I'm working on an app in which the video is paused at 3 different intervals. After the second pause, if a button is clicked, it should start back from the previous location.
Eg. if it is currently paused at 1:30, then on click of a button, it goes to the previous bookmark, i.e. 00:45.
I thought using MediaPlayer.seekTo() will help me achieve this. But, seekTo() doesn't seek the position at all. The currentPosition stays the same even after a call to seekTo();
Here's my code.
mediaPlayer.setOnSeekCompleteListener(new OnSeekCompleteListener() {
#Override
public void onSeekComplete(MediaPlayer mp) {
Log.d("VID_PLAYER","Seek Complete. Current Position: " + mp.getCurrentPosition());
mp.start();
}
});
and somewhere below, I have this...
mediaPlayer.seekTo(45000);
What is the problem? Why isn't seekTo(); working?
Any help would be appreciated.
I am currently testing it on Android v4.0.3 (ICS)
Try the code snippet given below to achieve more accuracy in seeking to specific positions of the media.
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O)
mediaPlayer.seekTo(seekPosition,MediaPlayer.SEEK_CLOSEST);
else
mediaPlayer.seekTo((int)seekPosition);
Keep in mind that - as the accuracy increases, speed of seeking decreases. So while playing high resolution videos its advised not to use MediaPlayer.SEEK_CLOSESTmore often.
One of the reasons why Android is not able to do seekTo is because of strange encoding of the videos. For example in MP4 format so called "seek points" (i.e. search index) can be specified at the begining and at the end of the file. If they are specified at the begining of the file then seekTo will behave correctly. But if they are specified at the end of the file then seekTo will do nothing and video will start from the begining after seekTo.
This is confirmed bug-or-feature in Android 4.4.2.
P.S. On Youtube all videos are encoded with "seek points" at the begining of the file. So if you have this problem with seekTo in your app first of all check your app with some video files from Youtube. Perhaps you'll need to reencode your videos...
Does your problem have something to do with this bug:
https://code.google.com/p/android/issues/detail?id=4124
I recall encountering this about a year ago. I don't think I found a workaround at the time.
Since API 26, Android added a
seekTo(long msec, int mode);
By specifying a mode, we are able to tell to our MediaPlayer how to seek:
SEEK_PREVIOUS_SYNC: Has the same behavior as seekTo(int msec). It looks for the nearest 'seek point' (i.e. sync frame) backwards.
SEEK_NEXT_SYNC: Same as PREVIOUS, but looks forwards.
SEEK_CLOSEST_SYNC: This looks for the nearest sync frame given a msec time.
SEEK_CLOSEST: This seeks for the nearest frame given a msec time.
I faced a similar problem a couple days ago and by using SEEK_CLOSEST mode, this problem was solved.
For reference, check out these links: https://developer.android.com/reference/android/media/MediaPlayer.html#seekTo(long,%20int)
https://en.wikipedia.org/wiki/Video_compression_picture_types
Related
We are trying play audio from url (m3u8 file). Media player starts fine no issues. Audio also plays cleanly. Issue starts when do seek in the player. Behavior very strange. it seeks to the proper position then starts playing audio. After while it seeks again like couples seconds (better word is skips some seconds since it jumps to the position directly) and can be observed in the media playback time counter, again plays for a while again jumps some seconds and this continues till end of the media.
We have our custom seek bar which is nothing but a progressbar, and when we do seek the progress bar we send same seek position to media player by calling onseek() method.
Note: Issue Happens only Lollipop nexus devices(tablet and phone).
Strange observation jump happens only if the time counters last position 9
(i.e if mediaplayed 12:29[mm:ss] then will jump to some other random place 12:3X[mm:ss],again mediaplayed 12:39[mm:ss] then will jump to some other random place 12:4X [mm:ss] )
Why is it happening?
You should pass the outer manifest to the player. This should resolve your issue.
My app needs to record video with a maximum time of 8 seconds. This is already implemented with MediaRecorder.setMaxDuration(long milliseconds).
The app also needs a progress bar in the top and a label with a count down of the remaining time.
The problem here is that there's an offset between the UI and the MediaRecorder progress, and this leads to confusion in the user. For example, the user thinks that he/she recorded something because the progress in the UI said so, but the media recorder cut off the video a second earlier.
The challenge is to start the progress bar and counter at the exact same time as the recorder actually starts recording.
I've tried starting the timer after MediaRecorder.start(), in a callback when the created file is modified for the first time, but I haven't found a way to achieve this in a correct way. We tried setting a hard coded offset to these values but of course it didn't work the same for every device.
I wish there was a callback from the MediaRecorder to inform that it has actually started to record the video, or maybe the current length.
Is the problem clear? Has someone solved this before?
MediaRecorder has known issues with cutting off audio early. I implemented a recorder with a button - clicking the button to stop the recorder would actually yield an audio file with the last second cut off.
Not sure if your UI offset is a separate issue, but I would try extending the MediaRecorder by half a second after the user attempts to end it. You can either do this by changing the maximum time to 8.5 seconds, or just using this line of code:
android.os.SystemClock.sleep(500);
hi ive been working on my app and have found a hurdle in an activity i just cant seem to overcome. the activity is essentially a large novelty piano with 8 keys that play sounds there are 6 buttons along the side that change the picture of the notes and the notes themselves, this i accomplished :-) now i would like to add a background song to each different set of notes (instruments) only when i do the app crashes i have set the mediaplayer at the top (globally?) using MediaPlayer mp; MediaPlayer mp2; etc and im using this in my code to check if any music is playing, stop it, release it, and then play the piece i want,
if(mp!=null&&mp.isPlaying()){
mp.stop();
mp.release();
}
if(mp2!=null&&mp2.isPlaying()){
mp2.stop();
mp2.release();
}
if(mp3!=null&&mp3.isPlaying()){
mp3.stop();
mp3.release();
}
mp3 = MediaPlayer.create(MusicActivity.this, R.raw.snaps);
mp3.setLooping(true);
mp3.start();
this again works but going from one to another and then back crashes the app. is there something else i should be doing? or is just an out of memory error?
