ios stream mp3 and record sound - iphone

problem: cannot record sound after streaming audio over http.
The problem which I am having is that I can no longer record sound after streaming mp3 using this guide: http://cocoawithlove.com/2008/09/streaming-and-playing-live-mp3-stream.html
I can record sound perfectly fine before i stream any mp3. only after i stream mp3 using the guide that my ios app can no longer record sound.
I was wondering if any of you might have run into this issue before or have any hunch of why this problem occur? I'll go ahead and post my code for recording, just in case any of you would need to look at it.
before i stream any mp3, audioRecorderDidFinishRecording always fire after a record has been done.
after i stream mp3, audioRecorderDidFinishRecording never fire after a record has been done.
Thank you in advance for your help.
// #########################
NSURL *soundFileUrl = [NSURL fileURLWithPath:self.recordFilePath];
NSDictionary *recordSettings = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithInt:kAudioFormatLinearPCM], AVFormatIDKey,
[NSNumber numberWithInt:AVAudioQualityMax], AVEncoderAudioQualityKey,
[NSNumber numberWithInt:24], AVEncoderBitRateKey,
[NSNumber numberWithInt:1], AVNumberOfChannelsKey,
[NSNumber numberWithFloat:22050.0f], AVSampleRateKey,
nil];
NSError *error = nil;
self.recorder = [[AVAudioRecorder alloc] initWithURL:soundFileUrl settings:recordSettings error:&error];
if (error) {
NSLog(#"%#", error);
} else{
self.recorder.delegate = self;
[self.recorder prepareToRecord];
[self.recorder record];
self.recordCountdown = [NSTimer scheduledTimerWithTimeInterval:(1.0/1.0) target:self selector:#selector(updateLabelCountdown) userInfo:nil repeats:YES];
}
// delegate for finish recording with success and failure
- (void) audioRecorderDidFinishRecording:(AVAudioRecorder *)recorder successfully:(BOOL)flag {
NSLog(#"record did finish flag - %d", flag);
}
- (void) audioRecorderEncodeErrorDidOccur:(AVAudioRecorder *)recorder error:(NSError *)error {
NSLog(#"error record - %#", [error localizedDescription]);
}

Try this
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayAndRecord error:nil];
reference iPhone SDK: AVAudioRecorder will not record after calling [AVPlayer play]

