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];
}
Related
I want to play background music in my game (ideally i'd like it to fade in / out but I want it playing first)
I have looked at various answers on SO and my code seems to look correct but for some reason the file isnt playing, in fact it crashes (with no useful output) on the AVAudioPlayer *player line. If I continue it crashes again on the [player play] line but error is 0.
Updated... again
GameViewController.h
#property (nonatomic, retain) AVAudioPlayer *player;
GameViewController.m
#synthesize player; // the player object
ViewDidLoad:
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: #"bgtrack" ofType: #"mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error: nil]; // breaks here
[player prepareToPlay];
I am including
#import <AudioToolbox/AudioToolbox.h>
#import <AVFoundation/AVFoundation.h>
Updates:
As per comments I tried copying / pasting the code directly from the Apple Dev center. I am using the latest XCode 4 and iOS 6.1 simulator.
When it crashes I get no information bar the fact it hits a breakpoint. The file is included in the bundle
You need to store a strong reference to player (perhaps in an ivar of your view controller or something). If you just put that code into the -viewDidLoad method or something without making a strong reference to it, what'll happen is that the player will be deallocated before it has a chance to start playing. For example:
#interface MyViewController : UIViewController
#end
#implementation MyViewController
{
AVAudioPlayer* player;
}
- (void)viewDidLoad
{
[super viewDidLoad];
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"YourMP3FileName" ofType:#"mp3"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
NSError *error;
player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:&error];
player.numberOfLoops = -1; //infinite
player.currentTime = 139;// 2:19;
[player play];
}
#end
That works fine for me, but if player is not an ivar of the view controller I get no sound.
Alternately, I whipped up the following class that will work as a "one-shot" AVAudioPlayer. This obviously presents a problem for cases where numberOfLoops is -1 (infinite) since that means it will never stop playing or go away, but it might make things slightly easier in the case where you want something to play once and then go away without needing to keep a reference to it around.
OneShotAVAudioPlayer.h
#import <AVFoundation/AVFoundation.h>
#interface OneShotAVAudioPlayer : AVAudioPlayer
#end
OneShotAVAudioPlayer.m
#import "OneShotAVAudioPlayer.h"
#import <AVFoundation/AVFoundation.h>
#import <objc/runtime.h>
#interface OneShotAVAudioPlayer () <AVAudioPlayerDelegate>
#property(weak) id<AVAudioPlayerDelegate> p_exogenousDelegate;
#end
#implementation OneShotAVAudioPlayer
static void * const OneShotAVAudioPlayerKey = (void*)&OneShotAVAudioPlayerKey;
- (id)initWithContentsOfURL:(NSURL *)url error:(NSError **)outError
{
if (self = [super initWithContentsOfURL:url error:outError])
{
// Retain ourself
objc_setAssociatedObject(self, OneShotAVAudioPlayerKey, self, OBJC_ASSOCIATION_RETAIN);
[super setDelegate: self];
}
return self;
}
- (id)initWithData:(NSData *)data error:(NSError **)outError;
{
if (self = [super initWithData:data error:outError])
{
// Retain ourself
objc_setAssociatedObject(self, OneShotAVAudioPlayerKey, self, OBJC_ASSOCIATION_RETAIN);
[super setDelegate: self];
}
return self;
}
- (void)setDelegate:(id<AVAudioPlayerDelegate>)delegate
{
self.p_exogenousDelegate = delegate;
}
- (id<AVAudioPlayerDelegate>)delegate
{
return self.p_exogenousDelegate;
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
#try
{
if ([self.p_exogenousDelegate respondsToSelector: _cmd])
[self.p_exogenousDelegate audioPlayerDidFinishPlaying:player successfully:flag];
}
#finally
{
// Make a strong ref so we stay alive through the scope of this function
typeof(self) keepAlive = self;
// Give up the self retain
objc_setAssociatedObject(keepAlive, OneShotAVAudioPlayerKey, nil, OBJC_ASSOCIATION_RETAIN);
// Push in the "real" (outside) delegate, cause our job is done here.
[super setDelegate: self.p_exogenousDelegate];
}
}
- (void)audioPlayerDecodeErrorDidOccur:(AVAudioPlayer *)player error:(NSError *)error
{
#try
{
if ([self.p_exogenousDelegate respondsToSelector: _cmd])
[self.p_exogenousDelegate audioPlayerDecodeErrorDidOccur:player error:error];
}
#finally
{
// Make a strong ref so we stay alive through the scope of this function
typeof(self) keepAlive = self;
// Give up the self retain
objc_setAssociatedObject(keepAlive, OneShotAVAudioPlayerKey, nil, OBJC_ASSOCIATION_RETAIN);
// Push in the "real" (outside) delegate, cause our job is done here.
[super setDelegate: self.p_exogenousDelegate];
}
}
- (BOOL)respondsToSelector:(SEL)aSelector
{
BOOL retVal = [super respondsToSelector: aSelector];
if (!retVal)
{
struct objc_method_description method = protocol_getMethodDescription(#protocol(AVAudioPlayerDelegate), aSelector, YES, YES);
if (method.name)
{
retVal = [self.p_exogenousDelegate respondsToSelector: aSelector];
}
}
return retVal;
}
- (id)forwardingTargetForSelector:(SEL)aSelector
{
id retVal = [super forwardingTargetForSelector:aSelector];
if (!retVal)
{
struct objc_method_description method = protocol_getMethodDescription(#protocol(AVAudioPlayerDelegate), aSelector, YES, YES);
if (method.name && [self.p_exogenousDelegate respondsToSelector: aSelector])
{
retVal = self.p_exogenousDelegate;
}
}
return retVal;
}
- (void)setNumberOfLoops:(NSInteger)numberOfLoops
{
if (numberOfLoops < 0)
{
NSLog(#"Warning! You have set an infinite loop count for an instance of %# (%p). This means the instance will effectively be leaked.", NSStringFromClass([self class]), self);
}
[super setNumberOfLoops: numberOfLoops];
}
#end
Posted here as a gist.
Promote the player ivar to a strong property and log the [error description] if player is nil.
If it is crashing something definitely is wrong. Did you add an exception breakpoint?
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.
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:.
i try to off a sound effect on my app
play method is ' [myMusic play];
-(void)viewDidLoad {
BOOL soundIsOff = [defaults boolForKey:#"sound_off"];
//the problem is here
//xcode compiler doesn't copile this code
[myMusic play] = soundIsOff;
}
sound code :
'
///sound effect
NSString * musicSonati = [[NSBundle mainBundle] pathForResource:#"sound" ofType:#"wav"];
myMusic = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:musicSonati] error:NULL];
myMusic.delegate = self;
myMusic.numberOfLoops = 0;
Shake API Code :
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event {
if (event.subtype == UIEventSubtypeMotionShake)
//Play sound :
[myMusic play] ;
}
}
Looks like you are trying to assign a value to a method call. That is why you are getting the compiler error:
[myMusic play] = soundIsOff //This does not work.
You probably want something like this:
if(!soundIsOff) {
[myMusic play];
}
The question is unclear however, so this is a guess at this point.
I am confused by the question, but if what you want is to stop the sound, then you just need:
[myMusic stop];
Like the others, I can only guess at what you want to do here. Perhaps you are trying to do this:
soundIsOff ? [music stop] : [music play];
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];