Create a function from code - swift

How do I create a function from this code in swift3?
I have a button which is pressed then plays this sound "push"
How can it be simplified when there are lots of buttons? I don't want to add all codes to every button.
var myAudio = AVAudioPlayer()
// Add sound
do {
try myAudio = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath:
Bundle.main.path(forResource: "push", ofType: "mp3")!) as URL)
} catch {
NSLog("No file!")
}
//call the sound
myAudio.play()
I made this change
func play(name : String){
do {
try myAudio = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath:
Bundle.main.path(forResource: name, ofType: "mp3")!) as URL)
} catch {
NSLog("No file!")
}
}
#IBAction func buttonFirst(_ sender: UIButton) {
play(name: "push")
myAudio.play()
}
#IBAction func buttonSecond(_ sender: UIButton) {
play(name: "second")
myAudio.play()
}
I got this output:
2017-07-25 16:13:23.270349+0100 sound[1728:933024] [aqme] 254: AQDefaultDevice (173): skipping input stream 0 0 0x0
Is that a problem?

I think you forgot the prepare
var audioPlayer = AVAudioPlayer()
let sound = URL(fileURLWithPath: Bundle.main.path(forResource: "sound", ofType: "mp3")!)
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try! AVAudioSession.sharedInstance().setActive(true)
try! audioPlayer = AVAudioPlayer(contentsOf: sound)
audioPlayer.prepareToPlay()
audioPlayer.play()

You can use it in the following way
var myAudio : AVAudioPlayer?
func playSound(){
let path = Bundle.main.path(forResource: "push", ofType:"mp3")!
let url = URL(fileURLWithPath: path)
do {
let sound = try AVAudioPlayer(contentsOf: url)
self.myAudio = sound
sound.numberOfLoops = 1
sound.prepareToPlay()
sound.play()
} catch {
print("error loading file")
// couldn't load file :(
}
}
Furthermore you can use SwiftySound that lets you play sounds easily in Swift 3.
for example
Sound.play(file: "push.mp3")

Related

How to play several sound in a row

The goal is to play several sounds one after another (getReady -> nextExercise -> burpees).
The problem is that only the first one is being played
How it should work:
I call playGetReady() from WorkoutTabataViewController
I plays the first sound
After the first sound is finished, automatically "audioPlayerDidFinishPlaying()" is being called
It triggers "playNextSound()" func, which playing next sound
But audioPlayerDidFinishPlaying() is not being called. Or am I missing something and it should work differently?
class AudioPlayerManager: AVAudioPlayerDelegate {
var description: String
static let shared = AudioPlayerManager()
var audioPlayer: AVAudioPlayer?
var workoutVC: WorkoutTabataViewController?
var mainVC: MainTabataViewController?
var currentSound = 0
let urls: [URL]
init() {
self.description = ""
//First sound
let getReady = Bundle.main.path(forResource: "Get ready", ofType: "mp3")!
let urlGetReady = URL(fileURLWithPath: getReady)
//Second sound
let nextExercise = Bundle.main.path(forResource: "Next Exercise", ofType: "mp3")!
let urlNextExercise = URL(fileURLWithPath: nextExercise)
//Third sound
let burpees = Bundle.main.path(forResource: "Burpees", ofType: "mp3")!
let urlBurpees = URL(fileURLWithPath: burpees)
urls = [urlGetReady, urlNextExercise, urlBurpees]
}
func playGetReady() {
do {
audioPlayer = try AVAudioPlayer(contentsOf: urls[currentSound])
audioPlayer?.delegate = self
audioPlayer?.play()
} catch {
print(error)
}
}
func playNextSound() {
currentSound += 1
if currentSound < urls.count {
do {
audioPlayer = try AVAudioPlayer(contentsOf: urls[currentSound])
audioPlayer?.delegate = self
audioPlayer?.play()
} catch {
print(error)
}
}
}
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
if flag {
playNextSound()
}
}
}
Your audio manager class is not introspectable. Say #objc func audioPlayerDidFinishPlaying or, better, make it an NSObject.

