I have following Code for Audio Player in SwiftUI.
import AVFoundation
var audioPlayer: AVAudioPlayer?
func playSound(sound: String, type: String) {
if let path = Bundle.main.path(forResource: sound, ofType: type) {
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
audioPlayer?.play()
} catch {
print("ERROR: Could not find and play the sound file!")
}
}
}
To Play the sound in Content view its called as.
playSound(sound: "filename", type: "mp3")
Issue is. I add background music mp3. It works fine. But now I assign a click button sound using same command, which stops the background music,
How can I continue playing the background music along with other one off sound effects.
As a bonus how can I create a button which mute/unmute background music within the app.
Thank you so much.
Related
I am trying to play a network audio live stream from our radio station. I followed a tutorial and managed to get it to work, but it plays as if it's a video. I would like to make my own controls (e.g., the user pushes play and a pause button) instead of it opening up a whole new view as if it's a video.
https://i.ibb.co/2PhyYkt/IMG-3189.png
https://i.ibb.co/9T3QbYp/IMG-3190.png
import UIKit
import AVFoundation
import AVKit
var streamController = AVPlayerViewController()
var streamPlayer: AVPlayer?
let streamVideoURL: NSURL? = NSURL(string: "http://dvstream2.bgsu.edu:8000/wbgu")
streamPlayer = AVPlayer(url: streamVideoURL! as URL)
streamController.player = streamPlayer
#IBAction func playBtnTapped(_ sender: Any) {
self.present(self.streamController, animated: true, completion: {
self.streamController.player?.play()
})
}
I would just like this audio stream to play when the user taps the play button, and pause when they tap the pause button, not open a new view that shows as if it's a video.
this has probably been covered before.
I can play sound through the watch speaker (as long as no bluetooth device is connected). But it brings up the annoying controls.
I want to play sound with no controls on a button press.
Is there a way of hiding the controls?
let assetURL: NSURL = NSBundle.mainBundle().URLForResource("Sound", withExtension: "wav")!
#IBAction func buttonAction() {
self.presentMediaPlayerControllerWithURL(assetURL, options: nil, completion: { _ in })
}
This code plays the sound when the button is tapped but cancels the previous if it is pressed again. I do not want this to happen I want the same sound to overlap when repeatedly pressed. I believe it might be due to using the same AVAudioPlayer as I have looked on the internet but I am new to swift and want to know how to create a new AVAudioPlayer everytime the method runs so the sounds overlap.
func playSound(sound:String){
// Set the sound file name & extension
let soundPath = NSURL(fileURLWithPath:NSBundle.mainBundle().pathForResource(sound, ofType: "mp3")!)
do {
//Preperation
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
} catch _{
}
do {
try AVAudioSession.sharedInstance().setActive(true)
}
catch _ {
}
//Play the sound
var error:NSError?
do{
audioPlayer = try AVAudioPlayer(contentsOfURL: soundPath)
}catch let error1 as NSError {
error = error1
}
audioPlayer.prepareToPlay()
audioPlayer.play()
}
To play two sounds simultaneously with AVAudioPlayer you just have to use a different player for each sound.
In my example I've declared two players, playerBoom and playerCrash, in the Viewcontroller, and I'm populating them with a sound to play via a function, then trigger the play at once:
import AVFoundation
class ViewController: UIViewController {
var playerBoom:AVAudioPlayer?
var playerCrash:AVAudioPlayer?
override func viewDidLoad() {
super.viewDidLoad()
playerBoom = preparePlayerForSound(named: "sound1")
playerCrash = preparePlayerForSound(named: "sound2")
playerBoom?.prepareToPlay()
playerCrash?.prepareToPlay()
playerBoom?.play()
playerCrash?.play()
}
func preparePlayerForSound(named sound: String) -> AVAudioPlayer? {
do {
if let soundPath = NSBundle.mainBundle().pathForResource(sound, ofType: "mp3") {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
return try AVAudioPlayer(contentsOfURL: NSURL(fileURLWithPath: soundPath))
} else {
print("The file '\(sound).mp3' is not available")
}
} catch let error as NSError {
print(error)
}
return nil
}
}
It works very well but IMO is not suitable if you have many sounds to play. It's a perfectly valid solution for just a few ones, though.
