MLAudioPlayer

1.2.1

AudioPlayer for Swift projects
micheltlutz/MLAudioPlayer

What's New

v1.2.1

2019-06-13T11:30:11Z

Add

  • Load audio after ...

In some cases it is necessary to delay loading the audio until some other screen loading for example is completed. for these cases it is possible to configure the player in this way.

Usage:

//set autoload to false
let mlAudioPlayer = MLAudioPlayer(urlAudio: "http://youraudio.mp3",
                                          config: nil,
                                          isLocalFile: false, autoload: false)

/**
Example: Loading after using
Post to .MLAudioPlayerNotification userInfo = ["action": MLPlayerActions.load]
*/
override func viewWillAppear(_ animated: Bool) {
        super.viewWillAppear(animated)
        NotificationCenter.default.post(name: .MLAudioPlayerNotification, object: nil,
                                        userInfo: ["action": MLPlayerActions.load])
    }


On viewWillAppear Player starting load

  • Config start volume MLPlayerConfig.initialVolume

Fix

  • Multiple audios loading in same context
  • Bug animation when change tab or pageControll swipe

MLAudioPlayer

   

Swift Version Platforms License

Swift Package Manager Carthage compatible CocoaPods compatible

AudioPlayer for Swift projects

Requirements

  • iOS 10.0+
  • Xcode 10.0+

Installation

Dependency Managers

CocoaPods

CocoaPods is a dependency manager for Cocoa projects. You can install it with the following command:

$ gem install cocoapods

To integrate MLAudioPlayer into your Xcode project using CocoaPods, specify it in your Podfile:

source 'https://github.com/CocoaPods/Specs.git'
platform :ios, '10.0'
use_frameworks!

pod 'MLAudioPlayer', '~> 1.2.1'

Then, run the following command:

$ pod install
Carthage

Carthage is a decentralized dependency manager that automates the process of adding frameworks to your Cocoa application.

You can install Carthage with Homebrew using the following command:

$ brew update
$ brew install carthage

To integrate MLAudioPlayer into your Xcode project using Carthage, specify it in your Cartfile:

github "micheltlutz/MLAudioPlayer" ~> 1.2.1
Swift Package Manager

To use MLAudioPlayer as a Swift Package Manager package just add the following in your Package.swift file.

// swift-tools-version:4.2

import PackageDescription

let package = Package(
    name: "HelloMLAudioPlayer",
    dependencies: [
        .package(url: "https://github.com/micheltlutz/MLAudioPlayer.git", .upToNextMajor(from: "1.2.1"))
    ],
    targets: [
        .target(name: "HelloMLAudioPlayer", dependencies: ["MLAudioPlayer"])
    ]
)

Manually

If you prefer not to use either of the aforementioned dependency managers, you can integrate MLAudioPlayer into your project manually.

Git Submodules

  • Open up Terminal, cd into your top-level project directory, and run the following command "if" your project is not initialized as a git repository:
$ git init
  • Add MLAudioPlayer as a git submodule by running the following command:
$ git submodule add https://github.com/micheltlutz/MLAudioPlayer.git
$ git submodule update --init --recursive
  • Open the new MLAudioPlayer folder, and drag the MLAudioPlayer.xcodeproj into the Project Navigator of your application's Xcode project.

    It should appear nested underneath your application's blue project icon. Whether it is above or below all the other Xcode groups does not matter.

  • Select the MLAudioPlayer.xcodeproj in the Project Navigator and verify the deployment target matches that of your application target.

  • Next, select your application project in the Project Navigator (blue project icon) to navigate to the target configuration window and select the application target under the "Targets" heading in the sidebar.

  • In the tab bar at the top of that window, open the "General" panel.

  • Click on the + button under the "Embedded Binaries" section.

  • You will see two different MLAudioPlayer.xcodeproj folders each with two different versions of the MLAudioPlayer.framework nested inside a Products folder.

    It does not matter which Products folder you choose from.

  • Select the MLAudioPlayer.framework.

  • And that's it!

The MLAudioPlayer.framework is automagically added as a target dependency, linked framework and embedded framework in a copy files build phase which is all you need to build on the simulator and a device.

Embedded Binaries

  • Download the latest release from https://github.com/micheltlutz/MLAudioPlayer/releases
  • Next, select your application project in the Project Navigator (blue project icon) to navigate to the target configuration window and select the application target under the "Targets" heading in the sidebar.
  • In the tab bar at the top of that window, open the "General" panel.
  • Click on the + button under the "Embedded Binaries" section.
  • Add the downloaded MLAudioPlayer.framework.
  • And that's it!

