I am trying to create a table view such that I am able to play videos . I am able to do this using AVPlayer and layer.
I want to add a custom play and pause button with a slider to the bottom of a video view.
AVPlayerController comes built in with these controls.
How can I implement these in AVPlayer. I have been looking for examples. But I haven't found any.
Are there any GitHub examples or code samples that I can follow? Any help will be really appreciated.
here I add the points , you need to customize based on your need.
Step-1
initially hide your AVPlayer
controls,
YourAVPlayerViewController.showsPlaybackControls = false
Step-2
create the structure like
one label for current Duration, One label for overall Duration, one UIbutton for pause and play your current player and one UISlider for seek The video.
step-3
initially close the simple steps.
first stop and play the player using button action , currentPlayer is your AVPlayer name.
@IBAction func handlePlayPauseButtonPressed(_ sender: UIButton) {
// sender.isSelected ? currentPlayer.pause() : currentPlayer.play()
if sender.isSelected {
currentPlayer.pause()
}
else {
currentPlayer.play()
}
}
second set the video duration, as like
let duration : CMTime = currentPlayer.currentItem!.asset.duration
let seconds : Float64 = CMTimeGetSeconds(duration)
lblOverallDuration.text = self.stringFromTimeInterval(interval: seconds)
third set the player current time to current duration label
let duration : CMTime = currentPlayer.currentTime()
let seconds : Float64 = CMTimeGetSeconds(duration)
lblcurrentText.text = self.stringFromTimeInterval(interval: seconds)
the following method is convert from NSTimeinterval to HH:MM:SS
func stringFromTimeInterval(interval: TimeInterval) -> String {
let interval = Int(interval)
let seconds = interval % 60
let minutes = (interval / 60) % 60
let hours = (interval / 3600)
return String(format: "%02d:%02d:%02d", hours, minutes, seconds)
}
finally we go for slider control for calulate the seek time
_playheadSlider.addTarget(self, action: #selector(self.handlePlayheadSliderTouchBegin), for: .touchDown)
_playheadSlider.addTarget(self, action: #selector(self.handlePlayheadSliderTouchEnd), for: .touchUpInside)
_playheadSlider.addTarget(self, action: #selector(self.handlePlayheadSliderTouchEnd), for: .touchUpOutside)
_playheadSlider.addTarget(self, action: #selector(self.handlePlayheadSliderValueChanged), for: .valueChanged)
lets we go for action, initially when touchbegin is start then stop the player
handlePlayheadSliderTouchBegin
@IBAction func handlePlayheadSliderTouchBegin(_ sender: UISlider) {
currentPlayer.pause()
}
set the current item label for calculate the
sender.value * CMTimeGetSeconds(currentPlayer.currentItem.duration)
@IBAction func handlePlayheadSliderValueChanged(_ sender: UISlider) {
let duration : CMTime = currentPlayer.currentItem!.asset.duration
let seconds : Float64 = CMTimeGetSeconds(duration) * sender.value
// var newCurrentTime: TimeInterval = sender.value * CMTimeGetSeconds(currentPlayer.currentItem.duration)
lblcurrentText.text = self.stringFromTimeInterval(interval: seconds)
}
finally move the player based on seek
@IBAction func handlePlayheadSliderTouchEnd(_ sender: UISlider) {
let duration : CMTime = currentPlayer.currentItem!.asset.duration
var newCurrentTime: TimeInterval = sender.value * CMTimeGetSeconds(duration)
var seekToTime: CMTime = CMTimeMakeWithSeconds(newCurrentTime, 600)
currentPlayer.seek(toTime: seekToTime)
}