Audio not playing in SwiftUI - swift

I'm having an issue getting an audio file to play when the function is called.
I am using an AVAudioPlayer to try and play the file following the instructions form here:
https://www.hackingwithswift.com/example-code/media/how-to-play-sounds-using-avaudioplayer
After the button is pressed in the view, it calls a func to play the sound, but from what I can tell, nothing is played. There are no errors thrown, and the file is found. The app also uses a speech synthesizer when a button is pushed, and that plays fine.
I looked around stack overflow and followed the instructions from here:
Where to place code for audio playback in a SwiftUI app
But still the audio is not played when the button is pushed.
Here is the func:
func playSound() {
var sound = AVAudioPlayer()
if let path = Bundle.main.path(forResource: "TryAgain", ofType: "wav") {
do {
sound = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
print("Playing sound")
sound.play()
} catch {
print( "Could not find file")
}
}
Here is the class:
class Player: BindableObject {
let willChange = PassthroughSubject<Player, Never>()
var isPlaying: Bool = false {
willSet {
willChange.send(self)
}
}
func playSound() {
var sound = AVAudioPlayer()
if let path = Bundle.main.path(forResource: "TryAgainWav", ofType: "wav") {
do {
sound = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
print("Playing sound")
sound.play()
} catch {
print( "Could not find file")
}
}
}
}
Update: Not sure if this helps, but I built this in with IB instead of SwiftUI and noticed the same message is printed in the console when I click the button to play the audio file:
2019-07-22 11:29:41.075568-0700 PlaySoundPrac[13952:46549155] [plugin] AddInstanceForFactory: No factory registered for id F8BB1C28-BAE8-11D6-9C31-00039315CD46
Any help would be greatly appreciated

I'm pretty new myself, but I'll do my best. What happens if you move the declaration of AVAudioPlayer outside the function? For example:
import Combine
class Player: ObservableObject {
var sound: AVAudioPlayer!
let willChange = PassthroughSubject<Player, Never>()
var isPlaying: Bool = false {
willSet {
willChange.send(self)
}
}
func playSound() {
if let path = Bundle.main.path(forResource: "TryAgainWav", ofType: "wav") {
do {
sound = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
print("Playing sound")
sound.play()
} catch {
print( "Could not find file")
}
}
}
}
Try this out and let me know if it works or not! Thanks.

I had a problem that audio was not played on iOS 13 Simulator in Xcode 11.5 while it was okay in Xcode SwiftUI preview and physical device.

Related

Do you need to ask for permission to use the microphone when running an app in simulator?

I Created a simple audio player/recorder player using AVAudioPlayer and AVAudioRecorder. The audio player works as expected but the audio recorder doesn't seem to record or playback the recording even though it builds successfully without any errors. Im wondering if it needs permission to the mic? I'm using version 11.X The code is below any help is much appreciated.
import UIKit
import AVFoundation //must import AVFoundation
class ViewController: UIViewController {
// create property called audioPlayer equal to player
var audioPlayer : AVAudioPlayer?
var audioRecorder : AVAudioRecorder?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
//create the audio session
let session = AVAudioSession.sharedInstance()
//set category where we want it to happen (PlayAndRecord) try? = if it doesnt work then set it nil
try? session.setCategory(AVAudioSession.Category.playAndRecord)
//play any audio through device speaker
try? session.overrideOutputAudioPort(.speaker)
// set the session to active, if it doesnt work se it to nil
try? session.setActive(true)
//setup the recording and settings to where audio will be saved (Document folder on device) and set the name and file type (iloveaudio.mp3)
if let basePath = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true).first {
let paths = [basePath, "iloveaudioios.mp3"]
if let audioURL = NSURL.fileURL(withPathComponents: paths) {
//create a settings dictionary> orignally it's set to empty using ([:])
var settings : [String : Any] = [:]
//set the file type to mp3
settings[AVFormatIDKey] = Int(kAudioFileMP3Type)
//set the sample rate
settings[AVSampleRateKey] = 44100.0
//set number of channels
settings[AVNumberOfChannelsKey] = 2
// specify the path and settings using var and try to run the recorder if it faile set it to nil
audioRecorder = try? AVAudioRecorder(url: audioURL, settings: settings)
//prepare the recorder of ot fails set it to nil
audioRecorder?.prepareToRecord()
}
}
playerSetup(audioURL: nil)
}
//which file to play if something is recorded
func playerSetup(audioURL:URL?) {
if audioURL == nil {
if let audioPath = Bundle.main.path(forResource: "testaudio", ofType: "mp3") {
let tempAudioURL = URL(fileURLWithPath: audioPath)
audioPlayer = try? AVAudioPlayer(contentsOf: tempAudioURL)
}
} else {
audioPlayer = try? AVAudioPlayer(contentsOf: audioURL!)
}
//check if our audio fille exist? and set it to the proerty audioPath
audioPlayer?.prepareToPlay()
//create audio player, make sure it not nil and if its not the prepare to play, then play
}
#IBAction func PlayPressed(_ sender: Any) {
audioPlayer?.play()
}
#IBAction func Pausedpressed(_ sender: Any) {
audioPlayer?.pause()
}
#IBAction func Stop(_ sender: Any) {
audioPlayer?.stop()
audioPlayer?.currentTime = 0
}
#IBAction func Record(_ sender: Any) {
if let recorder = audioRecorder {
if !recorder.isRecording {
recorder.record()
}
}
}
#IBAction func StopRecord(_ sender: Any) {
if let recorder = audioRecorder {
if recorder.isRecording {
recorder.stop()
playerSetup(audioURL: recorder.url)
}
}
}
}
Yes , You need to add Permission in info.plist
Go to info.plist of your project
Add Privacy - Microphone Usage Description and set it's Value YES(true)
After Setting , when you'll start recording in your app for the first time it will ask for permission , Allow that and you're all set !

