I have problems with playing sounds on my iPhone programmatically - i don't understand the explanation in Xcode's Documentation about AvAudioPlayer.
Could someone else please give me a code snippet, or better, explain it to me?
Edit what I exactly want to do is playing a sound in an infinite loop, starting when the viewdidload, on app exit the music should stop (not playing in background).
It is for a game I am trying to develop
Actually every method i am using is giving back the same error: (log excerpt)
Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSURL initFileURLWithPath:]: nil string parameter'
edit end
Thanks
Here is a very simple way to play short sounds that you have added to your bundle:
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"somesound" ofType:#"aif"];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath: soundPath], &soundID);
AudioServicesPlaySystemSound (soundID);
Here is more documentation on System Sound Services Reference
Edit: since you don't want to simply play a short sounds this might be better:
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"mySound" ofType:#"mp3"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops = -1; //infinite
[player play];
See the AVAudioPlayer Class Reference for more information.
Based on your error, your path to the sound file is not valid one (NSURL returns nil for not valid paths).
Related
First time i am capturing video in my App, but when i start capturing i want that button click sound as native application. I have searched a lot and came to know that it is a system sound. Can anyone please tell me how can i add that sound in my application when i start capturing video and when i stop capturing.
Currently i am using AVAudioPlayer to play sound as shown below
NSURL *url1 = [[NSBundle mainBundle] URLForResource:str withExtension:#"wav"];
_startAudioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url1 error:nil];
_startAudioPlayer.delegate= self;
[_startAudioPlayer prepareToPlay];
[_startAudioPlayer play];
Thanks in advance.....
Just import AudioToolbox.framework.
Create the URL for the source audio file
NSURL *tapSound = [[NSBundle mainBundle] URLForResource: #"tap"
withExtension: #"aif"];
// Store the URL as a CFURLRef instance
self.soundFileURLRef = (CFURLRef) [tapSound retain];
// Create a system sound object representing the sound file.
AudioServicesCreateSystemSoundID (
soundFileURLRef,
&soundFileObject
);
Play sound
AudioServicesPlayAlertSound (soundFileObject);
Here is a nice tutorial link you can follow this
When you want to start capturing video at that time call this bellow method like this...
[self playSound];
use my this bellow method for play sound...
-(void)playSound
{
NSString *path = [[NSBundle mainBundle] pathForResource:#"adriantnt_release_click" ofType:#"mp3"];
AVAudioPlayer* theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate=self;
[theAudio play];
}
first store any mp3 or any audio file in your project folder For Ex: i add adriantnt_release_click.mp3 file.
Also add AVAudioPlayerDelegate in your .h file and add AudioToolbox.framework in your project..
I want to play some simple sound effects when people press certain buttons in my app and I've tried several things, but I always get a latency that makes the sound seem out of sync.
I've followed the tutorials here, so I've tried the build in Audio Services, but that had a latency and I've tried the AVAudioPlayer, but that had a latency as well, even though I used "prepareToPlay".
Do I really have to install a big and messy library like Finch to get a simple sound effect with no latency in my simple app?
Hope you can clarify things for me!
UPDATE
Code for Audio Services:
NSURL *soundURL = [[NSBundle mainBundle] URLForResource:#"PlopsX4"
withExtension:#"aif"];
AudioServicesCreateSystemSoundID((CFURLRef)soundURL, &sound1);
AudioServicesPlaySystemSound(sound1);
Code for AVAudioPlayer in viewDidLoad:
NSURL *soundURL = [[NSBundle mainBundle] URLForResource:#"PlopsX4"
withExtension:#"aif"];
self.avSound = [[AVAudioPlayer alloc]
initWithContentsOfURL:soundURL error:nil];
[self.avSound prepareToPlay]
Code for AVAudioPlayer in method where I want to play the file:
[self.avSound play];
The way I got this to work (and I think I got the idea from another post on SO) was to create an empty 1 second .wav file and "play" it at initialization. After that, there was no delay when I called the other sound effects.
Something like this in my sound player object
SystemSoundID blID;
SystemSoundID cID;
+(void)doInit
{
if (spinitialized){
AudioServicesPlaySystemSound (blID);
return;
}
NSString *str = [[NSBundle mainBundle] pathForResource:#"ding.wav" ofType:#""];
NSURL *uref = [NSURL fileURLWithPath:str];
OSStatus error = AudioServicesCreateSystemSoundID ((CFURLRef)uref, &cID);
if (error) NSLog(#"SoundPlayer doInit Error is %ld",error);
str = [[NSBundle mainBundle] pathForResource:#"blank.wav" ofType:#""];
uref = [NSURL fileURLWithPath:str];
error = AudioServicesCreateSystemSoundID ((CFURLRef)uref, &blID);
if (error) NSLog(#"SoundPlayer doInit Error is %ld",error);
AudioServicesPlaySystemSound (blID);
spinitialized = YES;
}
Then I could just play the "ding" without any delay using:
AudioServicesPlaySystemSound (cid);
SOLUTION
I ended up doing something similar as Mike above. I ended up playing the sound with the sound volume down in viewDidLoad:
NSURL *soundURL = [[NSBundle mainBundle] URLForResource:#"PlopsX4"
withExtension:#"aif"];
self.plops = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:nil];
[self.plops setVolume:0.0];
[self.plops play];
And then in the function where I play it I do:
[self.plops setVolume:1.0];
[self.plops play];
One thing I found that seems to help is, upon entry to the screen where the sound MIGHT be played, to play a fraction of a second of a sound. This seems to "prime" the sound mechanism -- allocating internal objects, paging in stuff, etc.