Related

iOS - Overwrite the particular audio recording In specific time

Hi I need to develop an app that can record, play, stop and overwrite audio. I have done the Recording by using AvAudioRecorder:
NSDictionary *audioSettings = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithFloat: 44100],AVSampleRateKey,
[NSNumber numberWithInt: kAudioFormatLinearPCM],AVFormatIDKey,
[NSNumber numberWithInt: 2],AVNumberOfChannelsKey,
[NSNumber numberWithInt: AVAudioQualityLow], AVEncoderAudioQualityKey,
nil];
self.audioRecorder = [[AVAudioRecorder alloc]
initWithURL:audioFileURL
settings:audioSettings
error:nil];
[sliderTimer invalidate];
[self.audioRecorder record];
sliderTimer = [NSTimer scheduledTimerWithTimeInterval:0.2
target:self
selector:#selector(updateSlider)
userInfo:nil repeats:YES];
...and playback is done using AVplayer.
But I dont know how to overwrite the recording. This the outline of my overwrite implementation:
Stop Recording
Move the slider position to the particular point
Then, start recording.
This is the functionality to overwrite the previous recordings.
So, As per the steps I have written
[self.audioRecorder stop];
[[self audioSlider] setValue:self.audioSlider.value animated:YES];
[self.audioRecorder recordAtTime:self.audioSlider.value forDuration:self.audioSlider.maximumValue];
...but its not working. Instead, they totally re-record the file. Could any body help me for this critical situation.
Create audioSession object,its upto you whether you want to activate or deactivate your app’s audio session.(AVAudioSession)
audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory :AVAudioSessionCategoryPlayAndRecord error:&err];
if(err) {
NSLog(#"audioSession: %# %d %#", [err domain], [err code], [[err userInfo] description]);
return;
}
[audioSession setActive:YES error:&err];
Start recording proces,
-startRecording
{
[recordSetting setValue :[NSNumber numberWithInt:kAudioFormatAppleIMA4] forKey:AVFormatIDKey];
// We can use 44100, 32000, 24000, 16000 or 12000 depending on sound quality
[recordSetting setValue:[NSNumber numberWithFloat:32000.0] forKey:AVSampleRateKey];
// We can use 2(if using additional h/w) or 1 (iPhone only has one microphone)
[recordSetting setValue:[NSNumber numberWithInt: 1] forKey:AVNumberOfChannelsKey];
mediaPath = [[NSString stringWithFormat:#"%#/myVoice.mp3", DOCUMENTS_FOLDER] retain];//where you want to save your recorded audio.
NSURL *url = [NSURL fileURLWithPath:mediaPath];
err = nil;
NSData *audioData = [NSData dataWithContentsOfFile:[url path] options: 0 error:&err];
recorder = [[ AVAudioRecorder alloc] initWithURL:url settings:recordSetting error:&err];
[recorder setDelegate:self];
[recorder prepareToRecord];
recorder.meteringEnabled = YES;
BOOL audioHWAvailable = audioSession.inputAvailable;
if (! audioHWAvailable) {
UIAlertView *cantRecordAlert = [[UIAlertView alloc] initWithTitle: #"Warning"
message: #"Audio input hardware not available"
delegate: nil cancelButtonTitle:#"OK"
otherButtonTitles:nil];
[cantRecordAlert show];
[cantRecordAlert release];
return;
}
[recorder record];
}
Pause recording:
-pauseRecording
{
[recorder pause];
//[recorder updateMeters];
}
Again resume the process..audiosession will do it for you...
-resumerecording
{
[recorder record];
//[recorder updateMeters];
}
EDIT: [recorder updateMeters]; should be called periodically which refreshes the average and peak power values for all channels of an audio recorder.
You can use timer for that.
For example:
NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(updateAudioDisplay) userInfo:NULL repeats:YES];
-(void)updateAudioDisplay
{
if (!recorder.isRecording)
{
[recorder updateMeters];
}
else
{
if (recorder == nil) {
//recording is not yet started
}
else
{
//paused
}
}
}
You can download the sample code from here.

Trying to record and play audio at the same time, but it's quiet

Okay so I've tried to look this up so it isn't a duplicate but I might have missed something. Anyways, in my app I have a song that should start playing when I hit record. So when I hit record, the AVAudioRecorder starts recording and my already initialized AVAudioPlayer starts playing the song. Yet the song's volume becomes very quiet. I know it isn't the song because if I simply play the song without attempting to record at the same time, it plays at full volume. Any help guys? Thanks.
How I'm Initializing:
NSDictionary *recordSettings = [NSDictionary
dictionaryWithObjectsAndKeys:
[NSNumber numberWithInt:AVAudioQualityMin],
AVEncoderAudioQualityKey,
[NSNumber numberWithInt:16],
AVEncoderBitRateKey,
[NSNumber numberWithInt: 2],
AVNumberOfChannelsKey,
[NSNumber numberWithFloat:44010.0],
AVSampleRateKey,
nil];
NSError *error = nil;
audioRecorder = [[AVAudioRecorder alloc]
initWithURL:soundFileURL
settings:recordSettings
error:&error];
if (error)
{
NSLog(#"error: %#", [error localizedDescription]);
} else {
[audioRecorder prepareToRecord];
}
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:"Rang De"
ofType:#"mp3"]];
audioPlayerForPreloadedMusic = [[AVAudioPlayer alloc]
initWithContentsOfURL:url
error:&error];
if (error)
{
NSLog(#"Error in audioPlayer: %#",
[error localizedDescription]);
} else
{
audioPlayerForPreloadedMusic.delegate = self;
[audioPlayerForPreloadedMusic prepareToPlay];
}
How I'm Playing:
-(void) recordAudio
{
if (!audioRecorder.recording)
{
playButton.enabled = NO;
stopButton.enabled = YES;
[audioRecorder record];
if(!audioPlayerForPreloadedMusic.playing)
[audioPlayerForPreloadedMusic play];
else {
NSLog(#"music is playing, so won't play");
}
}
}
You are playing the song out the earpiece when you start recording, instead of out of the speaker.
There is an audio session override to prevent this automatic switch. See using: kAudioSessionProperty_OverrideAudioRoute and kAudioSessionOverrideAudioRoute_Speaker in Apple's iOS API documentation.

