255 lines
7.1 KiB
Swift
255 lines
7.1 KiB
Swift
//
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// SPPlayer.swift
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// ShortPlay
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//
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// Created by 曾觉新 on 2025/4/9.
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//
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import UIKit
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import ZFPlayer
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@objc protocol SPPlayerDelegate {
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///更新当前总进度
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// @objc optional func sp_onDurationUpdate(_ player: SPPlayer, duration: Int)
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//
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// ///更新当前进度
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// @objc optional func sp_onCurrentPositionUpdate(_ player: SPPlayer, position: Int)
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///播放状态变化
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@objc optional func sp_player(_ player: SPPlayer, playStateDidChanged state: SPPlayer.PlayState)
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///播放时间发生变化
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@objc optional func sp_playTimeChanged(_ player: SPPlayer, currentTime: Int, duration: Int)
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///显示首帧
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@objc optional func sp_firstRenderedStart(_ player: SPPlayer)
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///播放完成
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@objc optional func sp_playCompletion(_ player: SPPlayer)
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///缓冲完成
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@objc optional func sp_playLoadingEnd(_ player: SPPlayer)
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}
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class SPPlayer: NSObject {
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@objc enum PlayState: Int {
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case unknown
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case playing
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case paused
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case failed
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case stopped
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}
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weak var delegate: SPPlayerDelegate?
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private(set) lazy var isPlaying = false
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private(set) lazy var playState: PlayState = .unknown
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/**
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是否添加息屏监控
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*/
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private var isAddIdleTimerDisabledObserver = false
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///总进度
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var duration: Int {
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return Int(self.player.totalTime)
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}
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///当前进度
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var currentPosition: Int {
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return Int(self.player.currentTime)
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}
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///0.5 - 2
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var rate: Float {
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set {
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player.rate = newValue
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}
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get {
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return player.rate
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}
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}
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var playerView: UIView? {
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didSet {
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playerView?.addSubview(player.view)
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player.view.snp.makeConstraints { make in
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make.edges.equalToSuperview()
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}
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}
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}
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private lazy var player: ZFAVPlayerManager = {
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let player = ZFAVPlayerManager()
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player.shouldAutoPlay = false
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return player
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}()
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var isLoop = true
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deinit {
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self.stop()
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}
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override init() {
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super.init()
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player.scalingMode = .aspectFill
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sp_addAction()
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}
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/**
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添加息屏监控
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*/
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private func addIdleTimerDisabledObserver() {
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if !isAddIdleTimerDisabledObserver {
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isAddIdleTimerDisabledObserver = true
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UIApplication.shared.addObserver(self, forKeyPath: "idleTimerDisabled", options: NSKeyValueObservingOptions.new, context: nil)
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}
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}
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/**
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删除息屏监控
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*/
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private func removeIdleTimerDisabledObserver() {
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if isAddIdleTimerDisabledObserver {
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isAddIdleTimerDisabledObserver = false
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UIApplication.shared.removeObserver(self, forKeyPath: "idleTimerDisabled")
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}
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}
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override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
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if !UIApplication.shared.isIdleTimerDisabled {
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UIApplication.shared.isIdleTimerDisabled = true
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}
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}
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func setPlayUrl(url: String) {
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let proxyURL = KTVHTTPCache.proxyURL(withOriginalURL: URL(string: url))
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self.player.assetURL = proxyURL
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// self.prepare()
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}
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///准备播放
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func prepare() {
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// self.player.prepareToPlay()
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}
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func stop() {
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self.isPlaying = false
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player.stop()
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self.removeIdleTimerDisabledObserver()
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UIApplication.shared.isIdleTimerDisabled = false
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}
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func start() {
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self.isPlaying = true
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player.play()
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UIApplication.shared.isIdleTimerDisabled = true
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self.addIdleTimerDisabledObserver()
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}
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///暂停
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func pause() {
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self.isPlaying = false
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player.pause()
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self.removeIdleTimerDisabledObserver()
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UIApplication.shared.isIdleTimerDisabled = false
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}
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///从头播放
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func replay() {
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self.isPlaying = true
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self.player.replay()
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UIApplication.shared.isIdleTimerDisabled = true
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self.addIdleTimerDisabledObserver()
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}
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func seekToTime(toTime: Int) {
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// self.player.seek(toTime: Int64(toTime), seekMode: AVP_SEEKMODE_ACCURATE)
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self.player.seek(toTime: TimeInterval(toTime), completionHandler: nil)
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}
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}
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extension SPPlayer {
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private func sp_addAction() {
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//进度发生变化
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player.playerPlayTimeChanged = { [weak self] (asset, currentTime, duration) in
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guard let self = self else { return }
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self.delegate?.sp_playTimeChanged?(self, currentTime: Int(currentTime), duration: Int(duration))
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}
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//播放状态
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player.playerPlayStateChanged = { [weak self] (asset, playState) in
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guard let self = self else { return }
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if playState == .playStatePlaying, !isPlaying {
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self.pause()
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} else if playState == .playStatePaused, isPlaying {
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self.start()
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}
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switch playState {
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case .playStateUnknown:
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self.playState = .unknown
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case .playStatePlaying:
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self.playState = .playing
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case .playStatePaused:
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self.playState = .paused
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case .playStatePlayStopped:
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self.playState = .stopped
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case .playStatePlayFailed:
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self.playState = .failed
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default:
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self.playState = .unknown
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}
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self.delegate?.sp_player?(self, playStateDidChanged: self.playState)
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spLog(message: "播放状态====\(playState)")
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}
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//加载状态
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player.playerLoadStateChanged = { [weak self] (asset, loadState) in
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guard let self = self else { return }
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if loadState == .playable, !isPlaying {
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self.pause()
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} else if loadState == .playable, isPlaying, self.player.playState != .playStatePlaying {
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self.start()
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}
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switch loadState {
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case .prepare:
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spLog(message: "加载状态====准备完成")
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case .playable:
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spLog(message: "加载状态====可播放")
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case .playthroughOK:
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spLog(message: "加载状态====将自动播放")
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case .stalled:
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spLog(message: "加载状态====如果已启动,将自动暂停")
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default:
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break
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}
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}
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//错误信息
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player.playerPlayFailed = { [weak self] (asset, error) in
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spLog(message: "错误信息====\(error)")
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}
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//播放结束
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player.playerDidToEnd = { [weak self] (asset) in
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guard let self = self else { return }
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if isLoop {
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self.player.replay()
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} else {
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self.isPlaying = false
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self.delegate?.sp_playCompletion?(self)
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}
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}
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}
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}
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