AndroidPlayer | MediaPlayer abstraction that can set custom speed | Media library

 by   PaulWoitaschek Java Version: Current License: Apache-2.0

kandi X-RAY | AndroidPlayer Summary

kandi X-RAY | AndroidPlayer Summary

AndroidPlayer is a Java library typically used in Media applications. AndroidPlayer has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

MediaPlayer abstraction that can set custom speed. Including a fallback for non supported devices.
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            kandi-support Support

              AndroidPlayer has a low active ecosystem.
              It has 11 star(s) with 6 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 2 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AndroidPlayer is current.

            kandi-Quality Quality

              AndroidPlayer has 0 bugs and 0 code smells.

            kandi-Security Security

              AndroidPlayer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              AndroidPlayer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              AndroidPlayer is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              AndroidPlayer releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.
              AndroidPlayer saves you 549 person hours of effort in developing the same functionality from scratch.
              It has 1285 lines of code, 98 functions and 5 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed AndroidPlayer and discovered the below as its top functions. This is intended to give you an instant insight into AndroidPlayer implemented functionality, and help decide if they suit your requirements.
            • Changes the speed of a sound
            • Flushes the stream into the output stream
            • Read a float array from the stream
            • Adds the given float samples to the input buffer
            • Adds the given short samples to the input buffer
            • Reads unsigned byte data from the stream
            • Reads an unsigned byte from the stream
            Get all kandi verified functions for this library.

            AndroidPlayer Key Features

            No Key Features are available at this moment for AndroidPlayer.

            AndroidPlayer Examples and Code Snippets

            No Code Snippets are available at this moment for AndroidPlayer.

            Community Discussions

            QUESTION

            Android resource linking failed. See the console for details
            Asked 2022-Feb-06 at 13:51

            Can someone please help making sense of this? My project in Unity is no longer building after I changed the "company name" field in Project Settings, the android dependency resolver ran and undoing name change doesn't fix the problem. I have tried many solutions but changing the Gradle version hasn't helped nor did changing the target Android API.

            ...

            ANSWER

            Answered 2022-Feb-06 at 13:51
            1. Copy /PlaybackEngines/AndroidPlayer/Tools/GradleTemplates/baseProjectTemplate.gradle to /Assets/Plugins/Android

            2. Edit it, change the version of the gradle plugin to 3.4.3

            Source https://stackoverflow.com/questions/71006901

            QUESTION

            Unity build APK failed. Could not resolve com.facebook.android:facebook-applinks
            Asked 2021-Dec-18 at 13:52

            When I build my Unity project APK, I get an error about gradle build failed. Digging into the log I see it's because the bintray GET request return 502 error:

            Could not GET 'https://dl.bintray.com/ironsource-mobile/android-sdk/com/facebook/android/facebook-applinks/maven-metadata.xml'. Received status code 502 from server: Bad Gateway

            I'm using Facebook SDK 11.0.0 for Unity. Unity version 2019.4.17, build target Android ARM64. In Preference > External Tools, I set Gradle to gradle 6.8

            Is there any way to fix this?

            Here's the full error log:

            ...

            ANSWER

            Answered 2021-Dec-18 at 13:52

            Looks like you're trying to download an old version of the facebook adapter (as mentioned in the conment - bintray is shutting down) IronSource latest integration shows that the artificat is now downloaded from a new location: https://developers.is.com/ironsource-mobile/android/mediation-networks-android/#step-2

            Replace your current integration and follow the unity integration guide as explained here: https://developers.is.com/ironsource-mobile/unity/mediation-networks-unity/#step-1

            It will resolve you're conflict.

            Source https://stackoverflow.com/questions/70299428

            QUESTION

            I am not able to build a Unity project for Android
            Asked 2021-Sep-30 at 04:00

            I made a 2d Game on Unity. But when I try "Build and Run" on Android, the below are the errors shown. I don't understand how to debug this or what to search on Google. Can anyone suggest/tell what to look for or how to solve this? Thank you.

            Error 1 ...