How to loop background music without lag/delay when song repeats (seamless)

I am trying to make a game with background music looping in it. I made the song file in Adobe Audition (which is similar to audacity) and when I play it in a loop in Adobe Audition it loops how I want it.
When I play it in Xcode however, it has a lag in between the loops. I am using AVFoundations for the sound playing.
I have searched everywhere but I can't find the solution for the problem.
Is there any way you can loop audio files without there being any lags in between ? (I believe its called "seamless looping" )
here is the code:
class GameScene: SKScene {
...// Other Code
var ButtonAudio = URL(fileURLWithPath: Bundle.main.path(forResource: "Gamescene(new)", ofType: "mp3")!)
var ButtonAudioPlayer = AVAudioPlayer()
... //Other Code
}
And When I Call it:
override func didMove(to view: SKView) {
...//Code
ButtonAudioPlayer = try! AVAudioPlayer(contentsOf: ButtonAudio, fileTypeHint: nil)
ButtonAudioPlayer.numberOfLoops = -1
ButtonAudioPlayer.prepareToPlay()
ButtonAudioPlayer.play()
...//More Code
}
Can someone help me with this issue ?
Thank you in advance!
You can use AVPlayerLooper and AVQueuePlayer to do this.
import UIKit
import AVFoundation
class ViewController: UIViewController {
var queuePlayer = AVQueuePlayer()
var playerLooper: AVPlayerLooper?
override func viewDidLoad() {
super.viewDidLoad()
guard let url = Bundle.main.url(forResource: "Gamescene(new)", withExtension: "mp3") else { return }
let playerItem = AVPlayerItem(asset: AVAsset(url: url))
playerLooper = AVPlayerLooper(player: queuePlayer, templateItem: playerItem)
queuePlayer.play()
}
}
The solution proposed by #dave234 only works in iOS > 10. Since I needed to make seamless playback in iOS > 9, I did something different:
Instead of AVPlayer, I created AVQueuePlayer and immediately added two identical melodies to the queue.
Next, I made a listener to the penultimate melody.
When the listener was triggered, I added another similar record to the queue after the last one.
In fact, in order to avoid delay, I always play the penultimate record.
My code:
var player: AVQueuePlayer?
override func viewDidLoad() {
super.viewDidLoad()
if let path = Bundle.main.path(forResource: "music_file", ofType: "mp3") {
player = createPlayer(url: URL(fileURLWithPath: path))
}
}
func createPlayer(url: URL) -> AVQueuePlayer {
let player = AVQueuePlayer(items: [AVPlayerItem(url: url), AVPlayerItem(url: url)])
loopPlayer(playerItem: player.items()[player.items().count - 2])
return player
}
func loopPlayer(playerItem: AVPlayerItem) {
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: playerItem, queue: .main) { _ in
if let player = self.player, let url = (playerItem.asset as? AVURLAsset)?.url {
player.insert(AVPlayerItem(url: url), after: player.items()[player.items().count - 1])
self.loopPlayer(playerItem: player.items()[player.items().count - 2])
}
}
}

Why doesn't AVAudioPlayer play any audio?

