In the Playback section we list the common features shared by all player engines (PlayerEngine.apple)
Player states
The following are the possible player states:
Idle The player is in
.idlestate when no content is loaded or being loaded and no additional resources are open. No data is loaded in buffers and no decoder instances are open. This is the initial state of the Player.Buffering: The player does not have enough data to keep in playing and need to fill its buffers further before playback can continue
Ended: The final state of the player is reached when the playhead moves to the end of the available content either by normal playback or via a seek operation that seeks at or beyond the end of the content. The player will stay in the
.endedstate until it is released or the user seeks back into the content timeline. In addition to releasing, the player can also transition toopeninghere. This allows to load new content that re-uses existing resources such as decoder and DRM instances.Error: The player ends up in the
.errorstate after a fatal error occurred. The player cannot get out of the Error state itself and needs to be released.Opening: The player is in
openingstate when it started loading content. It will stay in this state until it has enough metadata loaded to build up a track model and transition to.ready.Paused: Playback is possible but paused.
Pausing: The player is trying to pause playback.
Play: The player tries to start playback. This operation might fail, for instance because if auto-play not being permitted, in which case the player transitions to
.pausing. Usually the player transitions out to.playingand playback starts.Playing: The playhead is moving forward and the content is playing
Ready: The player reached the
.readystate when enough data was loaded to build a track model. At this point how the player proceeds depends on the configuration. The player will in the.readystate until it is transitioned out of the state and loading of data is triggered. This transition can happen automatically or manually depending on the configuration.Seeking: A position change was requested. The player can either reach the new position in its buffer and will transition back to
.playor.pausingdepending on where it came from or it will first transition into.bufferingif the requested position is not found in the current buffer.Stopping: The player is in the process of releasing all its resources (decoders, buffers etc).
The state graph highlights some of the actions that trigger certain transitions. This covers transitions in and out of .idle state and what happens on errors.

Basic playback
An example project of basic HLS playback is provided as part of the PRESTOplay SDK. The example is located in the Examples folder and can be opened with Xcode.
import PRESTOplay
import CastlabsApple
// Initialize the SDK and register the plugins
_ = PRESTOplaySDK.shared.setup("LICENSE", [HLSPlugin()])
// Create the player
var player = PRESTOplaySDK.shared.player()
guard let contentURL = URL(string: "https://example.com/master.m3u8")
else { return }
// Configure the player
let config = PlayerConfiguration(with: contentURL)
player.load(config: config)
player.onState = { previous, state in
// Handle player state changes
switch state {
case .ready:
print("Player ready")
// handle other states ...
}
if let error = state.playerError {
print("Error \(error)")
}
}
// Attach the player to the view
player.attach(to: view.layer)
// Start playback
player.open(autoplay: true)
Local content playback
Local/offline assets can be played by using a file URL in PlayerConfiguration.
let localUrl = URL(fileURLWithPath: "/path/to/local/playlist.m3u8")
let config = PlayerConfiguration(with: localUrl)
player.open(config: config)
If the local content was created by DownloaderAPI, PlayerConfiguration(with:) automatically restores related offline DRM fields when available.
Background playback
You can keep audio playback active while the app is backgrounded:
player.continueAudioPlaybackInBackground = true
player.pausePlaybackOnReturnToForeground = false
Set this before opening content, and ensure your app has UIBackgroundModes with audio in Info.plist.
Playback rate range
The default playback rate range varies depending on the player engine. For the .apple player, the range is from -1.0 to 2.0. For the .castlabs player, the minimum rate is 0.0, and the maximum rate is undefined.
If you needed, you can use the API below to modify the range.
PRESTOplaySDK.shared.setPlaybackRateRange(of: .apple, to: 0.0...2.0)
PRESTOplaySDK.shared.setPlaybackRateRange(of: .castlabs, to: 0.0...2.0)
Playback rate and seek
Playback speed is controlled through PlayerAPI.playbackRate.
Set values above 1.0 to speed up playback.
player.playbackRate = 1.5
Behavior notes:
playbackRate = 1.0is normal playback.- Rates below
1.0slow playback. - Negative rates are supported only with
PlayerEngine.apple. - Audio is muted when
playbackRate < 0.0orplaybackRate > 2.0. - High rates can produce frame drops.
The playback-rate range can be configured globally per engine:
PRESTOplaySDK.shared.setPlaybackRateRange(of: .apple, to: -1.0...2.0)
PRESTOplaySDK.shared.setPlaybackRateRange(of: .castlabs, to: 0.0...2.0)
Seek operations
Use seek(_ time: Double) to seek to a position in seconds:
player.seek(120.0)
seek(_ time: CMTime) is deprecated.
During seek, the player transitions through .seeking, then returns to playback states (.play/.playing) or buffers if needed.
Seekable range integration
Use seekableTimeRanges and onSeekableTimeRanges to keep scrubbing controls inside valid timeline ranges, especially for live streams:
player.onSeekableTimeRanges = { ranges in
guard let range = ranges.last else { return }
let start = range.start.seconds
let end = range.end.seconds
print("Seekable window: \(start) - \(end)")
}
Recommended flow for playback-rate controls:
- Set
playbackRatefor fast-forward/rewind behavior. - Use
seek(_:)for explicit timeline jumps. - Clamp target seek positions to
seekableTimeRanges.
