I'm programatically changing focus in a tvOS app in response to a UISwipeGestureRecognizer. This all works fine, except there the nice 'boop' sound that plays when changing focus normally doesn't play, which makes the user experience a bit odd. Is there a way to programatically play this sound, or is there some other way I should be trying to handle the focus change?
You can make the button that is in focus have a background border in a different color or something.
In regards to sounds why don't you run a SKAction or play a AVFoundation file when changing focus.
You said you did all the focus stuff programmatically with gesture recognisers (I have done the same for my SpriteKit game) so I assume in the methods that get called when swiping you need to add the sound effect.
In my game those methods look something like this
func swipedRightTV() {
if menuButton.isFocused {
menuButton.isFocused = false
// play your sound here
playButton.isFocused = true
}
func swipeLeftTV() {
if playButton.isFocused {
playButton.isFocused = false
// play your sound here
menuButton.isFocused = true
}
If I have more than 2 buttons I use more if/else if statements in the methods, for simplicity tho I just used 2 in the example.
Does this help or are your methods totally different?
Related
I try to add a skip-intro-button (like Netflix) to the AVPlayerViewController of a tvOS movie app. I added it as subview to the contentOverlayView and when I let it appear I force giving it the focus with preferredFocusEnvironments. Everything's fine...
Until the user navigates somewhere else (e.g. seek bar or video asset info view). The button then loses focus (expected) and never can be focused again by user interaction.
I tried to:
add a UIFocusGuide()
put my button directly on the AVPlayerViewController's view
add a own subview, which contains the buttons to the AVPlayerViewController's view
add a own subview, which contains the buttons to the contentOverlayView
add several other buttons next to, below, above my button on the same subview (for each of the cases above)
The last approach shows that none of the other buttons can ever get focus by user interaction, so it seems, that, for the same reason, the skip-intro-button cannot be focused by the user. But what is this reason?
What is the right practice to add custom interaction elements to AVPlayerViewController?
Anyone any ideas?
Try to answer my main question "What is the right practice to add custom interaction elements to AVPlayerViewController?" myself:
Since I posted this question, 1.5 years ago, I didn't change the implementation of the skip intro feature very much. So whenever the user uses the remote, the button will lose focus and the only thing I changed is, that I hide the button whenever this happens, by implementing didUpdateFocus(in:with:), similar to this:
if let previouslyFocusedView = context.previouslyFocusedView {
if previouslyFocusedView == skipIntroButton {
changeSkipIntroButtonVisibility(to: 0.0)//animates alpha value
}
}
(I'm not completely sure, why I don't set it to isHidden = true)
However, in the meantime I had to implement a more complex overlay to our player, i.e. a "Start Next Video / Watch Credits" thing, with a teaser, some buttons, a countdown/progress bar and more. With the problems described above, it is obvious, that I couldn't go with the contentOverlayView approach.
So I decided to implement it the "traditional way", by presenting a complete UIViewController on top of the player's view, like this:
func showNextVideoOverlay() {
guard let nextVideoTeaser = nextVideoTeaser else { return }
let nextVideoOverlay = NextVideoAnnouncementViewController(withTeaser: nextVideoTeaser, player: player)
nextVideoOverlay.nextVideoAnnouncementDelegate = self
nextVideoOverlay.modalPresentationStyle = .overFullScreen
present(nextVideoOverlay, animated: true, completion: nil)
}
Of course the NextVideoAnnouncementViewController is transparent, so video watching is still possible. I turned out that this straight forward approach works pretty well and I really don't know, why I haven't thought about it, when implementing skip intro.
My colleagues in QA found one tricky thing, you should be aware of (and I think, I remember, that this is different with different Devices and different remotes and on different tvOS versions - try it):
The overlying view controller blocks most of the commands coming from the remote, respectively you can navigate inside the view controller without affecting the player - except the play/pause button. That one will pause the player, but it's not possible to resume from there. This is, because a playing (av)player always listens to this button, while a paused one doesn't. So I also had to implement something like this:
func addRemoteButtonRecognizer() {
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(playPauseButtonPressed))
tapRecognizer.allowedPressTypes = [NSNumber(value: UIPress.PressType.playPause.rawValue)]
self.view.addGestureRecognizer(tapRecognizer)
}
#objc func playPauseButtonPressed(sender: AnyObject) {
nextVideoAnnouncementDelegate?.remotePlayButtonPressed()
}
func remotePlayButtonPressed() {
if player?.playerStatus == .paused {
player?.play()
} else {
player?.pause()
}
}
I hope this helps some of you, who come by here and find no other answer.
Alright I've managed to make an almost web page style thing in flash. I have all the coding to navigate the pages finished, but now I'm having the issue of when I change pages my main page music continues while the other pages music begins. I.,m unsure of how to code this. can anyone help? also I already have click sound effects going for my buttons and they seem to be working fine. Don't know if that helps at all. I'm also using flash cs6 and don't want to go to cc, because the removal of the bone tool.
To stop a sound, you will need to use a SoundChannel object when you tell the sound to play. Then, with the reference to the SoundChannel, you can stop the sound before you exit the section.
