AudioPlayer (Swift) - play sound twice - with gap - swift

I'm using the following code to play a sound file twice. The second sound plays immediately following the first
Is it possible to leave a time gap (1 second) between them? I've tried to find a solution reading the Apple Docs
var letterSound: AVAudioPlayer!
...
#IBAction func speakLetter(sender: AnyObject) {
let soundFile: String = "SoundFile" + String(letterNumber)
let path = Bundle.main.path(forResource: soundFile, ofType:"mp3")!
let url = URL(fileURLWithPath: path)
do {
let sound = try AVAudioPlayer(contentsOf: url)
letterSound = sound
letterSound.numberOfLoops = 1
letterSound.play()
} catch {
// couldn't load file :(
}
}

One option would be to add some 'white space' or silence at the end of your audio file.
If you don't have an audio editor i'd recommend Audacity, it's free and there are lots of tutorials on how to add silence.
If you want a more code based option you could look in to using the AVAudioPlayerDelegate didFinishPlaying method to detect the end of the first play and then use play(atTime:) to trigger the next loop 1 second from now.
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
player.play(atTime: player.deviceCurrentTime + 1.0)
}
This code is untested and I think it might create an infinite loop so you may need some additional logic here to make sure it only loops once

Related

Sound for Scene Transition, that doesn't stutter

In SpriteKit (for those unfamiliar with it) there's a way to load and unload scenes, and a transition (visual) between them.
I'm trying to make a sound play between scenes, as they transition... that doesn't stutter.
So far, all the ways I've tried either create no sound, or the sound stutters, even using a sound manager, like this:
import AVFoundation
import SpriteKit
open class SoundManager {
static let soundStart = SKAction.playSoundFileNamed("ActionBeep_AP1.7", waitForCompletion: true)
static var coinSound = NSURL(fileURLWithPath:Bundle.main.path(forResource: "ActionBeep_AP1.7", ofType: "wav")!)
static var audioPlayer = AVAudioPlayer()
open static func playCoinSound(){
guard let soundToPlay = try? AVAudioPlayer(contentsOf: coinSound as URL) else {
fatalError("Failed to initialize the audio player with asset: \(coinSound)")
}
soundToPlay.prepareToPlay()
self.audioPlayer = soundToPlay
self.audioPlayer.play()
}
}
Anyone had any success making scene transition sounds run smoothly? I realise there's a lot going on during a scene transition, and that's probably not helping the sound engine. But think there must be a way to make a clear sound play during a scene transition.
And yes, I've tried with .caf and .mp3 and .wav files, all with different "compression" and raw states. I think it's how I play the sounds that's the problem, not the file type.
As crashoverride777 said, you need to change when you load the sound manager. You could set up a thread in your didMoveToView() function to minimize loading time:
DispatchQueue.global(qos: .userInitiated).async {
// Load your sound stuff
}
Now, you have your sound file loaded for whenever you need it, lag-free.

SpriteKit overlaying audio file

I'm trying to set a background jingle for my game which is supposed to start at the Home scene and then loop continuously even while on the other scenes.
This is what my class looks like:
class AudioPlayer: AVAudioPlayer {
var audioPlayer: AVAudioPlayer? = AVAudioPlayer()
let ost = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("bkg", ofType: "mp3")!)
func playOst() {
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: ost)
}
catch {
audioPlayer = nil
}
audioPlayer?.prepareToPlay()
audioPlayer!.play()
audioPlayer!.numberOfLoops = -1
}
func stopOst() {
audioPlayer!.stop()
}
since I put the play method in the home scene, it will start playing a new track every time I load it, overlaying one track on another making it result in a big mess. How can I prevent it?
Make your audio player class a singleton, or let AppDelegate look after it. This will also allow you to control the music from any scene/screen in your app at any time.
Whenever your home screen loads check to see if music is already playing, if not, call playOst, otherwise do nothing.

Getting sounds to work right

I am trying to add sound effects to a game app I am making in Xcode 6. Here is the code that I am using to play the sounds:
var jumpSoundPlayer:AVAudioPlayer = AVAudioPlayer()
var jumpAudioPath:String = ""
var jumpSoundError: NSError? = nil
func setUpSoundPlayers(){
jumpAudioPath = NSBundle.mainBundle().pathForResource("Jump", ofType: "mp3")!
jumpSoundError = nil
jumpSoundPlayer = AVAudioPlayer(contentsOfURL: NSURL(fileURLWithPath: jumpAudioPath), fileTypeHint: "mp3", error: &jumpSoundError)
}
func playJumpSound(volume:Float = 1){
jumpSoundPlayer.volume = volume
jumpSoundPlayer.play()
}
I can get sounds to play, but it seems as though it will not play a sound until the one currently playing is finished. How can I get it so that multiple sounds can play at once and overlap each other?
Also, every time a sound plays it drops the frame rate down a little bit. Is there a way to fix that?
I believe you have to use
jumpSoundPlayer.prepareToPlay()
before using
jumpSoundPlayer.play()
Also the only solution to drop the frame rate a little less, is to set up all the AVAudioPlayers before using them or at the beginning of the game.

Audio Jump Forward Button

I've got the following code tied to a 'Jump Forward' button:
#IBAction func jumpForwardPressed(sender: AnyObject) {
var currentTime = audioPlayer.currentTime
var playForwardSkip = NSTimeInterval()
audioPlayer.stop()
audioPlayer.prepareToPlay()
playForwardSkip = 3.0 // skip forward 3 seconds
var skipF = currentTime + playForwardSkip
println("currentTime:\(currentTime) and playForwardSkip:\(playForwardSkip) and skipF:\(skipF)")
audioPlayer.playAtTime(skipF)
When button is pressed, audio stops, console reads out correct 'skipF' to skip to but audio does not play at that new point in time. It does not play at all.
Any pointers as to what might be wrong with my code?
You have misread the docs. playAtTime: does not seek to a later time in a sound file. It delays the start of playing the sound file (from the start).
To play from the middle of a sound file, set the player's currentTime and start playing.

Play MP4 using MPMoviePlayerController() in Swift

I can't for the life of me figure out a way to play an MP4 that takes up the entire background in a UIViewController.
So far I have the following, which doesn't even play the video at all.
I can confirm that the bokeh.mp4 video exists because if I change the file to something else then it throws an error that it's missing.
override func viewDidAppear(animated: Bool) {
let filePath = NSBundle.mainBundle().pathForResource("bokeh", ofType: "mp4")
self.moviePlayerController.contentURL = NSURL(string: filePath)
self.moviePlayerController.prepareToPlay()
self.moviePlayerController.repeatMode = .One
self.moviePlayerController.controlStyle = .Embedded
self.view.addSubview(self.moviePlayerController.view)
}
I get an error in the console:
2014-06-22 21:22:42.347 MoviePlayer[26655:60b] _itemFailedToPlayToEnd: {
kind = 1;
new = 2;
old = 0;
}
I've also tried adding a UIView that takes up the entire screen and adding the player to that view, but it's the same problem. It doesn't start playing.
I'm trying to achieve the same effect that Vine has when you first load up the application where it has the video playing in the background.
So this was blindly annoying:
All I did was change:
self.moviePlayerController.contentURL = NSURL(string: filePath)
TO:
self.moviePlayerController.contentURL = NSURL.fileURLWithPath(filePath)