            ANSWER

            Answered 2021-Sep-27 at 15:51

            I've had to deal with this error quite a few times. It is due to the JAVA_HOME path variable not being properly set. You can either manually set it to the proper path, or force Unity to reset it.

            To have Unity reset the PATH variables, go to Edit -> Preferences -> External Tools. On this tab, un-check all of these boxes:

            Once un-checked, close Unity, re-open it, and then check all of them again. Try building once everything is checked - it should build without errors.

            Source https://stackoverflow.com/questions/69345865

            QUESTION

            CommandInvokationFailure: Gradle build failed. Unity
            Asked 2021-May-03 at 16:33

            I was trying to build my Unity game for android and I face this issue, please help with what to do. I am a beginner in unity and do not have much experience.

            Here is the error messages:

            ...

            ANSWER

            Answered 2021-May-03 at 16:33

            This is a common issue if you are building directly onto the external drive. Try to build directly on your hard drive.

            Source https://stackoverflow.com/questions/67312879

            QUESTION

            Addr2line 64bit tool
            Asked 2020-Sep-03 at 09:53

            Am looking for errors in the il2cpp build of Unity for android, according to this guide https://support.unity3d.com/hc/en-us/articles/115000292166-Symbolicate-Android-crash

            It specifies the 32 bit short address 0043a05c, which after executing the following command

            ...

            ANSWER

            Answered 2020-Sep-03 at 09:53

            Found the required utility for 64 bits. The 32-bit utility was located here

            Source https://stackoverflow.com/questions/63709153

            QUESTION

            Xamarin. Having trouble correctly implementing AudioManager AudioFocus activity and listeners
            Asked 2020-Feb-17 at 16:10

            I have a media podcast app built with xamarin forms and I am attempting to implement MediaManager's AudioFocus so my app can play well with other media apps. My main issue is being able to call RequestAudioFocus() when the user first clicks play and then also get the listener to work if another app starts playing media while my app is in the background. So both audios are not playing at the same time.

            If I stick this code in MainActivity then the request works fine but also I don't really want the request to happen when the user opens the app. I want it to happen when the user clicks play.

            I built a notification a while back that pops up a notification when the user first loads an episode that has a play/pause button in there as well that starts an activity to play/pause the episode. If I stick this code in that activity then everything works pretty well, even the listener in regard to other apps interfering. But again, I don't want to request audio focus only when they click the notification outside the app, I want it to start when they also click the play button inside the app.

            So now I've built out another activity (different than the notification one). But I don't completely understand yet how to call this activity. If someone could point me in the right direction that would be great. I've been researching docs and other tutorials but I could use a nudge in the right direction. Thanks for your time.

            One of the resources I am using can be found at https://www.sitepoint.com/managing-multiple-sound-sources-in-android-with-audio-focus/

            This returns false every time. Doesn't get past the initialization of AudioManager.

            ...

            ANSWER

            Answered 2020-Feb-17 at 13:04

            If I were you I would put both your Audio Focus code and your Audio Player code in a ForegroundService and not the Activity, this way you can navigate to different activities, without interrupting Audio Playback. You will need to do something like that anyways if you want playback when the App is in the background.

            Implementing a ForegroundService will also let you add buttons to your notification or if you are using one of the rich Audio Notification, then you can send intents directly to your ForegroundService from the buttons on the notification, rather than having to open up your App. So for your pending intents you could communicate directly with the service instead.

            Also when requesting audio focus, you need to respect whether the audio focus was granted or not. Right now you are just requesting it and throwing away the result. Only if the focus was granted you should start playing back the audio.

            Source https://stackoverflow.com/questions/60252047

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install AndroidPlayer

            The player is defined through a simple interface called MediaPlayer which works like the Android MediaPlayer. There is one little difference: Instead of setDataSource(String) and prepare() it simplifies that by skipping that state so you call prepare(Uri) directly.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/PaulWoitaschek/AndroidPlayer.git

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            gh repo clone PaulWoitaschek/AndroidPlayer

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            git@github.com:PaulWoitaschek/AndroidPlayer.git

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