I use AVPlayer to play an audio livestream via internet. I like to recover playback if it was paused for longer than 1 minute.
I call player.rate = 1.0 to resume. However if the stream was paused for >1 minute it does not play any more. I need to recreate AVPlayerItem in this case to make it work again.
So how can I catch this case, so I know the playback did not recover?
player.rate. It stays at 1.0 though. The player is not playing!currentItem.playbackBufferEmpty. It is not called in this case though.currentItem.status does not switch to .Failed. It does not change at all.The AVPlayer just seems to do nothing in this case. Any ideas?
I build a Playground code to demonstrate the issue:
import UIKit
import AVFoundation
// keep it running forever so it plays audio
import XCPlayground
XCPSetExecutionShouldContinueIndefinitely(true)
class AVPlayerTest {
let player = AVPlayer()
let streamurl = NSURL(string: "http://detektor.fm/stream/mp3/musik/")!
func startTest() {
let item = AVPlayerItem(URL: streamurl)
player.replaceCurrentItemWithPlayerItem(item)
player.play()
// give it some start time to build a buffer
NSTimer.scheduledTimerWithTimeInterval(2, target: self, selector: #selector(timerTickedToPause), userInfo: nil, repeats: false)
}
@objc func timerTickedToPause(timer: NSTimer) {
player.pause()
// pause now for some time. 90s is not enough.
NSTimer.scheduledTimerWithTimeInterval(120, target: self, selector: #selector(timerTickedToPlay), userInfo: nil, repeats: false)
}
@objc func timerTickedToPlay(timer: NSTimer) {
// try to resume playback
print(player.rate)
player.play()
print(player.rate)
// check in some seconds if it recovered
NSTimer.scheduledTimerWithTimeInterval(10, target: self, selector: #selector(timerTickedCheck), userInfo: nil, repeats: false)
}
@objc func timerTickedCheck(timer: NSTimer) {
// it reports rate = 1.0 but is not playing here though!
// there is no way to know for me it did not recover here!?
print(player.rate)
// recover by creating a new item works
let item = AVPlayerItem(URL: streamurl)
player.replaceCurrentItemWithPlayerItem(item)
player.play()
}
}
let test = AVPlayerTest()
test.startTest()
Use the timeControlStatus of the AVPlayer instance which "indicates whether playback is currently in progress, paused indefinitely, or suspended while waiting for appropriate network conditions."
let status = player.timeControlStatus
switch status {
case .paused:
print("timeControlStatus.paused")
case .playing:
print("timeControlStatus.playing")
case .waitingToPlayAtSpecifiedRate:
print("timeControlStatus.waitingToPlayAtSpecifiedRate")
if let reason = player.reasonForWaitingToPlay {
switch reason {
case .evaluatingBufferingRate:
print("reasonForWaitingToPlay.evaluatingBufferingRate")
case .toMinimizeStalls:
print("reasonForWaitingToPlay.toMinimizeStalls")
case .noItemToPlay:
print("reasonForWaitingToPlay.noItemToPlay")
default:
print("Unknown \(reason)")
}
}
}
I have the same issue but in my case, it occurs if I go into background while in the paused state. When I come back to forground .play() does not work. It gets stuck the waitingToPlayAtSpecifiedRate.evaluatingBufferingRate mode. At that point the AVPlayerItem.status instance is readToPlay.
At this time of writing whenever a startCommand is received I reset the AVplayer to be sure. But this seems clunky. Looking for a smoother solution.
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