Showing posts with label framework. Show all posts
Showing posts with label framework. Show all posts

Friday, January 25, 2013

Playing Music from iOS Music Playlist with Unity3D


With this simple coding you can play a playlist on your device from your Unity3D Game. Why license royalties when you can get the user to do it for you per individual basis.  I am using this in my game Snowboarding+ (see gameplay demo above). If there is no music on your device it'll finally play the local music in your Unity 3D app. This plays the playlist called Snowboarding+

in AppController.mm (also add MediaPlayer.framework):

#include <MediaPlayer/MediaPlayer.h>


- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
[self playMusic];
}


- (void) playMusic {
  // Instantiate a music player
    MPMusicPlayerController *appPlayer = [MPMusicPlayerController applicationMusicPlayer];
    
    // Shuffle all songs
    [appPlayer setShuffleMode:MPMusicShuffleModeSongs];
    
    // Assume we will not find our playlist
    BOOL playlistFound = NO;
    
    // Get a collection of all playlists on the device
    MPMediaQuery *playlistsQuery = [MPMediaQuery playlistsQuery];
    NSArray *playlists = [playlistsQuery collections];
    NSString *plus;
    plus = @"all";
    // Check each playlist to see if it is the right one
    for (MPMediaPlaylist *playlist in playlists) {
        NSString *playlistName = [playlist valueForProperty: MPMediaPlaylistPropertyName];
        if ([playlistName isEqualToString:@"Snowboarding+"]) {
            // Add the playlist to the player's queue and get out of here
            [appPlayer setQueueWithItemCollection:playlist];
            playlistFound = YES;
            plus = @"snowboarding+";
            break;
        }
    }
    
    // If no playlist found, just play All playlist
    if (!playlistFound) {
        for (MPMediaPlaylist *playlist in playlists) {
            NSString *playlistName = [playlist valueForProperty: MPMediaPlaylistPropertyName];
            if ([playlistName isEqualToString:@"All"]) {
                // Add the playlist to the player's queue and get out of here
                [appPlayer setQueueWithItemCollection:playlist];
                playlistFound = YES;
                plus = @"all";
                break;
            }
            else
            {
                //IF NO ALL play a random song
                [appPlayer setQueueWithQuery: [MPMediaQuery songsQuery]];
                plus = @"random";
            }
        }

    }
    
    // Start playing from the beginning of the queue
    [appPlayer play];
    
    if (appPlayer.playbackState == MPMusicPlaybackStatePlaying)
{                
UnitySendMessage("Camera", "isPlaying","TRUE");
NSLog(@"%@ is playing",plus);}
            else
{
                UnitySendMessage("Camera", "isPlaying","FALSE");
NSLog(@"internal music from Unity3D App is playing");}

}
}

In Unity 3D add the following to the Script on your Camera or any game object from above:

var isMusicPlaying: boolean = false;

@script RequireComponent(AudioSource)

function Start() {
    // Delay a clip by 10 sec (44100 samples)
  #if UNITY_EDITOR || UNITY_ANDROID || UNITY_OSX
      audio.Play(44100 * 5);     
   #endif

}

function isPlaying(message:String)
 {
  if (message == "TRUE") {isMusicPlaying = true; audio.Stop(); }
  if (message == "FALSE") {isMusicPlaying = false;  audio.Play();  }

  Debug.Log("Is the Music Playing from Device? " + message);
 }

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