Differences in behavior of AVAudioRecorder in iOS 4.1 and iOS3.1.3

I want to play an audio when someone speaks in the iPhone's mic. This code works perfectly in iPhone 2G(OS 3.1.3), but when it is tested in iPhone 4, it doesnt work. I checked for API and method differences, but could not find any.
- (void)viewDidLoad {
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/Audio.mp3", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.delegate=self;
if (audioPlayer == nil)
NSLog(#" %# ", [error description]);
audioSession = [[AVAudioSession sharedInstance] retain];
[audioSession setActive:YES error: nil];
[super viewDidLoad]; }
The action event:
-(IBAction) micAction{
[audioSession setCategory:AVAudioSessionCategoryPlayAndRecord error: nil];
NSURL *url = [NSURL fileURLWithPath:#"/dev/null"];
NSDictionary *settings = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithFloat: 44100.0], AVSampleRateKey,
[NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey,
[NSNumber numberWithInt: 1], AVNumberOfChannelsKey,
[NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey,
nil];
NSError *error;
recorder = [[AVAudioRecorder alloc] initWithURL:url settings:settings error:&error];
if (recorder) {
[recorder prepareToRecord];
recorder.meteringEnabled = YES;
[recorder record];
levelTimer = [NSTimer scheduledTimerWithTimeInterval: 0.03 target: self selector: #selector(levelTimerCallback:) userInfo: nil repeats: NO];
} }
- (void)levelTimerCallback:(NSTimer *)t {
[recorder updateMeters];
if([recorder averagePowerForChannel:0]>-38){
if ([audioPlayer prepareToPlay]) {
[recorder stop];
[recorder release];
[levelTimer invalidate];
[self playSound];
}
}}
-(void)playSound{
[audioSession setCategory:AVAudioSessionCategoryPlayback error: nil];
if ([audioPlayer prepareToPlay])
[audioPlayer play]; }
To make sure that the audio is playing in iPhone 4, i'd also set up an IBAction event, which is working fine. Also, for testing I'd set up a label to display the value of
[recorder averagePowerForChannel:0
after the button is pressed. This label updates itself as per the timer in 2G, but in iPhone 4 it displays just one value on the click event.
Am unable to debug the behavior of the method in iPhone 4 since i dont have the device with me now.
Can anyone please point out what the error is?
Thanks
Have you tried saving to a file instead of to /dev/null?
Found the solution. Issue was in this line:
levelTimer = [NSTimer scheduledTimerWithTimeInterval: 0.03 target: self selector: #selector(levelTimerCallback:) userInfo: nil repeats: NO];
Since repeats was set to NO, the timer used to fire only once. So, the continuos monitoring of the averagePowerForChannel value could not be done. After setting it to YES, the code works perfectly.