At the moment I have two functions which are almost identical, but only one of them works and I can't figure out why.
The playSound() function works and uses the class's audioPlayer: AVAudioPlayer object to play one audio file at a time.
To make it so I could play multiple sounds simultaneously, I made a new function called playMySound() which creates its own instance of AVAudioPlayer instead of using the class's audioPlayer: AVAudioPlayer object.
The weird thing is, the sound plays fine when I call playSound(), but it doesn't play when I call playMySound().
Here's the code that works:
var audioPlayer: AVAudioPlayer!
override func viewDidLoad() {
super.viewDidLoad()
audioPlayer = AVAudioPlayer()
}
func playSound(audioFileName: String) {
if let sound = NSDataAsset(name: audioFileName) {
do {
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try! AVAudioSession.sharedInstance().setActive(true)
try audioPlayer = AVAudioPlayer(data: sound.data)
audioPlayer.delegate = self
audioPlayer.play()
} catch {
print("Error playing sound: \(audioFileName)")
}
}
}
And the code that doesn't work:
func playMySound(audioFileName: String) {
if let sound = NSDataAsset(name: audioFileName) {
do {
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try! AVAudioSession.sharedInstance().setActive(true)
var myAudioPlayer: AVAudioPlayer = AVAudioPlayer()
myAudioPlayer = try AVAudioPlayer(data: sound.data)
myAudioPlayer.delegate = self
// Calling prepareToPlay() doesn't seem to fix it
// myAudioPlayer.prepareToPlay()
print("Trying to play my audio player")
myAudioPlayer.play()
} catch {
print("Error playing sound: \(audioFileName)")
}
}
}
"Trying to play my audio player" gets outputted to the console, so it's definitely running through the function, but for some reason calling myAudioPlayer.play() doesn't seem to work.
Can anyone help? Thanks in advance!

Sound causing game to lag in swift sprite kit game?

New code
class SceneTwo: SKScene, SKPhysicsContactDelegate {
let flap = SKAction.playSoundFileNamed("flap.caf", waitForCompletion: false)
let whack = SKAction.playSoundFileNamed("whack.caf", waitForCompletion: false)
let tap = SKAction.playSoundFileNamed("tap.caf", waitForCompletion: false)
Then I simply have put
run(tap)
run(flap) etc
where necessary..
Hi just wondering if I am using the correct coding to play sounds in my game. For some context my game is similar to Flappy bird. One sound is played each time the screen is touched (when the bird has impulse upwards) the second sound is when the bird collects a coin in between each wall.
I have noticed that both of these sounds are causing my game to lag.
Below is my relative sound code for the game.
import AVFoundation
var flap: AVAudioPlayer?
var tap: AVAudioPlayer?
override func didMove(to view: SKView) {
tap?.prepareToPlay()
flap?.prepareToPlay()
func playFlap() {
let url = Bundle.main.url(forResource: "flap", withExtension: "caf")!
do {
flap = try AVAudioPlayer(contentsOf: url)
guard let flap = flap else { return }
flap.play()
} catch let error {
print(error.localizedDescription)
}
}
func playTap() {
let url = Bundle.main.url(forResource: "tap", withExtension: "caf")!
do {
tap = try AVAudioPlayer(contentsOf: url)
guard let tap = tap else { return }
tap.play()
} catch let error {
print(error.localizedDescription)
}
}
After this I have simply
playTap()
playFlap()
to where they are needed.
The sound is clear it just seems to make my spawning walls jump a little bit when the sound is made.
Is there something I am doing that is wrong?
You are getting lag because you are not preloading the sound files. You can preload them at App Launch, and then when you need just play them. For reference look into this stackoverflow's post
And if you still face the same issue then you can add sound in background queue, as demostrated here
let qualityOfServiceClass = QOS_CLASS_BACKGROUND
let backgroundQueue = dispatch_get_global_queue(qualityOfServiceClass, 0)
dispatch_async(backgroundQueue, {
audioPlayer.play()
})

How to play the same sound overlapping with AVAudioPlayer?

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