// save this reference for later so you can stop the sound when you want..
var mySoundChannel:SoundChannel = mySound.play(); // Get a sound channel.
// Call this later
mySoundChannel.stop();
Without a SoundChannel to control it, the sound object will do its default behavior, which is to play to completion.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/SoundChannel.html
So, I'm pretty much a beginner in Flash and Actionscript (using AS3, as I said in the title), and I'm trying to make a basic escape the room game. I haven't gotten far, and right now that's because every time I test my game (or publish preview it) the graphics get this annoying outline. Here it is when tested: http://i305.photobucket.com/albums/nn228/chokingondrama/flash.png
Every outline corresponds to some object present in the game, most of which have an alpha component of 0 since they're on different sides of the room. This didn't happen before, but once I added the code that allowed the player to change their view with the arrow (each viewpoint/wall is a different frame) these appeared.
It's a little different when published to HTML, basically it just gives each image a white background: http://i305.photobucket.com/albums/nn228/chokingondrama/html.png
Also, it would be nice if somebody could give me advice on how to make sure importing to flash won't result in lower quality.
Thanks in advance. If needed, I'll post any part of the code.
Some tips:
Don't set alpha to 0, instead use the visible property, setting movieclip.visible = false will make it a lot more efficient.
As for the importing and quality, after you import to stage or library, bring up the library (ctrl + l), and right click on the file you imported, go to properties. If it's an image, set compression to lossless, and allow smoothing.
For audio, go to file-> publish settings, and change audio stream and audio event (whichever you might use) to 128kbps.
As for your main question, I need more info, if you want you can post your source. It might be because of how you are placing your graphics on the stage.
For each of your MovieClips in question:
Try disabling button mode and see if the rectangles go away.
movieClipName.buttonMode = false;
If that doesn't help, or you really want button mode, try setting
movieClipName.tabEnabled = false;
There's a chance that since you added keyboard interaction each of your MovieClips are now expecting to be selected by the user when they press the tab key, much like any normal web form.
tabEnabled in the docs
You could also try
movieClipName.focusRect = false;
focusRect in the docs
I've created a few buttons in Flash. I'm trying to make it so that if you click one button, the audio starts playing for that button. If you click another button, the active audio stops and the new audio of the button you clicked last start playing.
Any help please?
What you're describing is actually quite easy to do.
First things first, I recommend importing the audio into your Flash project. Alternatively, there is a way to play it directly from an external file. This is beyond the scope of my answer, so if you need help on that, you should post a question specifically covering it.
Assuming you have imported the audio file into your Flash project's library, make an as3 instance of it. (Right click the file in the library, click Properties --> ActionScript [tab] --> [Check] Export for ActionScript & [Enter name in] Class)
Now, create a definition of the sound in your code. (Assuming your two sounds were named "mySound1" and "mySound2" in the Class field of the previous step.)
var mySound1:Sound = new mySound1();
var mySound2:Sound = new mySound2();
Now, define your sound channel.
var mySoundChannel:SoundChannel = new SoundChannel();
There are two alternate ways of stopping one sound and playing another. The first is to create one function that does both every time. The second method is to create two formulas, one for "play" and one for "stop". You will need to decide which method works best for you. I'll use the two-function method below:
function stopSound():void
{
//This stops all sound in the sound channel.
//If there is nothing playing, nothing happens.
mySoundChannel.stop();
}
//In this function, we create an argument that allows us to tell the function
//what sound to we want it to play.
function playSound(soundname:String):void
{
mySoundChannel = this[soundname].play(0, 0);
}
[Note, you can tweak the play() properties to meet your needs, doing things like starting in the middle of the song, or looping it forever. 0,0 starts at the beginning, and doesn't loop. See the documentation for this.]
Now you hook up the event listeners for the buttons. (If you need help with event listeners, read the documentation.)
myButton1.addEventListener(Mouse.CLICK, btn1Click);
myButton2.addEventListener(Mouse.CLICK, btn2Click);
function btn1Click(evt:Event):void
{
stopSound();
playSound(mySound1);
}
function btn2Click(evt:Event):void
{
stopSound();
playSound(mySound2);
}
This should be enough information to get you started. In my game core, I actually have a custom class for dealing with sound playback that gives me the ability to repeat sounds, change volume, and keep sounds from conflicting with each other. I say that to emphasize that you can do quite a bit with the sound class. Do some digging in that documentation for ideas and help.
You may also consider putting a try-catch statement in the playSound function, since it will throw an reference error if you pass a name for a sound that doesn't exist.
I'm trying to create an EXE projector using flash 5.5 AS3 where I have a few videos (FLVs) to show (their location is right next to the exe file in the same directory) - each load in a different frame, and all of those videos should also have a full screen option to them. Those are original videos that people WILL want to watch in full screen. It's essential for the experience...
The problem(s) I currently have (after fixing the sound that didn't stop after going to a different video) are hard to describe, but I'll try really hard.
Ok, so when I click the full screen button on a video and watch it in full screen, I will eventually want to exit the full screen, so I click on the same icon at the bottom to exit full screen (or ESC button, it's the same) and then click the navigation button to go to the SECOND FLV's frame to watch the other video. After watching the second video in full screen and then exiting full screen, flash takes me to the FIRST video's frame and that is a big problem. Also, now the button that takes me BACK to the second video's frame won't work. It's like flash is stuck.
