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5 Commits

Author SHA1 Message Date
Jørgen Henrichsen e888c7954a Update Readme. Update podspec.
Bump version to 0.11.1.
2019-08-22 22:55:32 +02:00
Jørgen Henrichsen eea9aee4ec Merge pull request #74 from cbess/patch-1
Seek to initial time
2019-08-22 22:52:36 +02:00
Jørgen Henrichsen f2c95fa48c Merge branch 'master' into patch-1 2019-08-22 22:39:46 +02:00
Jørgen Henrichsen 5c8ac4da6b Update README
Remove incorrect recommendation to enable Remote Notifications.
2019-08-22 21:27:36 +02:00
C. Bess 5369d4f4e8 Seek to initial time
Use initial time operation, even for play when ready
2019-08-12 23:13:36 -05:00
3 changed files with 4 additions and 8 deletions
+2 -4
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@@ -25,13 +25,13 @@ SwiftAudio is available through [CocoaPods](http://cocoapods.org). To install
it, simply add the following line to your Podfile:
```ruby
pod 'SwiftAudio', '~> 0.11.0'
pod 'SwiftAudio', '~> 0.11.1'
```
### Carthage
SwiftAudio supports [Carthage](https://github.com/Carthage/Carthage). Add this to your Cartfile:
```ruby
github "jorgenhenrichsen/SwiftAudio" ~> 0.11.0
github "jorgenhenrichsen/SwiftAudio" ~> 0.11.1
```
Then follow the rest of Carthage instructions on [adding a framework](https://github.com/Carthage/Carthage#adding-frameworks-to-an-application).
@@ -138,8 +138,6 @@ The current info can be cleared with:
```
### Remote Commands
**First** go to App Settings -> Capabilites -> Background Modes -> Check 'Remote notifications'
To enable remote commands for the player you need to populate the RemoteCommands array for the player:
```swift
audioPlayer.remoteCommands = [
+1 -1
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@@ -8,7 +8,7 @@
Pod::Spec.new do |s|
s.name = 'SwiftAudio'
s.version = '0.11.0'
s.version = '0.11.1'
s.summary = 'Easy audio streaming for iOS'
s.description = <<-DESC
SwiftAudio is an audio player written in Swift, making it simpler to work with audio playback from streams and files.
@@ -283,10 +283,8 @@ extension AVPlayerWrapper: AVPlayerObserverDelegate {
func player(statusDidChange status: AVPlayer.Status) {
switch status {
case .readyToPlay:
if _playWhenReady {
if _playWhenReady && (_initialTime ?? 0) == 0 {
self.play()
}
else {