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!
Related
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 !
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.
I have an application that is constantly receiving integer data from a bluetooth sensor and I made it so that if the integer is less than 50, then it should play the MP3.
The problem is that the sensor is very rapidly checking and sending the integers, which is resulting in too many audio instances, basically the the mp3 file is being played too many times at the same time. How can I have it so that it finishes the audio before starting again?
This is the main code:
var player: AVAudioPlayer?
if let unwrappedString = Reading {
let optionalInt = Int(unwrappedString)
if let upwrappedInt = optionalInt {
if(upwrappedInt < 50){
DispatchQueue.global(qos: .background).async {
self.playSound()
}
}
}
}
Sound function:
func playSound() {
guard let url = Bundle.main.url(forResource: "beep1", withExtension: "mp3") else {
print("url not found")
return
}
do {
/// this codes for making this app ready to takeover the device audio
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
/// change fileTypeHint according to the type of your audio file (you can omit this)
player = try AVAudioPlayer(contentsOf: url, fileTypeHint: AVFileTypeMPEGLayer3)
// no need for prepareToPlay because prepareToPlay is happen automatically when calling play()
player!.play()
} catch let error as NSError {
print("error: \(error.localizedDescription)")
}
}
If the audio player is already playing (isPlaying), don't start playing!
https://developer.apple.com/reference/avfoundation/avaudioplayer/1390139-isplaying
I believe AVAudioPlayer has a delegate method to check if the audio has finished playing:
-(void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
// ----------------------------------------------
// set your custom boolean flag 'isPlayingAudio'
// to false so you can play another audio again
// ----------------------------------------------
}
...
-(void)monitorBluetoothNumber
{
if(bluetoothNumber < 50 && !self.isPlayingAudio)
{
[self playMusic];
self.isPlayingAudio = YES;
}
}
You'll need to setup your audio player and set its delegate obviously.
The code is Objective C but you can easily adapt to Swift.
On XCODE 8/Swift 3 and Spritekit, i am playing background music (a 5 minute song), calling it from GameViewController's ViewDidLoad (from the parent of all the scenes, not from a specific GameScene), as I want it to play throughout scene changes without stopping. This happens without a problem.
But my problem is, how do i stop the background music at will, when I am inside a scene? Say when user gets to a specific score on the game on the 3rd scene? As i cannot access the methods of the parent file. Here is the code I used to call the music to play:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
var audioPlayer = AVAudioPlayer()
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL.init(fileURLWithPath: Bundle.main.path(forResource: "music", ofType: "mp3")!))
audioPlayer.prepareToPlay()
} catch {
print (error)
}
audioPlayer.play()
Many thanks for any help
Why not create a music helper class that you can access from anywhere. Either the singleton way or a class with static methods. This should also make your code cleaner and easier to manage.
I would also split the setup method and the play method so that you do not set up the player each time you play the file.
e.g Singleton
class MusicManager {
static let shared = MusicManager()
var audioPlayer = AVAudioPlayer()
private init() { } // private singleton init
func setup() {
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL.init(fileURLWithPath: Bundle.main.path(forResource: "music", ofType: "mp3")!))
audioPlayer.prepareToPlay()
} catch {
print (error)
}
}
func play() {
audioPlayer.play()
}
func stop() {
audioPlayer.stop()
audioPlayer.currentTime = 0 // I usually reset the song when I stop it. To pause it create another method and call the pause() method on the audioPlayer.
audioPlayer.prepareToPlay()
}
}
When your project launches just call the setup method
MusicManager.shared.setup()
Than from any where in your project you can say
MusicManager.shared.play()
to play the music.
To than stop it just call the stop method
MusicManager.shared.stop()
For a more feature rich example with multiple tracks check out my helper on GitHub
https://github.com/crashoverride777/SwiftyMusic
Hope this helps
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