Comments (7)
I used the iPhone demo app and took a bunch of sounds from http://sounddogs.com/results.asp?Type=3&CategoryID=3018&SubcategoryID=1
Result: all the sounds are not correctly played. Progress stops shortly +/- randomly.
I'd like to use this class in my project but unfortunately this issue is to huge!
from audiostreamer.
My MP3 file duration is 12.7 sec, but progress is stop at 9.5, but sound is hearing.
from audiostreamer.
I get the same bug, the "progress" stops 3 seconds before the actual song ends (for some reason)...
from audiostreamer.
I get the same bug.. watching this.
from audiostreamer.
Same here. There seems to be a partial but incomplete fix available here: http://stackoverflow.com/questions/7952318/audiostreamer-doesnt-show-the-correct-play-time.
from audiostreamer.
CHANGE:
if (sampleRate > 0 && ![self isFinishing])
{
if (state != AS_PLAYING && state != AS_PAUSED && state != AS_BUFFERING)
{
return lastProgress;
}
...
}
TO:
if (sampleRate > 0 && (state == AS_STOPPING || ![self isFinishing]))
{
if (state != AS_PLAYING && state != AS_PAUSED && state != AS_BUFFERING && state != AS_STOPPING)
{
return lastProgress;
}
...
}
in progress method
from audiostreamer.
I've added the change as suggested by azone. I haven't tested thoroughly but it shouldn't cause any problems. I'll close this when I've tested more thoroughly.
from audiostreamer.
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from audiostreamer.