I use the Components --> FLVPlayback 2.5 from the componant menu (I don't really know AS3 programming) and I fix its properties in the component parameters.
Also, I don't think that any of the followings are the reason for the bug, but I use these 3 scripts to stop all sound when navigating away from one frame (with an FLVplayback) to
another frame with another FLVplayback:
MyFLV.stop();
SoundMixer.stopAll();
MyFLV.addEventListener(Event.REMOVED_FROM_STAGE,xyz);
function xyz(e:Event):void{
MyFLV.stop();
}
I've found these online where people asked help for the sound bug I described.
The third script was suppose to remove the FLVplayback from the stage before going to another frame, but it works only when NOT GETTING INTO FULL SCREEN. I need something that will COMPLETELY remove the previous video from the stage so after exiting the SECOND viewed video, flash won't take me to a video that from some reason is still in its memory. I have something like 30 videos in my project and I need to remove each and every one of them off of the stage before navigating to the next frame to open a new FLVPlayback.
I tried to add a link to a demo I made with the problem so you can look at it, but it triggered a "oops, something went wrong" error, probably anti spam mechanism...
I would recommend using only one frame and only one flvplayback instance. Otherwise you have to deal with weird bugs like the one you are getting (usually caused by misplaced or forgotten code). Of course, using only one frame requires using more code, but with the number of hard-fixes it looks like you were making for the bugs, you may end up with less code.
Don't worry, I'll walk you through everything!
Reasons to use code (as opposed to multiple frames):
Easier to keep track of:
Know where all your code is so you can easily find and fix any problems.
Make changes more easily
You want to switch an existing video? edit a file reference and you are done.
Want to add a video? no more dragging a new flvplayback instance onto a new frame just add some very simple code and a button and you're done.
More customization
Reasons to use multiple frames (and multiple flvplayback instances):
easier to place visually
Some people find it easier when they have an actual movieclip that they can visually place on the stage
Less code
Here we go:
//import flv library
import fl.video.*;
This allows you to use ActionScript to manipulate the flv player
//video playback code-----------------------//
var myVideo:FLVPlayback = new FLVPlayback();
this creates an instance of FLVPlayback called myVideo (referenced from now on in the code as myVideo)
this next chunk shows many of the customizable features of the flv player. It is not necessary to include them.
//places the video player on stage at x,y
myVideo.x = 115;
myVideo.y = -10;
//uses SkinOverPlayFullscreen.swf for controls
myVideo.skin = "SkinOverPlayFullscreen.swf";
//color of controls
myVideo.skinBackgroundColor = 0x333333;
//hide controls and time it takes controls to fade and reappear (milliseconds)
myVideo.skinAutoHide=true;
myVideo.skinFadeTime=300;
//add the player to the stage
addChild(myVideo);
And now comes the important part. I have made buttons and added them to the stage. I gave each of the buttons a different instance name (box1_btn, box2_btn, and box3_btn). When someone clicks on a button, an "event" will occur.
//button listener code-------------------------//
//when button 1 is clicked throw button 1 event
box1_btn.addEventListener(MouseEvent.CLICK, clicked1);
//when button 2 is clicked throw button 2 event
box2_btn.addEventListener(MouseEvent.CLICK, clicked2);
//when button 3 is clicked throw button 3 event
box3_btn.addEventListener(MouseEvent.CLICK, clicked3);
//play different videos for different buttons---------//
//when button 1 event is thrown
function clicked1($e:MouseEvent):void
{
//play video 1.flv
myVideo.source = "1.flv";
}
//when button 2 event is thrown
function clicked2($e:MouseEvent):void
{
//play video 2.flv
myVideo.source = "2.flv";
}
//when button 3 event is thrown
function clicked3($e:MouseEvent):void
{
//play video 3.flv
myVideo.source = "3.flv";
}
This code will not have any sounds that keep playing because two videos cannot play at the same time in one instance of the player. Nor will it have any mess-ups when you come out of fullscreen because there is only one frame for the video to go back to.
Some possible problems you may run into:
It doesn't work at all:
Make sure you have added an instance of FLVPlayback to the library by adding an instance to the stage from the components menu (window>>components or ctrl+F7) and then deleting it from the stage (it should still appear in the library).
The playback buttons I want aren't showing up:
There is a great explanation of how to use As3 to manipulate FLVPlayback here:
http://www.republicofcode.com/tutorials/flash/as3flvplayback/
find the section about "Applying a Skin to the FLVPlayback Component" and follow it to use an adobe playback skin. If you want to make your own unique skin I would recommend opening and editing one of the pre-made skins. I found mine in
C:\Program Files (x86)\Adobe\Adobe Flash CS6\Common\Configuration\FLVPlayback Skins\FLA\ActionScript 3.0
I hope this helps!
Below would be simplest way to unload the FLVPlayback
removeChild(MyFLV);
it works fine for me
flvPlayBack.stop();
removeChild(flvPlayBack);
stops the sound and removes the playback.