AVAudioRecorder won't record IF movie was previously recorded & played

My iPhone app uses "AVAudioRecorder" to make voice recordings. It also uses "UIImagePickerController" to record movies and "MPMoviePlayerController" to play movies.
Everything works fine until I do all three things in a row:
Record a movie using UIImagePickerController
Play back the recorded movie using MPMoviePlayerController
Try to make a voice recording using AVAudioRecorder
When I call AVAudioRecorder's "record" method in step 3, it returns NO indicating failure, but giving no hints as to why (come on Apple!) AVAudioRecorder's audioRecorderEncodeErrorDidOccur delegate method is never called and I receive no other errors when setting up the recorder.
My first guess was that the movie recording/playing was modifying the shared instance of "AVAudioSession" in such a way that it prevented the audio recorder from working. However, I'm manually setting AVAudioSession's category property to "AVAudioSessionCategoryRecord" and I make the audio session active before trying to record.
Here's my method for creating the recorder:
- (void)createAudioRecorder
{
NSError *error = nil;
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory:AVAudioSessionCategoryRecord error:&error];
if (error)
...
[audioSession setActive:YES error:&error];
if (error)
...
NSMutableDictionary *settings = [[NSMutableDictionary alloc] init];
// General Audio Format Settings
[settings setValue:[NSNumber numberWithInt:kAudioFormatMPEG4AAC] forKey:AVFormatIDKey];
[settings setValue:[NSNumber numberWithFloat:44100.0] forKey:AVSampleRateKey];
[settings setValue:[NSNumber numberWithInt:1] forKey:AVNumberOfChannelsKey];
// Encoder Settings
[settings setValue:[NSNumber numberWithInt:AVAudioQualityMin] forKey:AVEncoderAudioQualityKey];
[settings setValue:[NSNumber numberWithInt:96] forKey:AVEncoderBitRateKey];
[settings setValue:[NSNumber numberWithInt:16] forKey:AVEncoderBitDepthHintKey];
// Write the audio to a temporary file
NSURL *tempURL = [NSURL fileURLWithPath:[NSTemporaryDirectory() stringByAppendingPathComponent:#"Recording.m4a"]];
audioRecorder = [[AVAudioRecorder alloc] initWithURL:tempURL settings:settings error:&error];
if (error)
...
audioRecorder.delegate = self;
if ([audioRecorder prepareToRecord] == NO)
NSLog(#"Recorder fails to prepare!");
[settings release];
}
And here's my method to start recording:
- (void)startRecording
{
if (!audioRecorder)
[self createAudioRecorder];
NSError *error = nil;
[[AVAudioSession sharedInstance] setActive:YES error:&error];
if (error)
...
BOOL recording = [audioRecorder record];
if (!recording)
NSLog(#"Recording won't start!");
}
Has anyone run into this problem before?
I was having the same issue. Before I fixed the issue, my recording/playback code was like this:
Start Recording Function
- (BOOL) startRecording {
#try {
NSDictionary *recordSetting = [[NSDictionary alloc] initWithObjectsAndKeys:
[NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil];
NSString *documentsPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject];
NSString *soundFilePath = [documentsPath stringByAppendingPathComponent:#"recording.caf"];
if(audioRecorder != nil) {
[audioRecorder stop];
[audioRecorder release];
audioRecorder = nil;
}
NSError *err = nil;
audioRecorder = [[AVAudioRecorder alloc] initWithURL:soundFileURL settings:recordSetting error:&err];
[soundFileURL release];
[recordSetting release];
if(!audioRecorder || err){
NSLog(#"recorder initWithURL: %# %d %#", [err domain], [err code], [[err userInfo] description]);
return NO;
}
[audioRecorder peakPowerForChannel:8];
[audioRecorder updateMeters];
audioRecorder.meteringEnabled = YES;
[audioRecorder record];
}
#catch (NSException * e) {
return NO;
}
recording = YES;
return YES;
}
Stop Recording Function
- (BOOL) stopRecording {
#try {
[audioRecorder stop];
[audioRecorder release];
audioRecorder = nil;
recording = NO;
}
#catch (NSException * e) {
return NO;
}
return YES;
}
Start Playing Function
- (BOOL) startPlaying {
#try {
NSString *documentsPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject];
NSString *soundFilePath = [documentsPath stringByAppendingPathComponent:#"recording.caf"]; NSURL * soundFileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
NSError *err = nil;
if (audioPlayer) {
[audioPlayer release];
audioPlayer = nil;
}
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error: &err];
[soundFileURL release];
if (!audioPlayer || err) {
NSLog(#"recorder: %# %d %#", [err domain], [err code], [[err userInfo] description]);
