Hi there I have an a UIView named HomeViewController that use UINavigationController. On a click of a button, I push another view using the following code:
gameView = [[GameViewControler alloc] init];
[[self navigationController] pushViewController:gameView animated:YES];
[gameView release];
In GameViewController's viewDidLoad, I use the following code to play two audio file one after another:
//handle sound stuff
if([[GameStore defaultStore] currentIndex] == 0)
{
if(![audioPlayer isPlaying])
{
NSString *findPath = [[NSBundle mainBundle] pathForResource:#"findtheword" ofType:#"aiff"];
if(findPath)
{
NSURL *findURL = [NSURL fileURLWithPath:findPath];
NSError *findError;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:findURL error:&findError];
if(audioPlayer == nil)
{
NSLog([findError description]);
}
else{
[audioPlayer play];
}
}
}
}
while ([audioPlayer isPlaying]) {
//do nothing and wait so the sound is not overlap
}
if(![audioPlayer isPlaying] || ([audioPlayer isPlaying] && override)){
Word *currentWord = [[GameStore defaultStore] currentWord];
NSString *soundPath = [[NSBundle mainBundle] pathForResource:[currentWord fileName]
ofType:[currentWord fileType]];
// If this file is actually in the bundle...
if (soundPath) {
// Create a file URL with this path
NSURL *soundURL = [NSURL fileURLWithPath:soundPath];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:&error];
if (audioPlayer == nil)
NSLog([error description]);
else
[audioPlayer play];
}
[FlurryAnalytics logEvent:#"GameViewController - playSound"];
}
else{
[FlurryAnalytics logEvent:#"GameViewController - playSound is still playing"];
}
I can't figure out why the first audio file started to play while the screen is still on HomeViewController even though it is being called from GameViewController's viewDidLoad.
If I remove the following code:
while ([audioPlayer isPlaying]) {
//do nothing and wait so the sound is not overlap
}
The first audio file started to play when GameViewController is loaded but the 2nd audio file overlap.
Thank you very much.
Does the audio file start to play after you click some button or table view cell in HomeViewController? As in, it starts to play while the GameViewController's view is being animated from right to left? If so, then that's because -viewDidLoad is called before the view is actually presented. What you need to do is instead place your view logic in -viewDidAppear:. That will only be called when the view is finished animating and is completely visible.
You could move the code from viewDidLoad to viewDidAppear:.
Related
i have an AVAudioPlayer with two buttons : Play and Stop.
The play button is hidden when playing, and vice versa.
The problem is that a crash occurs when i attempt to push the Stop button, just at the end of the playing, at the moment when the method "audioPlayerDidFinishPlaying" is invoked.
Indeed, this method release the AVAudioPlayer, and when i push the stop button (which release the object too...) it crashes.
But still, i test if the player is nil before releasing it manually, so why does it crashes and how to avoid this ?
My code :
in the .h :
#private AVAudioPlayer* monPlayer;
in the .m :
-(IBAction)playSound{
NSString *path = nil;
if(path = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"sounds/%d", idoiseau] ofType:#"m4a"])
{
monPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
monPlayer.delegate = self;
[monPlayer play];
[buttonPlay setEnabled:NO];
[buttonStop setEnabled:YES];
}
else return;
}
-(IBAction)stopSound{
if(!monPlayer) return;
[monPlayer stop];
[monPlayer release];
monPlayer = nil;
[buttonPlay setEnabled:YES];
[buttonStop setEnabled:NO];
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
[player release];
player = nil;
[buttonPlay setEnabled:YES];
[buttonStop setEnabled:NO];
}
edit : just replace the local variable "player" by the instance variable "monPlayer" in the delegate method, and it works. Thanks to hotpaw2 :-)
Your code seems to be setting the local parameter player to nil instead of the object instance variable monPlayer.
I'm new to iPhone programing.
I'm trying to do a simple window with a cat doing two sounds. When you click at the cat icon it should do "miaau", and when wou drag over window (stroke) it should make "mrrrr".
It works, but always when I try to make cat mrrrrr function TouchesBegan fires and cat also do "miaaau".
What to do to make the interface recognize I want only stroke cat, not to touch it for doing the first option, "miaau"?