AVFoundation bugs, No sound when I run audioPlayer.play()

I have a little problem with AVFoundation, when I launch a sound there is nothing that comes out. On the other hand it is enough to add a timer that displays the currentTime of the sound in question and everything works correctly. could you help me? Thanks.
code that does not work:
do {
let path = Bundle.main.path(forResource: "sound1", ofType: "mp3")!
let url = URL(fileURLWithPath: path)
let audioPlayer = try AVAudioPlayer(contentsOf: url)
audioPlayer.volume = 1.0
audioPlayer.play()
} catch {
assertionFailure("Failed crating audio player: \(error).")
return
}
just add the timer and everything will work:
do {
let path = Bundle.main.path(forResource: "sound1", ofType: "mp3")!
let url = URL(fileURLWithPath: path)
let audioPlayer = try AVAudioPlayer(contentsOf: url)
audioPlayer.volume = 1.0
audioPlayer.play()
print("le son est en cours de lecture !")
Timer.scheduledTimer(withTimeInterval: 1, repeats: true) { (timer) in
print(audioPlayer.currentTime)
}
} catch {
assertionFailure("Failed crating audio player: \(error).")
return
}
This worked for me
instead of
let audioPlayer = try AVAudioPlayer(contentsOf: url)
change to
audioPlayer = try AVAudioPlayer(contentsOf: url)

How to make a function play different sounds in Swift

I have 10 different buttons and each button has a unique tag associated with it. All buttons are linked to the same IBAction. I have the function to play different different sounds according to the tag associated with the particular button that is clicked.
import AVFoundation
var myAudio: AVAudioPlayer!
let path = Bundle.main.path(forResource: "sound1", ofType: "wav")!
let url = URL(fileURLWithPath: path)
do {
let sound = try AVAudioPlayer(contentsOf: url)
myAudio = sound
sound.play()
} catch {
//
}
}
do like
#objc func yourbtnActionName(_ sender : UIButton){
switch sender.tag {
case 1:
commonSoundCode(name: "sound1")
break
case 2:
commonSoundCode(name: "yoursecondSoundname")
break
default:
break
}
}
then common method as
func commonSoundCode(name: String){
let path = Bundle.main.path(forResource: name, ofType: "wav")!
let url = URL(fileURLWithPath: path)
do {
let sound = try AVAudioPlayer(contentsOf: url)
myAudio = sound
sound.play()
} catch {
//
}
}
option 2
if your sound files are in the same sequence, for e.g (sound1.wav, sound2.wav......, sound10.wav) then call like
#objc func yourbtnActionName(_ sender : UIButton){
let path = Bundle.main.path(forResource: "sound\(sender.tag)", ofType: "wav")!
let url = URL(fileURLWithPath: path)
do {
let sound = try AVAudioPlayer(contentsOf: url)
myAudio = sound
sound.play()
} catch {
//
}
}
You need to simply play sounds according to the UIButton's tag.
#IBAction func playsound(_ sender: UIButton)
{
switch sender.tag
{
case 0:
//Sound for Button with tag=0
case 1:
//Sound for Button with tag=1
default:
//Default Sound
}
}
In the above code, add more cases according to your UIButton tags.
Please add some more code for a bit more clarity around your question.
import UIKit
//Mark: Do import AVFoundation is must here!
import AVFoundation
class ViewController: UIViewController {
//Mark: Create variable for AVAudioEngine! and AVAudioplayermode!
var engine: AVAudioEngine!
var audioPlayerNode : AVAudioPlayerNode!
//Mark: Create Variable for each tone as AVAudiofile!
var Cs:AVAudioFile!
var Ds:AVAudioFile!
var Es:AVAudioFile!
var Fs:AVAudioFile!
var Gs:AVAudioFile!
var As:AVAudioFile!
var Bs:AVAudioFile!
override func viewDidLoad() {
super.viewDidLoad()
// Mark: Load engine
engine = AVAudioEngine()
// Mark : Mention each sound
Cs = try? AVAudioFile(forReading: NSURL.fileURL(withPath:
Bundle.main.path(forResource: "C", ofType: "wav")!))
Ds = try? AVAudioFile(forReading: NSURL.fileURL(withPath:
Bundle.main.path(forResource: "D", ofType: "wav")!))
Es = try? AVAudioFile(forReading: NSURL.fileURL(withPath:
Bundle.main.path(forResource: "E", ofType: "wav")!))
Fs = try? AVAudioFile(forReading: NSURL.fileURL(withPath:
Bundle.main.path(forResource: "F", ofType: "wav")!))
Gs = try? AVAudioFile(forReading: NSURL.fileURL(withPath:
Bundle.main.path(forResource: "G", ofType: "wav")!))
As = try? AVAudioFile(forReading: NSURL.fileURL(withPath:
Bundle.main.path(forResource: "A", ofType: "wav")!))
Bs = try? AVAudioFile(forReading: NSURL.fileURL(withPath:
Bundle.main.path(forResource: "B", ofType: "wav")!))
}
//Mark: create function(playSound) for connect AVAudioEngine and AVAudioplayermode for playing audio when button clicked
func playSound(audioFile: AVAudioFile) {
audioPlayerNode = AVAudioPlayerNode()
if(audioPlayerNode.isPlaying){
audioPlayerNode.stop()
}
if(engine.isRunning){
engine.stop()
engine.reset()
}
engine.attach(audioPlayerNode)
engine.connect(audioPlayerNode, to: engine.mainMixerNode, format: audioFile.processingFormat)
audioPlayerNode.scheduleFile(audioFile, at: nil, completionHandler: nil)
// Start the audio engine
engine.prepare()
try! engine.start()
audioPlayerNode.play()
}
//Mark: create required button for actions to connect function(playSound) and mention each sound to button
#IBAction func btnC(_ sender: UIButton) {
playSound(audioFile: Cs)
}
#IBAction func btnD(_ sender: UIButton) {
playSound(audioFile: Ds)
}
#IBAction func btnE(_ sender: UIButton) {
playSound(audioFile: Es)
}
#IBAction func btnF(_ sender: UIButton) {
playSound(audioFile: Fs)
}
#IBAction func btnG(_ sender: UIButton) {
playSound(audioFile: Gs)
}
#IBAction func btnA(_ sender: UIButton) {
playSound(audioFile: As)
}
#IBAction func btnB(_ sender: UIButton) {
playSound(audioFile: Bs)
}
}