return NO;
}
[audioPlayer prepareToPlay];
[audioPlayer setDelegate: self];
[audioPlayer play];
playing = YES;
}
#catch (NSException * e) {
return NO;
}
return YES;
}
Stop Playing Function
- (BOOL) stopPlaying {
#try {
[audioPlayer stop];
[audioPlayer release];
audioPlayer = nil;
playing = NO;
}
#catch (NSException * e) {
return NO;
}
return YES;
}
I fixed the recording issue after playing a captured video, the code is as follows:
- (BOOL) startRecording {
#try {
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryRecord error:nil];
// rest of the recording code is the same .
}
- (BOOL) stopRecording {
#try {
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayback error:nil];
// rest of the code is the same
}
- (BOOL) startPlaying {
#try {
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayback error:nil];
// rest of the code is the same.
}
- (BOOL) stopPlaying {
// There is no change in this function
}
Had the same problem. My Solution was to STOP the movie before starting the recording session. My code was similar to rmomin's code.
I've been having the same problem. I use AVPlayer to play compositions (previous recordings I've used AVAudioRecord for). However, I found that once I've used AVPlayer I could no longer use AVAudioRecorder. After some searching, I discovered that so long as AVPlayer is instantiated in memory and has been played at least once (which is usually what you do immediately after instantiating it) AVAudioRecorder will not record. However, once AVPlayer is dealloc'd, AVAudioRecorder is then free to record again. It appears that AVPlayer holds on to some kind of connection that AVAudioRecorder needs, and it's greedy...it won't let it go until you pry it from it's cold dead hands.
This is the solution I've found. Some people claim that instantiating AVPlayer takes too much time to keep breaking down and setting back up. However, this is not true. Instantiating AVPlayer is actually quite trivial. So also is instantiating AVPlayerItem. What isn't trivial is loading up AVAsset (or any of it's subclasses). You really only want to do that once. They key is to use this sequence:
Load up AVAsset (for example, if you're loading from a file, use AVURLAsset directly or add it to a AVMutableComposition and use that) and keep a reference to it. Don't let it go until you're done with it. Loading it is what takes all the time.
Once you're ready to play: instantiate AVPlayerItem with your asset, then AVPlayer with the AVPlayerItem and play it. Don't keep a reference to AVPlayerItem, AVPlayer will keep a reference to it and you can't reuse it with another player anyway.
Once it's done playing, immediately destroy AVPlayer...release it, set its var to nil, whatever you need to do. **
Now you can record. AVPlayer doesn't exist, so AVAudioRecorder is free to do its thing.
When you're ready to play again, re-instantiate AVPlayerItem with the asset you've already loaded & AVPlayer. Again, this is trivial. The asset has already been loaded so there shouldn't be a delay.
** Note that destroying AVPlayer may take more than just releasing it and setting its var to nil. Most likely, you've also added a periodic time observer to keep track of the play progress. When you do this, you receive back an opaque object you're supposed to hold on to. If you don't remove this item from the player AND release it/set it to nil, AVPlayer will not dealloc. It appears that Apple creates an intentional retain cycle you must break manually. So before you destroy AVPlayer you need to (example):
[_player removeTimeObserver:_playerObserver];
[_playerObserver release]; //Only if you're not using ARC
_playerObserver = nil;
As a side note, you may also have set up NSNotifications (I use one to determine when the player has completed playing)...don't forget to remove those as well.
I had the same problem in Monotouch and adjusted rmomins answer for Monotouch.
changed
avrecorder.Record();
to
NSError error;
var avsession = AVAudioSession.SharedInstance();
avsession.SetCategory(AVAudioSession.CategoryRecord,out error);
avrecorder.Record();
Works like a charm.
I had the same problem to record and play. To fix the problem I recall AVAudioSession in the "record" and "play" function.
This can may be help to person who has this problem on the device and not on the simulator!
I got the same problem. Finally I found out that ARC has released my recorder. So, you must declare the recorder in your .h file, i.e. AVAudioRecord *recorder;. Put other things to .m will work as normal.

