputs silence. I even switched the effect to see if it will just pass audio and it does just not with the Room effect, so at least I know my routing is correct.
So now this leads up to my actual question. How do you configure the plugin?? I know there is some documentation but there is not one tutorial or a step by step for us non code savvy audio folk. I have spent the better half of my week trying to figure this out b/c frankly for the time being this is the only audio spatialization plugin that features both audio occlusion, obstruction and propagation within Wwise.
Any help is appreciated,
Thank you.
I had Room Effects with Resonance Audio working in another project last year, under its former name, GVR. There are no properties on the Room Effect itself. These effect settings and properties reside in the Unity Resonance prefabs.
I presume you've follow the latter tutorial on Room Effect here:
https://developers.google.com/resonance-audio/develop/wwise/getting-started
Then what you need to do is to add the Room Effect assets into your Unity project. The assets are found in the Resonance Audio zip package, next to the authoring and SDK files. Unzip the Unity stuff into your project, add a room Effect in your scene and you should be able to see the properties in the inspector of the room object?
Figured it out thanks to Egil Sandfeld Here ! https://github.com/resonance-audio/resonance-audio-wwise-sdk/issues/2#issuecomment-367225550
To elaborate I had the SDKs implemented but I went ahead and replaced them anyways and it worked!
Is there a way to have the audio metering levels from the AVPlayer class?
I know that AVAudioPlayer does that, but it doesn't play streamed http .m3u8 urls , like AVPlayer does.
I do not know, specifically, if they privatized what you're looking for, but I do know the various high-level classes are usually just the tops of the pyramid for the lower level AV items. In any case, I do have good news...
Remember an AVPlayer uses an AVPlayerItem. The AVPlayerItem has assets (and an AVAudioMix). The AVAssets have the properties for modifying audio and video.
Unfortunately, the properties indicate they are "suggestions", not absolutes, but try this:
preferredVolume
If you reference the docs, AVPlayer->AVPlayerItem->AVAsset and voila. It might be what you're after.
Hope it's enough
There is a fork of audioStream link ,does what you want.
I had try avplayer for days ,but the end shows it can't. Likely i find the audioStream fork version.This code is 4 years old ,but still works good at ios7(change the demo target from ios3 to ios7).
I've recently found this GitHub project called SCWaveformView that helped me a lot, and I hope someone else out there could benefit from it as well.
Edit:
Actually the extension suggested by dev in the comments is quite nice, and you can find it here, the ACBAVPlayerExtension.
I want to render SVG images in iPhone without using a UIWebView. How can I do that?
I have checked these 2 links:
http://www.splashdust.net/2010/09/svgquartzrenderer-a-basic-iphone-sdk-compatible-svg-renderer/
https://github.com/splashdust/SVGQuartzRenderer
The above project on Github shows 102 errors showing UIKit framework missing and others and I are also not able to add that framework.
I think the application is for MacOS not for iOS.
http://maniacdev.com/2011/05/open-source-library-to-render-svg-graphics-as-core-animation-layers/
https://github.com/mattrajca/SVGKit
The project on the above url shows the error when i build the project.
Target specifies product type 'com.apple.product-type.framework', but there's no such product type for the 'iPhoneOS' platform.
Does anyone know how to solve that? Or other useful working examples that I can use for that? I want to render SVG's on iPhone.
UPDATE: I have got working SVGKit working by reading instructions. But when I tried to make project working which iI downloaded from Github (https://github.com/splashdust/SVGQuartzRenderer
) I got following errors:
1) UIKit/UIKit.h: No such file or directory (I am not able to add it using add existing framework)
2) Libxml/tree.h: No such file or directory
3) Expected specifier-qualifier-listbefore 'xmlParserCtxtPtr'.
Does anyone know that how to resolve it and make it work?
Jason Morrissey, author of the extremely excellent Alien Blue app, the best iOS Reddit client on the store (can you tell I'm a fan? I'm also a beta tester.) recently put up his SVGKit framework, which renders SVG images as Core Animation layers. I haven't used it, but I know it exists.
