我需要在我的 OpenGL 应用程序中无限期地再现视频(在视频结束时重新启动视频)。为此,我正在尝试利用 AV 基础。我创建了一个 AVAssetReader 和一个 AVAssetReaderTrackOutput,并利用 copyNextSampleBuffer 方法获取 CMSampleBufferRef 并为每个帧创建一个 OpenGL 纹理。
NSString *path = [[NSBundle mainBundle] pathForResource:videoFileName ofType:type];
_url = [NSURL fileURLWithPath:path];
//Create the AVAsset
_asset = [AVURLAsset assetWithURL:_url];
//Get the asset AVAssetTrack
NSArray *arrayAssetTrack = [_asset tracksWithMediaType:AVMediaTypeVideo];
_assetTrackVideo = [arrayAssetTrack objectAtIndex:0];
//create the AVAssetReaderTrackOutput
NSDictionary *dictCompressionProperty = [NSDictionary dictionaryWithObject:[NSNumber numberWithInt:kCVPixelFormatType_32BGRA] forKey:(id) kCVPixelBufferPixelFormatTypeKey];
_trackOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:_assetTrackVideo outputSettings:dictCompressionProperty];
//Create the AVAssetReader
NSError *error;
_assetReader = [[AVAssetReader alloc] initWithAsset:_asset error:&error];
if(error){
NSLog(@"error in AssetReader %@", error);
}
[_assetReader addOutput:_trackOutput];
//_assetReader.timeRange = CMTimeRangeMake(kCMTimeZero, _asset.duration);
//Asset reading start reading
[_assetReader startReading];
在我的 GLKViewController 的 -update 方法中,我调用以下内容:
if (_assetReader.status == AVAssetReaderStatusReading){
if (_trackOutput) {
CMSampleBufferRef sampleBuffer = [_trackOutput copyNextSampleBuffer];
[self createNewTextureVideoFromOutputSampleBuffer:sampleBuffer]; //create the new texture
}
}else if (_assetReader.status == AVAssetReaderStatusCompleted) {
NSLog(@"restart");
[_assetReader startReading];
}
在 AVAssetReader 处于读取状态之前一切正常,但是当它完成读取并且我尝试使用新调用 [_assetReader startReading] 重新启动 AVAssetReading 时,应用程序崩溃而没有输出。我做错了什么?完成阅读后重新启动 AVAssetReading 是否正确?