Usage

You need these images files with named in your Assets

  • play
  • pause
  • refresh
  • playerLoad
  • thumbTracking
import MLAudioPlayer


//Default Sizes
//MLAudioPlayer.widthPlayerMini = UIScreen.main.bounds.width
//MLAudioPlayer.heightPlayerMini = CGFloat(216)

// For playing stream/online files
var mlAudioPlayer: MLAudioPlayer = {
    // For playing the stream/online files
    let mlAudioPlayer = MLAudioPlayer(urlAudio: "http://urlyouraudio.mp3")
    return mlAudioPlayer
}()

// For playing local storage files
var mlLocalAudioPlayer: MLAudioPlayer = {
    // For playing the stream/online files
    let mlAudioPlayer = MLAudioPlayer(urlAudio: "file://urlyourlocalaudio.mp3", isLocalFile: true)
    return mlAudioPlayer
}()


//Default Sizes
//MLAudioPlayer.widthPlayerFull = UIScreen.main.bounds.width
//MLAudioPlayer.heightPlayerFull = CGFloat(80)
var mlAudioPlayerMini: MLAudioPlayer = {
    var config = MLPlayerConfig()
    config.loadingText = "carregando"
    config.playerType = .mini
    config.tryAgainText = "TENTAR NOVAMENTE"

    let mlAudioPlayerMini = MLAudioPlayer(urlAudio: "http://urlyouraudio.mp3", config: config)
    return mlAudioPlayerMini
}()

//Can you listenign a player heightConstraint changes
mlAudioPlayer.didUpdateHeightConstraint = { constant in
	print("heightConstraint changed"
}

Start loading after...

In some cases it is necessary to delay loading the audio until some other screen loading for example is completed. for these cases it is possible to configure the player in this way.

//set autoload to false
let mlAudioPlayer = MLAudioPlayer(urlAudio: "http://youraudio.mp3",
                                          config: nil,
                                          isLocalFile: false, autoload: false)

/**
Example: Loading after using
Post to .MLAudioPlayerNotification userInfo = ["action": MLPlayerActions.load]
*/
override func viewWillAppear(_ animated: Bool) {
        super.viewWillAppear(animated)
        NotificationCenter.default.post(name: .MLAudioPlayerNotification, object: nil,
                                        userInfo: ["action": MLPlayerActions.load])
    }


On viewWillAppear Player starting load

MLPlayerConfig

Can you change any configuration on MLPlayerConfig

Properties to change infos on lock screen

class MLAudioPlayer {
	/// Define a Title Audio to show in block Screen
	public var titleAudio = ""
    /// Define a Title for album to show in lock Screen
    public var titleAlbum = ""
    /// Define a artist name to show in lock Screen
    public var artistName = ""
    /// Define a artwork to show in block Screen
    public var artwork: UIImage?
    /// Contains a current time audio
    public var currentTime: Double = 0.0
}

See available configurations:

//Default configurations:

MLPlayerConfig {
	labelsColors: UIColor? = UIColor(hex: "5C7A98")
	labelsFont: UIFont? = UIFont.systemFont(ofSize: 14)
	labelsLoadingFont: UIFont? = UIFont.boldSystemFont(ofSize: 14)
   labelsTimerFont: UIFont? = UIFont.systemFont(ofSize: 12)
	playerType: MLPlayerType? = .full
	loadingText: String? = "loading"
	loadErrorText: String? = "Could not load"
	tryAgainText: String? = "TRY AGAIN"
	tryAgainFont: UIFont? = UIFont.systemFont(ofSize: 14)
	tryAgainColor: UIColor? = UIColor(hex: "246BB3")
	imageNamePlayButton: String? = "play"
	imageNamePauseButton: String? = "pause"
	imageNameLoading: String? = "playerLoad"
	imageNameTrackingThumb: String? = "thumbTracking"
	trackingTintColor: UIColor? = UIColor(hex: "246BB3")
	trackingMinimumTrackColor: UIColor? = UIColor(hex: "246BB3")
	trackingMaximumTrackColor: UIColor? = UIColor(hex: "B3C4CE")
	progressTintColor: UIColor? = UIColor(hex: "B3C4CE")
	progressTrackTintColor: UIColor? = UIColor(hex: "B3C4CE").withAlphaComponent(0.5)
	widthPlayerFull: CGFloat? = UIScreen.main.bounds.width
	heightPlayerFull: CGFloat? = 177
	widthPlayerMini: CGFloat? = UIScreen.main.bounds.width
	heightPlayerMini: CGFloat? = 50
	initialVolume: Float? = 0.7
}

Using Notification Center

Usage:

NotificationCenter.default.post(name: Notification.Name.MLAudioPlayerNotification, 
										object: nil,
										userInfo: ["action":MLPlayerActions.stop])

Available Actions for MLAudioPlayer

 - play
 - pause
 - stop
 - reset

Can you change the images names

	var config = MLPlayerConfig()
	config. imageNamePlayButton = "customPlayButton"

 

Demo

On this project change target for MLAudioPlayerDemo Build and Run

Docs

See Documentation

MLAudioPlayer Docs (46% documented)

Contributing

Issues and pull requests are welcome!

Todo

  • Play local files (Thanks @maclacerda)
  • Suporte a Notification center to stop background audio
  • Migrate to Swift 4.2 (Thanks @maclacerda)
  • Migrate to Swift 5
  • Implementing MPRemoteCommandCenter
  • Player type with cover image for audio
  • 100% documented
  • Callbacks for HelthKit

Author

Michel Anderson Lutz Teixeira @michel_lutz

Contributions

License

MLAudioPlayer is released under the MIT license. See LICENSE for details.

Description

  • Swift Tools
View More Packages from this Author

Dependencies

  • None
Last updated: Sat Oct 19 2024 00:29:28 GMT-0900 (Hawaii-Aleutian Daylight Time)