And then, look... if you're just getting lots of errors when you bring in other people's classes, my strong suspicion is that you're not following their "how to use" instructions. They'll mostly tell you what frameworks are required and what platforms they support. Every time I've tried to use something like this and had a compilation bloodbath, I've gone back and found some installation instruction step I missed.
I just managed to compile SVGFlashRenderer.
For iOS you need to open the project from the directory SVGRendererTouch.
And don't forget to separately download contents of the lib/MROGeometry dir from github (just follow the link in the source tree).
P.S. For me, the best working solution was SVGKit, but not the version from Jason Morissey (mentioned in another answer), but a fork from reklis. It has many bugs fixed and works in a much more correct way.
It's easy.
SVGKImage *svgImg = [SVGKImage imageNamed:#"add-control-panel"];
SVGKFastImageView *imgView = [[SVGKFastImageView alloc] initWithFrame:CGRectMake(10, 100, 420, 280)];
imgView.image = svgImg;
[self.view addSubview:imgView];
I want to write a simple media player which displays lyrics that are retrieved from the web.
I know once LyricWiki was such a source, but now no longer exists.
Does a new API or source for lyrics exist that I can use ?
When I do get the lyrics, how do I sync them with song ?
I know the MPMediaItem class has the MPMediaItemPropertyLyrics but this is cleary not enough for me cause this is only for songs from Itunes and not all of them have lyrics available.
I would appreciate any help or links that can I use to sort this issue.
A little Googling and I found a few options that might solve your problem:
First, LyricWiki does still exist. It's moved to lyrics.wikia.com. It seems that their API, however crops the lyrics, due to licensing.
LyricsFly
ChartLyrics. Looks the most promising to me, though I haven't actually tried any of the services myself (yet).
I'd like to hear which works for you the best, should any of them.
https://developer.musixmatch.com
it's an Official and Authorized lyrics api
The synced lyrics api are expensive. following do the job but dont know how expensive they are.
http://www.lyricfind.com
http://developer.echonest.com/sandbox/lyricfind.html
I need to write some code that will let me query a m4a file and extract the chapter information out. Including:
chapter name
chapter start time
chapter artwork
I did some quick searching and it seems this is viewed as proprietary information by Apple? I found some discussions, but most were from 2005. Also there have been some similar questions on here, but more for CREATING m4a files with chapters, not querying.
Is this just something I have to DIY, cause there isn't a nice apple API for me to use? Or am I missing something obvious?
Also, ideally I need whatever technique I end up using to work on the iPhone.
The metadata tags system is Apple-proprietary. To work with the tags, you have to (sigh) reverse-engineer it or work with a library that has already done this.
I found the following links, but honestly it seems like you will have to pull out the hex editor.
Binary format info (basic spec for generic tags)
Perl library for working with M4A files.
Turns out this is much simpler than talked about here in the "answers". Not sure if this works on the iPhone, but I just tested it in a command line app:
QTMovie* movie = [QTMovie movieWithFile:#"filename.m4a" error:nil];
NSInteger numChapters = [movie chapterCount];
NSLog(#"Number of Chapters: %d", numChapters);
NSArray* chapterArray = [movie chapters];
for ( NSDictionary* chapDict in chapterArray )
{
NSLog(#"%#", [chapDict objectForKey:#"QTMovieChapterName"] );
}
Easy as pie. DOH!
this library should solve your needs, but is not runnable on iphone without jailbreaking I would think. http://wmptagext.sourceforge.net/
oops if you need it to work on iphone there is probably an apple api to get this info. /me looks
it sounds like you need to play around with the ipodlibrary library....
http://developer.apple.com/iphone/library/documentation/Audio/Conceptual/iPodLibraryAccess_Guide/UsingTheiPodLibrary/UsingTheiPodLibrary.html#//apple_ref/doc/uid/TP40008765-CH101-SW1
If the files in question live in the iPod library,
maybe you can get your information via the MPMediaLibrary
query interface (3.0 upward).