I recorded a video and copied it to the path
NSURL *videoPath =[NSURL URLWithString:[NSString stringWithFormat:#"%#%#",[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUsersDomainMask,YES) objectAtIndex:0],#"/output.mov"]];
Then use MPMoviePlayer to play it:
MPMoviePlayerController *player = [[MPMovieController alloc] initWithContentURL:videoPath];
This does not work. The video can't get loaded. The file path is
"/var/mobile/Applications/12341235-12354125-123412-41/Documents/output.mov"
Does anyone know why?
For some weird reason, MPMoviePlayerController doesn't seem to like certain NSURLs even though they are deemed as valid objects.
The "secret" is to get the file path as NSString and then use [NSURL fileURLWithPath:URLStringPath] to create the URLs your are using to create the MPMoviePlayerController instance.
i think you forgot to set / for your file path use like this
NSURL *videoPath =[NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/%#",[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUsersDomainMask,YES) objectAtIndex:0],#"output.mov"]];
Related
I'm pretty confused by this one and can't think of anything obvious that I am doing wrong.
I can't get iOS to pull an m4a out of my app bundle
eg
NSURL *clickurl = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/fishy2.m4a", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc]
initWithContentsOfURL:clickurl
error:&error];
audioPlayer.delegate = self;
if (error)
NSLog(#"Error: %#",
[error localizedDescription]);
else
[audioPlayer play];
I get an error -43
However, if I instead use an identical mp3 instead
NSURL *clickurl = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/fishy.mp3", [[NSBundle mainBundle] resourcePath]]];
everything is happy
I've tried this many many times across different projects and can't see where I'm going wrong. I've been using NSFileManager to check if it is there and it says no to the m4a, but yes to the mp3. Tried this with all manner of different methods of importing different audio files in different formats and I can't seem to get it to find the m4a (and it really really has to be m4a). mp3, wav, caf etc... all work. Interestingly, the m4as that I run from the user documents directory work just fine
All I want is to be able to copy the file!
Any ideas at all?
Work around = right click and "add files to " instead of dragging
How to use Extended Audio File Services: ExtAudioFileRead to Performs a synchronous, sequential read operation on an audio file.
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"theme"
ofType:#"mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:filePath];
audioPlayer = [[AVAudioPlayer alloc]
initWithContentsOfURL:fileURL error:nil];
[fileURL release];
How i can Performs a synchronous, sequential read operation on theme audio file. Currently have AVFoundation.Framework and should i add CoreAudio.Framework too.
To use Extended Audio File services, you'll need to link to AudioToolbox.framework
Opening and reading a file using this API is fairly involved. There's some good information here, and the Documentation.
For my part, I've found the headers in AudioToolbox.framework to have the best documentation. See ExtAudioFile.h
I have debug this code in url I am getting the "fileName" string, which i want. But in _audio i am getting null.
I am using an AVAudioPlayer to play and stream audio files. I am playing audio files from resources and document directory, but if they are absent in document directory then I want to play that specific audio from it's url. By streaming and buffering it. Here is my code:
NSString *fileName = #"http://ilm.coeus-solutions.de/frontend/images/audios/mp3test.mp3";
fileName = [fileName stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding];
NSURL *url = [[NSURL alloc] initWithString:fileName];
AVAudioPlayer *_audio = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
You can try following code,
NSData *filelocation=[[NSData alloc]initWithContentsOfURL:[NSURL URLWithString:#"http://ilm.coeus-solutions.de/frontend/images/audios/mp3test.mp3"]];
MyAudioPlayer = [[AVAudioPlayer alloc]initWithData:filelocation error:nil];
hope this will solve your problem
Slam dear! Please read again my question I have just asked about audio streaming rather than downloading it and then playing it.
This below link helped me. By the way thanks all who try to help me.
http://cocoawithlove.com/2008/09/streaming-and-playing-live-mp3-stream.html
Thanks!
Have already tried that out and failed
I put a .wav file into my app and it was fine. So I tried to put a .wav song file into the app. When runs, there's no sound coming out. ( the song is converted from .mp3 using iTunes)
Any ideas how can I fix this? Thanks in advance
one possible reason the sound file is too large. You have different kinds of audio player in iOS some of them can only play files that are really short (something like 1-3 sec). To fix that you have to choose another player like CoreAudio.
The second possible failure is the simulator. The simulator is not always doing the same, the device do. Try running on real device and check if it's working.
// EDIT: sample code:
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"mySound" ofType:#"mp3"];
NSURL *soundFileURL = [NSURL URLForString:soundFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc]initWithContentsOfURL:soundFileURL];
[player play];
[player pause];
I want to be able to play a sound clip in an iPhone OS app. I've seen info on both NSSound as well as AVFoundation as being means for getting sound clips played on an iPhone OS device, but I'm still not clear on the subject and could use some help. No need to spell it out for me step-by-step in actual code, but if someone could give me a hint as to the general direction (i.e. which classes I should be focusing on) in which I should start moving I'll fill in the blanks myself. So, what's the SIMPLEST way to play a sound clip in an iPhone app?
Apple has an article on this subject, see: this link
AVAudioPlayer is the simplest way to play sounds of any length, looping or not, however it requires iPhone OS 2.2 or higher. A simple example:
NSString *soundFilePath =
[[NSBundle mainBundle] pathForResource: #"sound"
ofType: #"wav"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
AVAudioPlayer *newPlayer =
[[AVAudioPlayer alloc] initWithContentsOfURL: fileURL
error: nil];
[fileURL release];
[newPlayer play];
[newPlayer release];
It will play virtually any file format (aiff,wav,mp3,aac) Keep in mind that you can only play one mp3/aac file at a time.
Here's the simplest way I know of:
Convert your sound file to caf (use afconvert commandline tool) and add to your project.
caf stands for Core Audio Format (I think...)
Look for SoundEffect.h and .m in Apple's sample code. I believe both Metronome and BubbleLevel have it.
Copy to your project
Write code like below:
SoundEffect *SimpleSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:#"soundfile" ofType:#"caf"]];
[SimpleSound play];
[SimpleSound release];
Study SoundEffect.m to get an idea of simple sound handling.