IOS Audio won't work after stop idle awhile - iphone

My application worked fine when I play and stop the music at the start of the running but when I later stopped the music and let the application idle for quite some time and clicked the play button, the application didn't output any warning and no music is played even the log output my music is now playing. I have no idea what is the error that leads to this as nothing is wrong. Is it a common behavior in IOS simulator?
This is my audio code just in case.
-(void)musicIsPlaying:(id)sender
{
AVAudioPlayer *theAudio = [sender objectForKey:#"audio"];
UIButton *btn = [sender objectForKey:#"button"];
if (btn.selected == TRUE)
{
[btn setTitle:#"Stop" forState:UIControlStateNormal];
[btn setSelected:FALSE];
if(theAudio.isPlaying == NO)
{
[theAudio prepareToPlay];
[theAudio play];
NSLog(#"music playing");
}
}
else
{
[btn setTitle:#"Play" forState:UIControlStateNormal];
[btn setSelected:TRUE];
if(theAudio.isPlaying==YES)
{
[theAudio stop];
NSLog(#"music stop playing");
}
}
}

You should call method to resume your play when Application becomes active. So, write your code to resume your play in Appdelegate.
- (void)applicationDidBecomeActive:(UIApplication *)application
{
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}

you need to Declare AVAudioPlayer in Interface
#interface AudioViewController ()
{
AVAudioPlayer *theAudio;
}
#end
the use this "theAudio" object in your method(musicIsPlaying)..like
theAudio = [sender objectForKey:#"audio"];
Hope..it will work for you...