EDIT--
Thanks to ranjk89 for his help
changed to soundpools but they wont stop ranjk89 suggests referring to the stream id and not the sound id looking for a little more clarification if possible i have
farmback =0;
drumback =0;
at the top then its loaded in oncreate using
drumback = sp.load(this, R.raw.snaps,1);
farmback = sp.load(this, R.raw.oldmacdonaldbeta,1);
and then way down, in the same method i change the button icons, not the same method i change all my other sounds for my notes i call
sp.stop(drumback);
sp.play(farmback, 1, 1, 0, -1, 1);
in one and
sp.stop(farmback);
sp.play(drumback, 1, 1, 0, -1, 1);
in another but there are 6 different instruments in total that all need a different backing track which should stop when the instrument is changed and play the one associated to it so something like
if (sp !=null && sp.isplaying()){
sp.stop();
sp.play(dumback);
}
but obviously this is not possible any help appreciated
My Initial reaction is, you shouldn't be using multiple MediaPlayer at all in the first place.
I would suggest you to use SoundPool as you can load all the media(audio) initially, once they are all loaded you can play them at will. Plus you won't have multiple players which would downsize the complexity of your code.
But if you do want to use Media player,
See this. But be aware that once you release you will not be able to reuse that instance of MediaPlayer. Even if you are using multiple MediaPlayers, do not call release on them unless you are sure you don't want to use them any more. Use stop()/prepare() combination.
For application doing too much work on the Main Thread,
If you either use a SoundPool or only one MediaPlayer and still bump in to the same issue, Use AsyncTask. Android dev site has a very good tutorial on this
I am trying to Seek to a particular location in a video in Android and I am completely stuck because of the inconsistencies it is showing in its behaviour. Here's a list of things I ve done
VideoView.Seekto goes to 5:19 for one video, 5:17 for one video and 5:32 for another for the same milliseconds(326000 ms)!
Since VideoView does not support onSeekListener, I've modified the
source VideoView and added support for it. Yet it does not pause and
start seeking from where I want it to - there is always a lag! The
onSeekListener is called immediately some 6 s before where I want it
to stop. In many cases the seek bar shows the right time and suddenly jumps back a few seconds even though I am calling video.start
from onSeekCompleteListener
Why is this so inconsistent ? Is there a definite way of seeking to where you want to go in milliseconds in videoview? I know I should use MediaPLayer + Surface but since VideoView is just a wrapper of the two I am modifying it at source but to no avail.
I am aware of this : http://code.google.com/p/android/issues/detail?id=9135
But is there any way to get around this and have a definite way of
1.) Seeking to the exact time in milliseconds
2.) Pausing and resuming at the exact time?
You have to wait for the seeking to complete.
VideoView does not have a OnSeekCompleteListener() but you can access the MediaPlayer from the onPrepared method of the VideoView and then set the OnSeekCompleteListener, like this :
videoView.setOnPreparedListener(new OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mp.setOnSeekCompleteListener(new OnSeekCompleteListener() {
#Override
public void onSeekComplete(MediaPlayer mp) {
//Seek completed. Move seekbar
}
});
}
});
10 years later and I came across the same question exactly.
Any way, for me, the solution was to use the mediaPlayer from inside VideoView (Android Oreo 8.0+):
Explanation:
videoView default seekTo function use mediaPlayer default seekTo function (source)
mediaPlayer default seekTo overload is the same as seekTo(long, int) with SEEK_PREVIOUS_SYNC mode, you should use SEEK_PREVIOUS_SYNC only if you want to seek to a sync frame that has a timestamp earlier than or the same as milliseconds given,
However, SEEK_CLOSEST will seek to a frame that may or may not be a sync frame but is closest to or the same as milliseconds.
I know this is not the proper solution to your question but take a look into this library that is being made over the Google's default video view
https://github.com/brianwernick/ExoMedia
It has all the functionality and more that is being supported by default video view.
You can use this video view and emVideoView.seekTo(1000); to jump to 1000 millisecond in the video. You can also have setOnSeekCompletionListener to do process when seek complete.
I solved this problem like this
the seekTo() function doesn't work in VideoView
I have some audio data (raw AAC) inside a byte array for playback. During playback, I need to get its volume/amplitude to draw (something like an audio wave when playing).
What I'm thinking now is to get the volume/amplitude of the current audio every 200 milliseconds and use that for drawing (using a canvas), but I'm not sure how to do that.
.
.
.
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** 2011/07/13 add following **
Sorry just been delayed on other project until now.
What I tried is run the following codes in a thread, and playing my AAC audio.
a loop
{
// int v=audio.getStreamVolume(AudioManager.MODE_NORMAL);
// int v=audio.getStreamVolume(AudioManager.STREAM_MUSIC);
int v=audio.getStreamVolume(AudioManager.STREAM_DTMF);
// Tried 3 settings above
Log.i(HiCardConstants.TAG, "Volume - "+v);
try{Thread.sleep(200);}
catch(InterruptedException ie){}
}
But only get a fixed value, not dynamic volume...
And I also found a class named Visualizer, but unfortunately, my target platform is Android 2.2 ... :-(
Any suggestions are welcome :-)
After days and nights, I found that an Android app project called ringdroid
can solve my problem.
It helps me to get an audio gain value array, so that I can use to to draw my sound wave.
BTW, as my experience, some .AMR or .MP3 can't be parsed correctly, due to too low bitrate...