(I observe that this is similar to Mike M's approach.)
I have an object moving around the screen and once it reaches the edges it it changes direction and plays a sound this all works fine except that when it plays the sound I freezes for about half a second is there any way of making this run smoothly with the sound and object movement?
-(void)viewDidLoader
{
NSString *path1 = [[NSBundle mainBundle] pathForResource:#"ballbounce" ofType:#"mp3"];
ballbounce = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path1] error: NULL];
[ballbounce prepareToPlay];
}
-(void) ballcollition
{
[self ballplaysound]
enemy.center = CGPointMake(enemy.center.x+pos.x,enemy.center.y+pos.y);
if (enemy.center.x > 328 || enemy.center.x < 0)
{
pos.x = -pos.x;
}
}
-(void)ballplaysound
{
if (enemy.center.x > 328 || enemy.center.x < 0 ||enemy.center.y < 0||enemy.center.y < 300)
[ballbounce play];
}
use the System Sound for sound that plays smoothly.
Original NON-ARC answer:
#import <AudioToolbox/AudioToolbox.h>
- (IBAction)soundButton:(id)sender {
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"alert" ofType:#"wav"];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath: soundPath], &soundID);
AudioServicesPlaySystemSound (soundID);
[soundPath release];
}
Updated for ARC, and turned into a utility function:
- (void)soundPlay:(NSString*)waveName {
// wavName = #"alert" without any file extension (not alert.wav)
NSString *soundPath = [[NSBundle mainBundle] pathForResource:waveName ofType: #"wav"];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((__bridge CFURLRef)[NSURL fileURLWithPath: soundPath], &soundID);
AudioServicesPlaySystemSound (soundID);
}
Use AudioServicesPlaySystemSound(): https://developer.apple.com/library/ios/#documentation/AudioToolbox/Reference/SystemSoundServicesReference/Reference/reference.html
You can gain sound "smoothness" with AVPlayer by simply converting your mp3 to caf format as explained here.
1) Create AVAudioPLayer and cache it in your apps initialization code and never call it again
also call prepare as well.
2) so the method you included should only have to call play;
3) If you still get a skip use
[ballbounce performSelectorOnMainThread:#selector(play) withObject:nil];
Since you didnt include all the code and you are clearly doing drawing - putting the play method
on the queue could let the drawing code finish without interruption.
Doing this correctly might fix you. Using AudioSystemSound is much lower overhead but you should follow the same principles of preparing any often used sounds in your app initialization and not spawning them at the exact time you need them to avoid performance issues.
I am using AVAudioPLayer to do the audio for my game. I have the following code in a method in a seperate class, which is called every time I want the 'boing' sound to play. Problem is, it leaks huge amounts of memory, to the point where the game becomes unplayable. Now i'm not releasing any of the pointers in the method, because at the time I only had one. But now I have 10 of these methods.
What is the best way to release the pointers in tis case? (Yes, I have tried releasing straight after [boing play];, this solves the leak (obviously) but the sound dosen't play so theres no point.
-(void)playBoing {
int x = (arc4random()%3)+1;
NSString *path = [NSString stringWithFormat:#"/boing_0%i.aif", x];
NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
resourcePath = [resourcePath stringByAppendingString:path];
AVAudioPlayer *boing = [[AVAudioPlayer alloc] initWithContentsOfURL:
[NSURL fileURLWithPath:resourcePath] error:nil];
boing.delegate = self;
boing.volume = 1;
[boing play];
}
It's possible there's a better solution, but I've had similar problems where releasing right away killed my process. This is the solution I took. Again, there may be better out there, but for a quick fix, it should do the trick.
In your header file, create the following:
AVAudioPlayer *boing;
Then in -(void)playBoing, do as you did, but change
AVAudioPlayer *boing = [[AVAudioPlayer alloc] initWithContentsOfURL:
[NSURL fileURLWithPath:resourcePath] error:nil];
to
if (boing != nil) {
boing = nil;
[boing release];
}
boing = [[AVAudioPlayer alloc] initWithContentsOfURL:
[NSURL fileURLWithPath:resourcePath] error:nil];
This should ensure that there's only one instance of boing allocated at a time
-(IBAction)playSound{ AVAudioPlayer *myExampleSound;
NSString *myExamplePath = [[NSBundle mainBundle] pathForResource:#"myaudiofile" ofType:#"caf"];
myExampleSound =[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:myExamplePath] error:NULL];
myExampleSound.delegate = self;
[myExampleSound play];
}
I want to play a beep sound when a button is clicked. I had used the above code. But it is taking some delay in playing the sound.
Anyone please help.
There are two sources of the delay. The first one is bigger and can be eliminated using the prepareToPlay method of AVAudioPlayer. This means you have to declare myExampleSound as a class variable and initialize it some time before you are going to need it (and of course call the prepareToPlay after initialization):
- (void) viewDidLoadOrSomethingLikeThat
{
NSString *myExamplePath = [[NSBundle mainBundle]
pathForResource:#"myaudiofile" ofType:#"caf"];
myExampleSound =[[AVAudioPlayer alloc] initWithContentsOfURL:
[NSURL fileURLWithPath:myExamplePath] error:NULL];
myExampleSound.delegate = self;
[myExampleSound prepareToPlay];
}
- (IBAction) playSound {
[myExampleSound play];
}
This should take the lag down to about 20 milliseconds, which is probably fine for your needs. If not, you’ll have to abandon AVAudioPlayer and switch to some other way of playing the sounds (like the Finch sound engine).
See also my own question about lags in AVAudioPlayer.
AudioServicesPlaySystemSound is an option. Tutorial here, sample code here.