Audio IOS RTMP live stream

Hi guys I hope that some of you will be able to help me.

I'm trying to stream audio from a live RTMP stream using the NetConnection and NetStream classes. I managed to get my app works without problem on Android, but I have some major difficulty make him play the audio back on iPad. Interestingly, it works in the device emulators when you are debugging, but I guess this isn't really an accurate representation. I tried streaming RTMP in AAC and MP3, but without success to be. I check through debugging that there haven't connected to the stream, however I just get no audio playback.

Everything I read on door to believe that this is possible on IOS that I'm only interested by audio and video not. Can anyone help?

Code example below (it's quick and dirty! ).

Thanks in advance!

<? XML version = "1.0" encoding = "utf-8"? >

" < = xmlns:fx s:View ' http://ns.Adobe.com/MXML/2009 "

xmlns:s = "library://ns.adobe.com/flex/spark" title = "Audio" creationComplete = "init ()" >

< s:layout >

< s:VerticalLayout paddingLeft = "10" paddingRight = "10".

paddingTop = "10" paddingBottom = "10" / >

< / s:layout >

< fx:Script >

<! [CDATA]

import flash.media.Video;

import flash.net.NetConnection;

to import flash.net.NetStream;

Import mx.core.UIComponent;

private var vid:Video;

private var videoHolder:UIComponent;

private var nc:NetConnection;

private var defaultURL:String = '[STREAM]. "

private var streamName:String = '[STREAMNAME]. "

private var ns:NetStream;

private var msg:Boolean;

private var intervalMonitorBufferLengthEverySecond:uint;

private function init (): void

{

vid = new Video();

VID. Width = 864;

VID. Height = 576;

VID. Smoothing = true;

Join the video of the scene

videoHolder = new UIComponent();

videoHolder.addChild (vid);

addEventListener (SecurityErrorEvent.SECURITY_ERROR, onSecurityError);

grpVideo.addElement (videoHolder);

Connect();

}

public void onSecurityError(e:SecurityError):void

{

trace ("error in security :");

}

public void connect (): void

{

NC = new NetConnection();

NC.client = this;

nc.addEventListener (NetStatusEvent.NET_STATUS, netStatusHandler);

nc.objectEncoding = flash.net.ObjectEncoding.AMF0;

NC. Connect (defaultURL);

}

public void netStatusHandler(e:NetStatusEvent):void

{

Switch (e.info.code) {}

case "NetConnection.Connect.Success":

trace ("audio - connected successfully");

createNS();

break;

case "NetConnection.Connect.Closed":

trace ("audio - Connection closed");

Connect();

break;

case "NetConnection.Connect.Failed":

trace ("audio - connection failed");

break;

case "NetConnection.Connect.Rejected":

trace ("audio - connection rejected");

break;

case 'NetConnection.Connect.AppShutdown ':

trace ("audio - application shutdown");

break;

case 'NetConnection.Connect.InvalidApp ':

trace ("audio - app connection not valid");

break;

by default:

trace ("audio-" + e.info.code + "-" + e.info.description);

break;

}

}

public function createNS (): void

{

trace ("NetStream creation");

NS = new NetStream (nc);

NC. Call ("FCSubscribe", null, "live_production"); Do not use this option if your CA requires it

ns.addEventListener (NetStatusEvent.NET_STATUS, netStreamStatusHandler);

vid.attachNetStream (ns);

OnMetaData and onCuePoint //Handle event reminders: solution to http://tinyurl.com/mkadas

//See another solution to http://www.Adobe.com/devnet/flash/QuickStart/metadata_cue_points/

var infoClient:Object = new Object();

infoClient.onMetaData = function MDGs (): void {};

infoClient.onCuePoint = function oCP (): void {};

NS.client = clientside;

ns.bufferTime = 0;

NS. Play (StreamName);

ns.addEventListener (AsyncErrorEvent.ASYNC_ERROR, asyncErrorHandler);

function asyncErrorHandler(event:AsyncErrorEvent):void {}

trace (Event.Text);

}

intervalMonitorBufferLengthEverySecond = setInterval (monPlayback, 1000);

}

public void netStreamStatusHandler(e:NetStatusEvent):void

{

Switch (e.info.code) {}

case "NetStream.Buffer.Empty":

trace ("audio - buffer empty :");

break;

case "NetStream.Buffer.Full":

trace ("audio - buffer full :");

break;

case "NetStream.Play.Start":

trace ("audio - beginning of the game :"); ")

break;

by default:

trace ("audio-" + e.info.code + "-" + e.info.description);

break;

}

}

public function monPlayback (): void {}

Print the current length of the buffer

trace ("audio - buffer length:" + ns.bufferLength);

trace ("audio - FPS:" + ns.currentFPS);

trace ("audio - delay Live:" + ns.liveDelay);

}

public function onBWDone (): void {}

Do nothing

}

public void onFCSubscribe(info:Object):void {}

Do nothing. Prevents the error if connection to CDN.

}

public void onFCUnsubscribe(info:Object):void {}

Do nothing. Prevents the error if connection to CDN.

}

[]] >

< / fx:Script >

< s:Group id = "grpVideo" >

< / s:Group >

< / s:View >

Just an update on this for all of you who come along after me.

I managed to get this working on the MP3 but not AAC (I guess just AAC is not taken in charge?).

My problem was the buffertime. Docs seemed to indicate that it should be set to 0 for live streaming, however he switch to "1" has solved my problem on the particular flow I pointed at.

So, essentially above the justchanged line:

ns.bufferTime = 0;

TO

ns.bufferTime = 1;

Would be nice to know if someone got AAFC works though...

Tags: Adobe AIR

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