Swift 3: AVAudioPlayer not playing sound

I have a struct with my audio player in it:
struct MT_Audio {
func playAudio(_ fileName:String, _ fileExtension:String, _ atVolume:Float) {
var audioPlayer = AVAudioPlayer()
if let audioPath = Bundle.main.path(forResource: fileName, ofType: fileExtension) {
let audioURL = URL(string:audioPath)
do {
audioPlayer = try AVAudioPlayer(contentsOf: audioURL!)
audioPlayer.volume = atVolume
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch {
print(error)
}
}
}
}
//I'm calling it in viewDidLoad like this:
guard let fileURL = Bundle.main.url(forResource:"heartbeat-01a", withExtension: "mp3")
else {
print("can't find file")
return
}
let myAudioPlayer = MT_Audio() //<--RESOLVED THE ISSUE BY MAKING THIS A PROPERTY OF THE VIEWCONTROLLER
myAudioPlayer.playAudio("heartbeat-01a", "mp3", 1.0)
Since it doesn't crash and burn on the guard I know the file is there. I've also put a break point in after the try and I am getting to the audio player. When I go to the actual file and click on it in Xcode it plays. This fails on both the sim and device. Any help would be appreciated.
Looks like your audioPlayer is only stored within your playAudio function.
Try to keep the audioPlayer as an variable inside your class like this:
struct MT_Audio {
var audioPlayer: AVAudioPlayer?
mutating func playAudio(_ fileName:String, _ fileExtension:String, _ atVolume:Float) {
// is now member of your struct -> var audioPlayer = AVAudioPlayer()
if let audioPath = Bundle.main.path(forResource: fileName, ofType: fileExtension) {
let audioURL = URL(string:audioPath)
do {
let audioPlayer = try AVAudioPlayer(contentsOf: audioURL!)
audioPlayer.volume = atVolume
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch {
print(error)
}
}
}
}

Does anybody know how to fix Do-Try-Catch error code= EXC_1386_INVOP in swift?

I'm writing calculator app in swift when I tried to add audio file I put this above the calc programming:
var player:AVAudioPlayer = AVAudioPlayer()
#IBAction func play(_ sender: UIButton)
{
player.play()
}
and down below in view did load I put this. Please, any help will be great!
override func viewDidLoad() {
super.viewDidLoad()
//Do any additional setup after loading the view, typically from a nib.
do
{
let audioPath = Bundle.main.path(forResource: "song", ofType: "mp4")
try player = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
}
catch
{
// error
abort()
}
}
you are retreiving path Not the URL... secondly your do try Syntax is wrong... try this code
do
{
let audioPath = Bundle.main.url(forResource: "song", withExtension: "mp4")
player = try AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
}
catch
{