This example is with two different sounds but of course the idea is exactly the same for two identic sounds.
I could not find a solution using just AVAudioPlayer.
Instead, I have found a solution to this problem with a library that is built on top of AVAudioPlayer.
The library allows same sounds to be played overlapped with each other.
https://github.com/adamcichy/SwiftySound
I want to play a sound when user press on the button on WKInterfaceController. Here is how I did in my project:
- Add a AVFoundation frame work to my watchkit app.
- Import AVFoundation on my WKInterfaceController
- Create 2 variable for audio session and player:
var audioSession:AVAudioSession!
var player:AVAudioPlayer!
- make 2 function for configure an audio session and configure Audio Player:
func configureAudioSession() {
self.audioSession = AVAudioSession.sharedInstance()
var categoryError:NSError?
var activeError:NSError?
// set category cho audio session
self.audioSession.setCategory(AVAudioSessionCategoryPlayback, error: &categoryError)
println("error: \(categoryError)")
// set active cho audio session
var success = self.audioSession.setActive(true, error: &activeError)
if !success {
println("error making audio session active :\(activeError)")
}
}
func configureAudioPlayer() {
// Lay song path
var songPath = NSBundle.mainBundle().pathForResource("Open Source - Sending My Signal", ofType: "mp3")
// Chuyen thanh URL
println("songpath: \(songPath)")
var songURL = NSURL(fileURLWithPath: songPath!)
println("songURL: \(songURL)")
//
var songError:NSError?
// Tao audioplayer
self.player = AVAudioPlayer(contentsOfURL: songURL!, error: &songError)
println("songerror:\(songError)")
self.player.numberOfLoops = 0
}
After that i finish my button press function like this:
#IBAction func startGameButtonPressed() {
self.configureAudioSession()
self.configureAudioPlayer()
self.player.play()
}
Every thing's working fine , I can saw the southPath although my button is working but I cannot hear the sound. I still use these steps on IOS app and it's working fine. May be we can't play a sound effect on Watchkit at this time? If we can, please help me to do that.
No. It is not possible to play sounds with WatchKit on the Apple Watch.
- Apple's WatchKit Evangelist
It is not currently possible to play sounds using the latest build of WatchKit.
I would suggest submitting a feature request.
YEs its possible to play a sound file in apple watch application.You need to add the sound file separately in apple watch application extension and the call the AVAudioPlayer to play the sound file.
e.g:
let path = NSBundle.mainBundle().pathForResource("coinFlip", ofType:"caf")
let fileURL = NSURL(fileURLWithPath: path!)
player = AVAudioPlayer(contentsOfURL: fileURL, error: nil)
player.prepareToPlay()
player.delegate = self
player.play()
I'm trying to find a way with AVFoundation to play audio when the user is on the lock screen or if they lock the app in the middle of using my app
class ViewController: UIViewController, AVAudioPlayerDelegate {
var avPlayer: AVAudioPlayer?
var error: NSError?
... other stuff ...
func playChime(fileName: String) -> Void {
let fileURL: NSURL! = NSBundle.mainBundle().URLForResource(fileName, withExtension: "wav")
self.avPlayer = AVAudioPlayer(contentsOfURL: fileURL, error: nil)
self.avPlayer?.play()
}
... other stuff ...
}
What needs to be added to this to ensure sounds play when the user is on the lock screen as well?
To continue playing audio in the background when the device is locked or on the home screen (on Xcode 6.3):
Add to your ViewController:
AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, error: nil)
Then in your Info.plist, add a new entry for UIBackgroundModes and set it to audio. Xcode will automatically fill it out as 'Require background modes' and 'App plays audio or streams audio/video using Airplay'