AVAudioPlayer crash after playing from an AVAudioRecorder

I've got a button the user tap to start recording and tap again to stop. When it stop I want the recorded voice 'echo' back so the user can hear what was recorded. This works fine the first time. If I hit the button for the third time, it starts a new recording and when I hit stop it crashes with EXC_BAD_ACCESS.
- (IBAction) readToMeTapped {
if(recording)
{
recording = NO;
[readToMeButton setTitle:#"Stop Recording" forState: UIControlStateNormal ];
NSMutableDictionary *recordSetting = [[NSDictionary alloc] initWithObjectsAndKeys:
[NSNumber numberWithFloat: 44100.0], AVSampleRateKey,
[NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey,
[NSNumber numberWithInt: 1], AVNumberOfChannelsKey,
[NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey,
nil];
// Create a new dated file
NSDate *now = [NSDate dateWithTimeIntervalSinceNow:0];
NSString *caldate = [now description];
recordedTmpFile = [NSURL fileURLWithPath:[[NSString stringWithFormat:#"%#/%#.caf", DOCUMENTS_FOLDER, caldate] retain]];
error = nil;
recorder = [[ AVAudioRecorder alloc] initWithURL:recordedTmpFile settings:recordSetting error:&error];
[recordSetting release];
if(!recorder){
NSLog(#"recorder: %# %d %#", [error domain], [error code], [[error userInfo] description]);
UIAlertView *alert =
[[UIAlertView alloc] initWithTitle: #"Warning"
message: [error localizedDescription]
delegate: nil
cancelButtonTitle:#"OK"
otherButtonTitles:nil];
[alert show];
[alert release];
return;
}
NSLog(#"Using File called: %#",recordedTmpFile);
//Setup the recorder to use this file and record to it.
[recorder setDelegate:self];
[recorder prepareToRecord];
[recorder recordForDuration:(NSTimeInterval) 5]; //recording for a limited time
}
else
{ // it crashes the second time it gets here!
recording = YES;
NSLog(#"Recording YES Using File called: %#",recordedTmpFile);
[readToMeButton setTitle:#"Start Recording" forState:UIControlStateNormal ];
[recorder stop]; //Stop the recorder.
//playback recording
AVAudioPlayer * newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:recordedTmpFile error:&error];
[recordedTmpFile release];
self.aPlayer = newPlayer;
[newPlayer release];
[aPlayer setDelegate:self];
[aPlayer prepareToPlay];
[aPlayer play];
}
}
- (void)audioRecorderDidFinishRecording:(AVAudioRecorder *)sender successfully:(BOOL)flag {
NSLog (#"audioRecorderDidFinishRecording:successfully:");
[recorder release];
recorder = nil;
}
Checking the debugger, it flags the error here
#synthesize aPlayer, recorder;
This is the part I don't understand. I thought it may have something to do with releasing memory but I've been careful. Have I missed something?
After working on it for a while I stumbled on this debugging tip. It showed me that AVAudioPlayer was deallocated the second time around, causing the crash. So the Delegate must have done the clean up? I checked this SO thread and it is suggestion that the Delegate does not deallocate. However, if I remove the line
[newPlayer release];
My program works! After reading this SO thread, I believe my issue is that I should implement AVAudioPlayerDelegate's - (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag method and release the audio player there, after the sound is done playing. I had done it for AVAudioRecorder.
Did you make sure that #property (retain) does not include nonatomic? I'm thinking that some of the code that accesses those properties may be doing so from another thread. Also, you should always access those properties via their getters by using self.recorder and self.player, in order to make sure they are accessed within their respective locks.