Related

Getting wrong playback state in MP Music Player Controller in ios 5

i am getting wrong playback state in MP music player.
while playing a song i am getting pause state.
My app is working fine in ios 4.but i am having this issue in ios 5.
can anybody Help me ??
My code is here.
[musicPlayer stop];
if (userMediaItemCollection)
{
userMediaItemCollection=nil;
}
musicPlayer.nowPlayingItem=nil;
userMediaItemCollection=[MPMediaItemCollection collectionWithItems:[mediaItemCollection items]];
[musicPlayer setQueueWithItemCollection:userMediaItemCollection];
[musicPlayer setNowPlayingItem:
[[userMediaItemCollectionitems]objectAtIndex:indexOfCurrentObject]];
[self enablePrevAndNextButtons];
[musicPlayer play];
}
-(void)playbackStateDidChanged:(NSNotification *)notification
{
if (musicPlayer.playbackState!=MPMusicPlaybackStatePlaying)
{
[playPauseButton setBackgroundImage:[UIImage imageNamed:#"play_iPad.png"] forState:UIControlStateNormal];
}
else if(musicPlayer.playbackState==MPMusicPlaybackStatePlaying)
{
[playPauseButton setBackgroundImage:[UIImage imageNamed:#"pause_iPad.png"] forState:UIControlStateNormal];
}
I have also reported this bug to Apple. I was able to reproduce it 100% of the time by doing the following:
Launch application that uses MPMusicPlayerController.
Launch the "Music" App.
Hit Play, Skip, Skip, Pause, Play, Pause
Open the original application and the MPMusicPlaybackState of MPMusicPlayerController will be incorrect.
None of the proposed solutions here worked for me. The solution that did work was to keep track of when the bug was occurring and updating the UI specially in these cases.
When the UIApplicationDidBecomeActiveNotification notification is received (see matbur post for more details on this), see if audio is actually not playing when the MPMusicPlaybackState said it was:
-(BOOL) isPlaybackStateBugActive {
MPMusicPlaybackState playbackState = self.musicPlayer.playbackState;
if (playbackState == MPMusicPlaybackStatePlaying) {
AudioSessionInitialize (NULL, NULL, NULL, NULL);
UInt32 sessionCategory = kAudioSessionCategory_AmbientSound;
AudioSessionSetProperty (kAudioSessionProperty_AudioCategory, sizeof (sessionCategory), &sessionCategory);
AudioSessionSetActive (true);
UInt32 audioIsPlaying;
UInt32 size = sizeof(audioIsPlaying);
AudioSessionGetProperty(kAudioSessionProperty_OtherAudioIsPlaying, &size, &audioIsPlaying);
if (!audioIsPlaying){
NSLog(#"PlaybackState bug is active");
return YES;
}
}
return NO;
}
Don't forget to import the AudioToolbox framework.
None of these workarounds fix the issue for my app. It is a bug in iOS, and my app will never function properly until Apple fixes it.
I have a music player with a play/pause button. When music is playing, the button shows the "pause" icon. When music is paused, the button shows the "play" icon - just like all music apps. I can replicate the bug at any time by doing the following:
1. Play music in my app (the play/pause button shows the "pause" icon correctly)
2. Background my app and lock my phone for ~10 minutes
3. Double tap home and hit the pause button from the iPod controls
4. Unlock my phone and open my app again
5. Music will be stopped, but my app still shows the "pause" icon when it should so "play"
I've done extensive debugging and logging to ensure that the method that updates my play/pause button is always called when my application becomes active. The issue is that when I re-enter my app, the playback state of MPMusicPlayer is still set to MPMusicPlaybackStatePlaying even when music is stopped/paused.
I filed a bug report for this about a year ago and haven't heard anything from Apple. If someone else would file one it would be greatly appreciated.
I have the same problem but when I play/pause many times when my app is in background, I reported the bug to Apple and hope to get an amswer soon, I want to know if my coding is wrong or there is an API problem. If this was the error you were having, this may be helpful. I came to a workaround which even though isnt the best solution, for my app is acceptable:
In the viewDidLoad, add this:
NSNotificationCenter *notificationCenter = [NSNotificationCenter defaultCenter];
[notificationCenter addObserver: self
selector: #selector (handle_ApplicationDidBecomeActive:)
name: UIApplicationDidBecomeActiveNotification
object: nil];
Then, create a handle_ApplicationDidBecomeActive method, and add this:
- (void) handle_ApplicationDidBecomeActive: (id) notification
{
if (musicPlayer.playbackState!=MPMusicPlaybackStatePlaying)
{
[playPauseButton setBackgroundImage:[UIImage imageNamed:#"play_iPad.png"] forState:UIControlStateNormal];
[musicPlayer pause];
}
else if(musicPlayer.playbackState==MPMusicPlaybackStatePlaying)
{
[playPauseButton setBackgroundImage:[UIImage imageNamed:#"pause_iPad.png"] forState:UIControlStateNormal];
[musicPlayer pause];
}
}
(dont put this code inside your playbackStateDidChanged method as this may generate an endless loop)
This will sync the state of your buttons and music player to the one reported by the API. in the cases in which there is a coincidence, there will be no impact of any type, in the other cases, the player will pause/play accordingly.
I experienced the same problem with the release of iOS 5. I found that the playbackState property does get updated, but after a delay, so it's not yet set when your playbackStateDidChanged method runs.
My workaround was to set my own instance variable called musicPlayerRecentlyStartedPlaying whenever I start playback. Then I use a method called from a timer to check both that variable and the playbackState property to find out if the player is really playing:
- (void)playMusic {
[self.musicPlayer play];
self.musicPlayerRecentlyStartedPlaying = TRUE;
self.musicControlsUpdateTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(updateMusicControls:) userInfo:nil repeats:TRUE];
}
- (void)stopMusic {
[self.musicPlayer stop];
self.musicPlayerRecentlyStartedPlaying = FALSE;
[self.musicControlsUpdateTimer invalidate];
}
- (void)updateMusicControls:(NSTimer *)timer {
BOOL playing = (([self.musicPlayer playbackState] == MPMusicPlaybackStatePlaying)&&(self.musicPlayer.nowPlayingItem));
if (!playing) {
// check to see if we recently started playing
if (self.musicPlayerRecentlyStartedPlaying) {
playing = TRUE;
}
} else {
// once the property is updated, we no longer need this
self.musicPlayerRecentlyStartedPlaying = FALSE;
}
}
You might not need to call updateMusicControls from a timer, but I do because I'm also updating the position of a progress bar as the music plays.
This code using when previous Button click Previous song will be play
- (IBAction)playPreviousSongInList:(id)sender {
static NSTimeInterval skipToBeginningOfSongIfElapsedTimeLongerThan = 3.5;
NSTimeInterval playbackTime = self.musicPlayer.currentPlaybackTime;
if (playbackTime <= skipToBeginningOfSongIfElapsedTimeLongerThan) {
[self.musicPlayer skipToPreviousItem];
} else {
[self.musicPlayer skipToBeginning];
}
}

How to pause program execution when pause button is pressed

I want in this action whenever pause button is pressed it should pause the program execution as well because right now when i pause the audio file it still keeps on displaying views one after the other. I want that to be paused as well.
-(void)playpauseAction:(id)sender
{
if
([audioPlayer isPlaying]){
[sender setImage:[UIImage imageNamed:#"play.png"] forState:UIControlStateSelected];
[audioPlayer pause];
} else {
[sender setImage:[UIImage imageNamed:#"pause.png"] forState:UIControlStateNormal];
[audioPlayer play];
[self performSelector:#selector(displayviewsAction:) withObject:nil afterDelay:11.0];
}
}
Anyone know how i can pause the program execution as well.
You can use this [NSThread sleepForTimeInterval:[[NSDate date] timeIntervalSince1970]];
but you will not be able to resume it because your main thread sleeps so you will not receive the touch.
And I also think that your app will not be approved in store.
What I recommend is to use NSTimer to trigger the action and when you press pause just invalidate the timer, when you press play crate a new timer and fire it.