I suggest to add a NSTimer to touchesBegan method with small time interval (say 0.1 sec):
BOOL tap_event = NO; //ivar declared in header
-(void) touchesBegan:... {
tap_event = YES;
[NSTimer scheduledTimerWithTimeInterval: 0.1 target: self selector: #selector(checkTap:) userInfo: nil repeats: NO];
}
-(void) checkTap:(NSTimer*) t {
if( tap_event ) //miauu here
tap_event = NO;
}
-(void) touchesMoved:... {
tap_event = NO;
//mrrrr here
}
Or as an option check docs for UIGestureRecognizers
This may help you
When does a touchesBegan become a touchesMoved?
touchesBegin & touchesMove Xcode Obj C Question
Max' solution is correct. It will definitely work. I am having an alternative, see this approach.
Make your player object in an .h file then allocate it in viewDidLoad and release in dealloc.
-(void) touchesBegan:... {
//Play the miauu sound.
}
-(void) touchesMoved:... {
[self.yourPlayer stop];
//Play mrrrr.
}
Edit
.h file,
AVAudioPlayer *avPlayer1;
AVAudioPlayer *avPlayer2;
.m file
-(void) touchesBegan:... {
NSString *path = [[NSBundle mainBundle] pathForResource:#"cat" ofType:#"wav"];
avPlayer1 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[avPlayer1 play];
}
-(void) touchesMoved:... {
[avPlayer1 stop];
NSString *path = [[NSBundle mainBundle] pathForResource:#"cat" ofType:#"wav"];
avPlayer2 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[avPlayer2 play];
}
-(void)dealloc
{
[avPlayer1 release];
[avPlayer2 release];
[super dealloc];
}
I'd like to control an instance of AVAudioPlayer from a UITableView item in a didSelectRowAtIndexPath instance.
First touch of the row item triggers 'play' of the AVAudioPlayer. Second touch of the row item triggers 'stop' of the AVAudioPlayer.
I can make the 'play' work but can't get the 'stop' to work. Also, subsequent touches of the row item starts another thread of the audio in the background.
What's the best way to ensure 1 tap starts the audio and a 2nd tap stops it?
Code samples - this method preps audio file and AVAudioPlayer for use:
- (void)makeReadyAudio {
NSString *path = [[NSBundle mainBundle] pathForResource:#"Murderers" ofType:#"mp3"];
NSURL *url = [NSURL fileURLWithPath:path];
NSError *error;
musicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
[musicPlayer prepareToPlay];
}
This block will start & stop the AVAudioPlayer within a case statement in the didSelectRowAtIndexPath section:
case 7: {
//touch to start audio sound playing, touch again to stop playing
[self makeReadyAudio];
if ([musicPlayer isPlaying]) {
[musicPlayer stop];
NSLog(#"musicPlayer tested to be playing, so stop it.");
} else {
[musicPlayer play];
NSLog(#"musicPlayer tested to be *not* playing, so play it.");
}
break;
}
How about:
- (void) didSelectRowAtIndexPath:
{
if (player.isPlaying) {
[player stop];
} else {
[player start];
}
}
In other words, keep the player around and see what it is doing.
The problem is that you call makeReadyAudio every single time the row is tapped. You need to check if you have already done that. For example by doing something like:
if (musicPlayer == nil) {
[self makeReadyAudio];
}
I have using AVAudioPlayer in my app but the problem is that when i play the song from list it will played while before stopping the song i am again goes to song list then select another song then both song will start playing simultaneously so please tell me the code which will terminate my first song.
I use flag variable for initializing the song file---
fileURL = [[NSURL alloc] initFileURLWithPath: [[NSBundle mainBundle] pathForResource:#" Om Namo" ofType:#"aac"]];
self._player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];
if (self._player)
{
_fileName.text = [NSString stringWithFormat: #"%# (%d ch.)", [[self._player.url relativePath] lastPathComponent], self._player.numberOfChannels, nil];
[self updateViewForPlayerInfo];
[self updateViewForPlayerState];
}
[fileURL release];
break;
Play and push function---
- (void)startPlayback
{
if ([self._player play])
{
//[self stop];
[self updateViewForPlayerState];
self._player.delegate = self;
}
else
NSLog(#"Could not play %#\n", self._player.url);
}
- (void)pausePlayback
{
[self._player pause];
[self updateViewForPlayerState];
}
I also make stop function---
-(void)stop
{
[_player release];
self._player=nil;
}
Please help me .