Video gravity
Video gravity determines how the video content is scaled or stretched within the player bounds.
The player layer supports the following video gravity values:
AVLayerVideoGravity.resizeAspectplayer should preserve the video’s aspect ratio and fit the video within the bounds,


AVLayerVideoGravity.resizeAspectFillplayer should preserve the video’s aspect ratio and fill the bounds,


AVLayerVideoGravity.resizevideo should be stretched to fill the bounds


Phone call
By default the player is paused when a phone call has started and resumes playback when a phone call ends.
Handling Media Services Reset
On iOS and tvOS, a system Media Services Reset can invalidate the active media stack. If you want the SDK to recreate the current player automatically after such a reset, enable the SDK-level flag before opening content:
PRESTOplaySDK.shared.recreatePlayerOnMediaServicesReset = true
This flag is disabled by default.
PlayerAPI also exposes an onMediaServicesReset callback. Use it to restore app-level audio state after the reset. The SDK user is responsible for re-enabling AVAudioSession in this case.
The SDK also reports a .system_media_services_reset PRESTOerror with warning severity through PRESTOplaySDK.shared.onError. This warning exists so applications can implement custom handling around the reset event, for example logging, analytics, UI coordination, or a custom recovery flow in addition to the automatic player recreation controlled by PRESTOplaySDK.shared.recreatePlayerOnMediaServicesReset.
Example from PlayerViewController.swift:
player.onMediaServicesReset = { [weak self] in
guard let self else { return }
let audioSession = AVAudioSession.sharedInstance()
do {
try audioSession.setCategory(.playback)
try audioSession.setActive(true, options: .notifyOthersOnDeactivation)
} catch {
log_e("Cannot initialize audio session")
}
}
Set the callback after creating the player and before opening content so your app can restore its AVAudioSession configuration as soon as the reset is reported.
Player statistics
The Player API offers two main methods for accessing statistics data: the onStats callback for real-time monitoring and the getStats method to fetch the latest stats programmatically. If stats are not available, nil is returned.
import PRESTOplay
import CastlabsApple
// Initialize the SDK and register the plugins
_ = PRESTOplaySDK.shared.setup("LICENSE", [HLSPlugin()])
// Create the player
var player = PRESTOplaySDK.shared.player()
guard let contentURL = URL(string: "https://example.com/master.m3u8")
else { return }
// Configure the player
let config = PlayerConfiguration(with: contentURL)
player.load(config: config)
// ...
// Observe stats
player.onStats = { stats in
print("Stats: \(stats)")
}
// Get the latest reported stats
let stats = player.getStats()
print("Stats: \(stats)")
// ...
Live playback
Behind live window warning
If the player’s position falls behind the live window, a non-fatal error (player_behind_live_window) is reported. AVPlayer will typically recover automatically.
The detection is based on the following condition:
position < max(0.0, seekWindow.start - tolerance)
The tolerance value compensates for timing drift between seekable time range updates and the player’s current position. By default the tolerance is set to 3 seconds. You can adjust the tolerance value using the following API:
// ...
let config = PlayerConfiguration(with: contentURL)
config.liveConfiguration = LiveConfiguration(behindLiveWindowTolerance: 5.0)
player.load(config: config)
// ...
Live-edge latency and startup optimization
You can tune live behavior with additional LiveConfiguration values:
let config = PlayerConfiguration(with: contentURL)
config.liveConfiguration = LiveConfiguration(
liveEdgeLatencyMs: 3000,
optimizeLiveStartup: true,
behindLiveWindowTolerance: 3.0
)
player.open(config: config)
liveEdgeLatencyMs: Target playback latency behind live edge.optimizeLiveStartup: Enables faster live startup behavior.
Live-edge catch-up (castlabs engine)
For PlayerEngine.castlabs, the player exposes additional live-edge controls through PlayerAPI.
These settings let you define the target distance from live edge and how aggressively the player catches up when latency grows.
let config = PlayerConfiguration(with: contentURL)
config.preferredEngine = .castlabs
let player = PRESTOplaySDK.shared.player()
// Target startup/live position behind edge (seconds)
player.liveEdgeDelay = 10.0
// Catch-up strategy: .disabled, .skipFrames, or .speedupPlayback
player.chaseLiveEdge = .speedupPlayback
// Catch-up window tuning (seconds)
player.chaseLiveEdgeCatchupThreshold = 10.0
player.chaseLiveEdgeCutoffThreshold = 5.0
// Strategy-specific knobs
player.chaseLiveEdgeHLSSegmentDuration = 10.0
player.chaseLiveEdgeSpeedupRatio = 1.1
player.open(config: config)
Behavior summary:
liveEdgeDelay: Initial target behind live edge.chaseLiveEdge: Catch-up mode (.disabled,.skipFrames,.speedupPlayback).chaseLiveEdgeCatchupThreshold: Maximum tolerated distance behind live edge before catch-up engages.chaseLiveEdgeCutoffThreshold: Nominal distance behind live edge to stabilize around.chaseLiveEdgeHLSSegmentDuration: Segment-duration hint used by.skipFrames.chaseLiveEdgeSpeedupRatio: Temporary playback-rate increase used by.speedupPlayback.