AVAudioPlayer - Muting button

I have searched for this answer and have not found it.
I have music that plays in the background when my iPhone app is launched. But I want a button so that users can mute the music. There are sound effects within the app also so sliding the mute button on the side of the device won't cut it.
This is the current code I have for the AVAudioPlayer.
- (void)viewDidLoad{
#if TARGET_IPHONE_SIMULATOR
//here code for use when execute in simulator
#else
//in real iphone
NSString *path = [[NSBundle mainBundle] pathForResource:#"FUNKYMUSIC" ofType:#"mp3"];
AVAudioPlayer *TheAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
TheAudio.delegate = self;
[TheAudio play];
TheAudio.numberOfLoops = -1;
#endif
}
Can anyone help me out the code needed for a simple button to simply stop the music and start it again.
Thanks in advanced.
Put this code in the viewcontroller.h file:
-(IBAction) btnStop:(id)sender;
Put this code in the viewcontroller.m file:
-(IBAction) btnStop:(id)sender {
[TheAudio stop];
//Whatever else you want to do when the audio is stopped
}
In the Interface builder, connect a button to this action, so when it is clicked this action will be called.
That should make the music stop.
Its easier to display code in an answer:
-(IBAction) playerPlay:(id)sender {
if([player isPlaying]) {
[player stop];
}
if(![player isPlaying]) {
[player play];
}
}
I'll explain:
The [player isPlaying] method checks to see if the audio is playing. If the audio is playing, everything in the brackets is executed (in this situation, the audio stops playing).
Because of the "!" in ![player isPlaying], the method is made the opposite of what it usually is. This means that if the player is NOT playing, everything in the brackets is executed (in this situation, the audio starts playing).
All of this is enclosed in the IBAction, so that it is executed when the button is clicked.
For future reference, the correct format for an If statement in Objective-C is:
if(thing to check for) {
things that happen if the thing that is check for is correct;
}
The word "then" is never actually used, but it is the same thing and whatever is in the brackets.
Hope this helps!

iPhone: AVAudioPlayer not always playing audio on device

I have 2 views in my app, that are identical, they just load in a different array of sound files to use with their respective AVAudioPlayer.
However, ON THE DEVICE ONLY, on my second view, the sound seems to only play once after initialization, then it doesn't play until I initialize the player again.
This is my play button code:
- (IBAction)play:(id)sender {
if (((int)buttonCount % 2) == 0) {
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
self.audioPlayer.currentTime = 0;
self.audioPlayer.volume = volumeSlider.value;
[self.audioPlayer play];
[playButton setTitle:#"Stop..." forState:UIControlStateNormal];
buttonCount++;
[self fadePickerAnimation:NO];
NSLog(#"Should play");
}
else {
[self initializeSoundAfterStop:YES];
NSLog(#"Shouldn't play");
}
NSLog(#"buttoncount %i",buttonCount);
NSLog(#"What is the playing state? %i", self.audioPlayer.playing);
}
and the function it calls under the else clause:
- (void)initializeSoundAfterStop:(BOOL)addToButtonCount {
//Initialize audioPlayer once completely stopped
[self.audioPlayer stop];
[self.audioPlayer prepareToPlay];
[playButton setTitle:#"Chime!" forState:UIControlStateNormal];
if (addToButtonCount == YES) {
buttonCount++;
}}
The NSLogs in the above code output this as I continuously press the play button:
Should play
buttoncount 1
What is the playing state? 1
Shouldn't play
buttoncount 2
What is the playing state? 0
Should play
buttoncount 3
What is the playing state? 0
Shouldn't play
buttoncount 4
What is the playing state? 0
Should play
buttoncount 5
What is the playing state? 0
Shouldn't play
buttoncount 6
What is the playing state? 0
So as you can see, it gets stuck in a non-playing mode for some reason.
This method is used in exactly the same fashion in my first view, and it works without any problem. And it all works fine on the simulator, just not on my iPhone 4. Cannot figure this out. The play method of audioPlayer gets called when I setup a breakpoint, so I dunno!
Thanks!
Couldn't find out why this was happening, however, I fixed it by simply adding in my AVAdioPlayer initializer function at the top of the play IBAction.
Might not be the most graceful solution, but it works.
Just beware of memory allocation if you decide to do this.

Handle iPhone interruption in a music application

I've tried the code to avoid the sleep mode interruption. It's working, but now I have a problem with interruptions when a call or sms is coming in to the iPhone. The song in my music application is stopped at that time. I want to automatically resume the song where it was stopped once the call is over.
- (void) audioPlayerBeginInterruption: (AVAudioPlayer *) player {
if (playing) {
playing = NO;
interruptedOnPlayback = YES;
[self updateViewForPlayerState];
}
}
- (void) audioPlayerEndInterruption: (AVAudioPlayer *) player {
if (interruptedOnPlayback) {
[player prepareToPlay];
[player play];
playing = YES;
interruptedOnPlayback = NO;
}
}
But it doesn't work. Please help me here, thanks in advance.
Try Apple's guide to Audio Interruptions.