Is correct my stop function.
and where i put our stop function or any other solution to fix this problem...
I can think of 3 things :
1) You can make code look like code by putting 4 spaces infront of each line. The reason you've gt no answers so far is probably because your question is almost unreadable ;)
2) In your stop method you might want to try this :
- (void) stop {
[_player stop];
self._player = nil;
}
3) Apple highly discourage using an underscore in front of member names. I've never run into problems but I'd rename _player to player.
I am looking for something like
PlaySound (uint frequency)
Does it exist?
From the HowTo at: http://wiki.monotouch.net/HowTo/Sound/Play_a_Sound_or_Alert
var sound = SystemSound.FromFile (new NSUrl ("File.caf"));
sound.PlaySystemSound ();
I don't know about mono, but in the iPhone SDK it isn't easy that easy to create and play sound. Other alternatives are to provide the sound as a file and play that, or create an array representing a sinusoid, and wrap it in a audio wrapper, and pass it to one of many sound APIs.
If mono proves to be just as limited, then search stackoverflow.com for System Sound Services and AVAudioPlayer as starting points.
Here are two ways to play a sound file:
SoundEffect.c (based on Apple's)
#import "SoundEffect.h"
#implementation SoundEffect
+ (id)soundEffectWithContentsOfFile:(NSString *)aPath {
if (aPath) {
return [[[SoundEffect alloc] initWithContentsOfFile:aPath] autorelease];
}
return nil;
}
- (id)initWithContentsOfFile:(NSString *)path {
self = [super init];
if (self != nil) {
NSURL *aFileURL = [NSURL fileURLWithPath:path isDirectory:NO];
if (aFileURL != nil) {
SystemSoundID aSoundID;
OSStatus error = AudioServicesCreateSystemSoundID((CFURLRef)aFileURL, &aSoundID);
if (error == kAudioServicesNoError) { // success
_soundID = aSoundID;
} else {
NSLog(#"Error %d loading sound at path: %#", error, path);
[self release], self = nil;
}
} else {
NSLog(#"NSURL is nil for path: %#", path);
[self release], self = nil;
}
}
return self;
}
-(void)dealloc {
AudioServicesDisposeSystemSoundID(_soundID);
NSLog(#"Releasing in SoundEffect");
[super dealloc];
// self = nil;
}
-(void)play {
AudioServicesPlaySystemSound(_soundID);
}
-(void)playvibe {
AudioServicesPlayAlertSound(_soundID);
}
+(void)justvibe {
AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);
}
#end
SoundEffect.h:
#import <AudioToolbox/AudioServices.h>
#interface SoundEffect : NSObject {
SystemSoundID _soundID;
}
+ (id)soundEffectWithContentsOfFile:(NSString *)aPath;
- (id)initWithContentsOfFile:(NSString *)path;
- (void)play;
- (void)playvibe;
+ (void)justvibe;
#end
How to use it:
// load the sound
gameOverSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:#"buzz" ofType:#"caf"]];
// play the sound
[gameOverSound playvibe];
This is useful for when you want to play sound at the same volume as the iPhone's volume control setting, and you won't need to stop or pause the sound.
Another way is:
+ (AVAudioPlayer *) newSoundWithName: (NSString *) name;
{
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: name ofType: #"caf"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: fileURL
error: nil];
[fileURL release];
// if the sound is large and you need to preload it:
[newPlayer prepareToPlay];
return (newPlayer);
}
and use it (you can see all the extras when you go with AVAudioPlayer):
timePassingSound = [AVAudioPlayer newSoundWithName:#"ClockTicking"];
[timePassingSound play];
// change the volume
[timePassingSound volume:0.5];
// pause to keep it at the same place in the sound
[timePassingSound pause];
// stop to stop completely, and go to beginning
[timePassingSound stop];
// check to see if sound is still playing
[timePassingSound isPlaying];