Hi all, first post here. I’m having some issues with Media.VideoPlayer.
In XNA I could load my video content, play the video, and then capture the footage to a texture and do what I like. For example:
VideoPlayer videoPlayer;
Video video = Content().Load<Video>(@"video/something");
videoPlayer.IsLooped = false;
videoPlayer.Volume = 0;
videoPlayer.Play(video);
and then later, in my draw method:
Texture2D videoTexture = videoPlayer.GetTexture();
After which I could do whatever I like with the Texture2D. I could stretch it, flip it, run logic on top, pause/resume, etc. Unfortunately, on iOS all I can do Play() and then the entire solution freezes while the video plays. I have zero control over it, and half the time .IsLooped and .Volume give me an error, something about not yet being implemented. It doesn’t even respect the Update/Draw structure of the project. It literally feels like it is minimizing my game and running a separate app.
Is there any way around this? The video plays back smoothly and looks right, I just can’t work with it like this.
I should be clear that originally, in XNA, the videoPlayer.Play() method didn’t actually result in any visuals. You had to manage that yourself. I want to do the same on iOS, vs whatever it’s doing now. Thanks.