我正在使用 Apple 的示例代码在
UICollectionViewCell
背景上播放视频。
我正在使用
AVPlayerLooper
,因为它是同一视频的迭代。
我的问题是,当视频到达结尾时,它会显示轻微的黑屏闪烁,也许它正在将视频搜索到0时间,我不确定。
这是代码:
Apple 协议
protocol Looper {
init(videoURL: URL, loopCount: Int)
func start(in layer: CALayer)
func stop()
}
Apple提供的Player Looper类
// Code from Apple
class PlayerLooper: NSObject, Looper {
// MARK: Types
private struct ObserverContexts {
static var isLooping = 0
static var isLoopingKey = "isLooping"
static var loopCount = 0
static var loopCountKey = "loopCount"
static var playerItemDurationKey = "duration"
}
// MARK: Properties
private var player: AVQueuePlayer?
private var playerLayer: AVPlayerLayer?
private var playerLooper: AVPlayerLooper?
private var isObserving = false
private let numberOfTimesToPlay: Int
private let videoURL: URL
// MARK: Looper
required init(videoURL: URL, loopCount: Int) {
self.videoURL = videoURL
self.numberOfTimesToPlay = loopCount
super.init()
}
func start(in parentLayer: CALayer) {
player = AVQueuePlayer()
player?.isMuted = true
playerLayer = AVPlayerLayer(player: player)
guard let playerLayer = playerLayer else { fatalError("Error creating player layer") }
playerLayer.frame = parentLayer.bounds
parentLayer.addSublayer(playerLayer)
let playerItem = AVPlayerItem(url: videoURL)
playerItem.asset.loadValuesAsynchronously(forKeys: [ObserverContexts.playerItemDurationKey], completionHandler: {()->Void in
/*
The asset invokes its completion handler on an arbitrary queue when
loading is complete. Because we want to access our AVPlayerLooper
in our ensuing set-up, we must dispatch our handler to the main queue.
*/
DispatchQueue.main.async(execute: {
guard let player = self.player else { return }
var durationError: NSError? = nil
let durationStatus = playerItem.asset.statusOfValue(forKey: ObserverContexts.playerItemDurationKey, error: &durationError)
guard durationStatus == .loaded else { fatalError("Failed to load duration property with error: \(String(describing: durationError))") }
self.playerLooper = AVPlayerLooper(player: player, templateItem: playerItem)
self.startObserving()
player.play()
})
})
}
func stop() {
player?.pause()
stopObserving()
playerLooper?.disableLooping()
playerLooper = nil
playerLayer?.removeFromSuperlayer()
playerLayer = nil
player = nil
}
// MARK: Convenience
private func startObserving() {
guard let playerLooper = playerLooper, !isObserving else { return }
playerLooper.addObserver(self, forKeyPath: ObserverContexts.isLoopingKey, options: .new, context: &ObserverContexts.isLooping)
playerLooper.addObserver(self, forKeyPath: ObserverContexts.loopCountKey, options: .new, context: &ObserverContexts.loopCount)
isObserving = true
}
private func stopObserving() {
guard let playerLooper = playerLooper, isObserving else { return }
playerLooper.removeObserver(self, forKeyPath: ObserverContexts.isLoopingKey, context: &ObserverContexts.isLooping)
playerLooper.removeObserver(self, forKeyPath: ObserverContexts.loopCountKey, context: &ObserverContexts.loopCount)
isObserving = false
}
// MARK: KVO
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if context == &ObserverContexts.isLooping {
if let loopingStatus = change?[.newKey] as? Bool, !loopingStatus {
print("Looping ended due to an error")
}
}
else if context == &ObserverContexts.loopCount {
guard let playerLooper = playerLooper else { return }
if numberOfTimesToPlay > 0 && playerLooper.loopCount >= numberOfTimesToPlay - 1 {
print("Exceeded loop limit of \(numberOfTimesToPlay) and disabling looping");
stopObserving()
playerLooper.disableLooping()
}
}
else {
super.observeValue(forKeyPath: keyPath, of: object, change: change, context: context)
}
}
}
我的集合视图单元格循环初始化
var looper: Looper? {
didSet {
configLooper()
}
}
func configLooper() {
looper?.start(in: layer)
}
我的集合视图委托用于单元格初始化
override func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: cellId, for: indexPath) as! FirstLaunchCollectionViewCell
let videoURL = Bundle.main.url(forResource: "video3", withExtension: "MOV")
cell.looper = PlayerLooper(videoURL: videoURL!, loopCount: -1)
return cell
}
将
loopCount
设置为-1
,以便视频无限次播放。
我尝试使用较小的视频大小文件,但它仍然在每次迭代结束时显示黑框。
您可以采取的另一种方法是添加一个观察者来完成视频,如下所示:
NotificationCenter.default.addObserver(forName: AVPlayerItemDidPlayToEndTime, object: self.player.currentItem, queue: nil, using: { (_) in
DispatchQueue.main.async {
self.player.seek(to: kCMTimeZero)
self.player.play()
}
})
我知道这个问题很老了,但是避免这种眨眼的最性能优化的方法(我有时有,有时没有,但似乎 AVFoundation 经常给我们带来惊喜)是使用 snapshotView,这是 Apple 优化的(可能是与负责 AVFoundation 的团队不同的团队)。
player?.play()
if snapshotView == nil {
if let snapshotView = snapshotView(afterScreenUpdates: true) {
playerView.insertSubview(snapshotView, at: 0)
snapshotView.snp.makeConstraints {
$0.edges.equalToSuperview()
}
self.snapshotView = snapshotView
}
}
这样您将把第一帧渲染为背景,而不是眨眼,这样对于用户来说它看起来是无缝的