Play a video clip outside of the video player

I agree the video API could be improved from the bare essentials we have now. Being able to receive callback events as to when the video is ready to play or completed would go a long way so we can better control the experience. Also the bug with orientation not working should hopefully be an easy fix? [import]uid: 8692 topic_id: 7555 reply_id: 48889[/import]

+1 [import]uid: 2176 topic_id: 7555 reply_id: 49838[/import]

+1 [import]uid: 79379 topic_id: 7555 reply_id: 51352[/import]

+1 [import]uid: 76002 topic_id: 7555 reply_id: 52022[/import]

+1 [import]uid: 64343 topic_id: 7555 reply_id: 52024[/import]

Any news on this very important topic? [import]uid: 21703 topic_id: 7555 reply_id: 52252[/import]

+1
My next game is going to start with an animated video sequence and I really need to be able to integrate it seamlesly into the game. Is there any hope to get improvements to video playback in the next few months?

Does Apple approve an app if it starts with wrongly oriented video playback? [import]uid: 13507 topic_id: 7555 reply_id: 52362[/import]

Okay. So I have been able to do this, but my technique is not successful on older iPhone devices. They choke and sputter. Basically, I just rip the still images out of a video, convert the stills to sprite sheets, yank the audio out, and then use EnterFrame events to constantly sync the images to the audio track.

You also need to pre-load the sprite sheets a second or two in advance, and constantly dump / dispose() of the old ones to prevent a serious memory overflow.

It DOES work. The downsides are this:

  1. It is a lot of work to do this for each video. (Tho there are ways around this, too.)
  2. The older iPhone, iPod devices can’t handle it. They skip a lot of frames. Event when the video only takes up 1/2 of the screen and the still images/sprite sheet image compression is very high.

When I have time, I might try it with WAV sound instead of MP3 to see if that makes a difference (reduce processor time for reading audio data? who knows, right?). But WAV files are so big I don’t even know if it is worth checking this out.

[import]uid: 10818 topic_id: 7555 reply_id: 52498[/import]

Bravo. Interesting to hear that works at all.

Had been considering trying a similar approach it but put off by the amount of fiddling around required. [import]uid: 11393 topic_id: 7555 reply_id: 52499[/import]

Thanks duneunit for your clever suggestion. I’m guessing that high quality fullscreen (1024x768) video on iPad is out of the question. [import]uid: 13507 topic_id: 7555 reply_id: 52501[/import]

@bedhouin: thanks!

@polygonblog:

Yeah, the size might be a bit much. High quality, fullscreen, not-so-likely. But the answer to this isn’t immediately clear to me. The memory size is an issue. (Forget about keeping an app below the 20MB store limit.) But the iPad has a processor that might be able to handle this. The 4th gen iPod touch I tried this on worked fine. And it uses the 960x640 retina display. (Tho it was treating the screen as 320x480, and the video size only covered 65% of the screen, it could run at 20 FPS.)

So my answer is maybe. 50/50. If that is the only device you want this to work on, this method *might* work. (Sorry. I imagine it is almost better to have a definitive ‘no’, isn’t it?)

[import]uid: 10818 topic_id: 7555 reply_id: 52504[/import]

Converting a video to a sprite sheet animation may work for short animations, but it’s really a horrible waste of memory, CPU and battery power since it can’t be compared to smooth, high quality MP4 compression. You will also run into audio/video synch issues, as mentioned before.

Also keep in mind that sprite sheets are restricted by the maximum texture size, which differs from device to device.

@ANSCA: it has been almost six month since the last official reply. What’s the current state of this feature now? Is it worth to wait for it or shouldn’t we expect any solution soon?

[import]uid: 10504 topic_id: 7555 reply_id: 52543[/import]

I will see what the latest is on this for you guys. [import]uid: 84637 topic_id: 7555 reply_id: 52573[/import]

@x-pressive: The method I was messing with gets around the memory problems and actually isn’t too far from MP4 file sizes. Texture memory usage never goes over 12MB even with buffering. And it syncs fine on new iOS devices using the EnterFrame event techniques.

But I agree with you that it is likely harder on the CPU and thus battery, and wouldn’t be good for anything more than a few minutes long. My method is NOT meant as a replacement for embedded MP4 compression, as MP4 would be much better in a number of ways. I’d prefer MP4. Just looking for a potential work-around in case an embedded/sizable MP4 feature isn’t forthcoming in the near future. [import]uid: 10818 topic_id: 7555 reply_id: 52604[/import]

+1
Are there any updates on this important feature? [import]uid: 91662 topic_id: 7555 reply_id: 56793[/import]

+1 [import]uid: 98060 topic_id: 7555 reply_id: 65126[/import]

+1, it would be a very nice feature [import]uid: 16142 topic_id: 7555 reply_id: 65128[/import]

Are there any news on this feature yet? We have some projects in planning that we had to stop until this feature is available. [import]uid: 10504 topic_id: 7555 reply_id: 65195[/import]

@Danny you have said you will tell us the status on this… over 3 months ago! :confused: [import]uid: 96906 topic_id: 7555 reply_id: 73189[/import]

Not being able to do anything until the video play back ends is a real problem.

It makes video use in an application impractical because the viewer of the video can’t skip it. As video playback is full screen only there is no space to put ui to even allow canceling.

At the very least there should be call backs for pause, stop, play etc, and a screen tapped callback because events seemingly aren’t propagated from the video view to the normal corona view.
[import]uid: 27242 topic_id: 7555 reply_id: 73444[/import]