A Better(Maybe) iOS Audio Stream & Play Swift Framework
import APlay ... let url = URL(string: "path/to/audio/resource")! let player = APlay() player.eventPipeline.delegate(to: self, with: { (target, event) in // event handling }) player.play(url) ...
This project can only run in DEBUG mode,cause optimization mode will pause the decode loop.
if install with CocoaPods, add this block of code in your podfile
post_install do |installer| installer.pods_project.targets.each do |target| target.build_configurations.each do |config| swiftPods = ['APlay'] if swiftPods.include?(target.name) config.build_settings['SWIFT_OPTIMIZATION_LEVEL'] = '-Onone' end end end end
Run ./generate_docs.sh
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CPU-friendly design to avoid excessive peaks
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Support seek on WAVE, and FLAC(with seektable)
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Support all type of audio format(MP3, WAVE, FLAC, etc...) that iOS already support(Not fully tested)
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Digest(Tested), Basic(not tested) proxy support
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Multiple protocols supported: ShoutCast, standard HTTP, local files
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Prepared for tough network conditions: restart on failures,restart on not full content streamed when end of stream
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Metadata support: ShoutCast metadata, ID3V1, ID3v1.1, ID3v2.2, ID3v2.3, ID3v2.4, FLAC metadata
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Local disk storing: user can add folders for local resource loading
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Playback can start immediately without needing to wait for buffering
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Support cached the stream contents to a file
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Custom logging module and logging into file supported
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Open protocols to support customizing.
AudioDecoderCompatible,ConfigurationCompatible,LoggerCompatible...
Carthage github "CodeEagle/APlay"
CocoaPods pod 'APlay'
- Airplay2 support(Maybe not)
- AudioEffectUint support