Buffer settings for live playback
Live playback behavior can also be influenced by buffer settings.
let config = PlayerConfiguration(with: contentURL)
config.preferredEngine = .castlabs
let player = PRESTOplaySDK.shared.player()
player.minPrebufferTime = 6.0
player.maxPrebufferTime = 60.0
player.minRebufferTime = 12.0
player.open(config: config)
Common Media Client Data (CMCD)
The SDK clients can transmit valuable information to Content Delivery Networks (CDNs) with each object request. Transmitting that data can improve QoS monitoring, adaptive traffic optimization, and delivery performance, ultimately enhancing the consumer experience. Specification - CTA-5004.
CMCD Support can only be enabled for adaptive streaming formats, DASH, HLS and SmoothStreaming.
CMCD Data Keys:
- CMCD-Request: keys whose values vary with each request.
- CMCD-Object: keys whose values vary with the object being requested.
- CMCD-Status: keys whose values do not vary with every request or object.
- CMCD-Session: keys whose values are expected to be invariant over the life of the session.
CMCD Data is transmitted as HTTP Request headers.
To Enable CMCD, an instance of CmcdConfiguration needs to be created and passed to the PlayerConfiguration which is used for building the player.
Network configuration and connectivity handling
The SDK supports two ways to set NetworkConfiguration.
Player-level configuration
Set networkConfiguration on PlayerConfiguration when you want the configuration to be tied to a specific player/content setup:
var config = PlayerConfiguration(with: contentURL)
config.networkConfiguration = NetworkConfiguration(
httpAdditionalHeaders: [
"User-Agent": "MyApp/1.0",
"X-Custom-Header": "value",
],
allowsCellularAccess: true,
timeoutIntervalForResourceMs: 8000,
timeoutIntervalForDrmAcquisitionMs: 10000,
waitsForConnectivity: true
)
player.open(config: config)
SDK-level configuration
Set PRESTOplaySDK.shared.networkConfiguration when you want all network requests handled by the SDK to use the same global configuration:
let networkConfiguration = NetworkConfiguration()
networkConfiguration.timeoutIntervalForResourceMs = 8000
networkConfiguration.timeoutIntervalForDrmAcquisitionMs = 10000
networkConfiguration.waitsForConnectivity = true
PRESTOplaySDK.shared.networkConfiguration = networkConfiguration
waitsForConnectivity = true allows network requests configured through these public APIs to wait for connectivity instead of failing immediately.
In practice, this is useful for DRM/license-related requests. It does not change native media-transport behavior in HLSPlayer.
Connectivity-loss detection
The SDK exposes internet reachability changes through PRESTOplaySDK.shared.onError.
Handle these warning events:
.system_internet_connection_unavailable.system_internet_connection_available
PRESTOplaySDK.shared.onError = { _, error in
switch error.type {
case .system_internet_connection_unavailable:
// Network became unavailable.
// Pause UI actions, show offline state, or queue retries.
break
case .system_internet_connection_available:
// Network is available again.
// Resume pending operations if needed.
break
default:
break
}
}
State timeouts
State timeouts allow the player to automatically report a recoverable error when it remains stuck in a particular playback state longer than a configured duration. This is useful for detecting stalls or hangs that the player would not otherwise recover from on its own.
Timeouts are configured via StateTimeoutConfiguration and attached to a PlayerConfiguration before loading content.
Default values
| State | Default timeout (s) | Notes |
|---|---|---|
| Idle | 0 | Disabled by default |
| Opening | 15 | |
| Ready | 10 | |
| Buffering | 30 | |
| Play | 10 | |
| Pausing | 10 | |
| Stopping | 10 | |
| Seeking | 20 | |
| Ended | 0 | Disabled by default |
| Error | 0 | Disabled by default |
Set any value to 0 to disable the timeout for that state.
Usage
import PRESTOplay
import CastlabsApple
_ = PRESTOplaySDK.shared.setup("LICENSE", [HLSPlugin()])
var player = PRESTOplaySDK.shared.player()
guard let contentURL = URL(string: "https://example.com/master.m3u8")
else { return }
var config = PlayerConfiguration(with: contentURL)
// Configure per-state timeouts (all values in seconds; 0 = disabled)
config.stateTimeoutConfiguration = StateTimeoutConfiguration(
openingSeconds: 15,
bufferingSeconds: 30,
seekingSeconds: 20
)
player.load(config: config)
player.open(autoplay: true)
When a timeout fires it is reported as a recoverable error through PRESTOplaySDK.shared.onError (and may also appear in the error log). It does not transition the player to the .error state and is not exposed via state.playerError:
PRESTOplaySDK.shared.onError = { error in
// Handle recoverable timeout error
print("Playback error: \(error)")
}
Passing nil to disable all timeouts
Passing nil for stateTimeoutConfiguration disables all timeouts entirely:
config.stateTimeoutConfiguration = nil