HI guys, i am developing a ebook reader. There are some audio files which needs to be played upon clicking on a icon. The audio just plays fine for the first time.. But, when i press the home button of the app and return into the audio player, the audio is being played twice... The number keeps increasing by 1 every time i press the home button and come back to the audio player.... Please help me with ur inputs.... by debugging i found that this loop is running multiple times... Can anyone tell me the reason for it??
-(void)StartPlayingFileWithNotification:(NSNotification *)notifcation{
// Load the array with the sample file
NSString *f = [[notifcation userInfo] valueForKey:#"audiopath"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: f];
if(fileURL == nil){
GLogError(#"%#",#"File Not Found");
return;
}else {
GLogInfo(#"%#",#"Got audio file");
}
if (self.player != nil) {
if (self.player.playing) {
[self.player stop];
}
[player release];
player = nil;
}
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];
if (self.player)
{
fileName.text = [NSString stringWithFormat: #"%# (%d ch.)", [[player.url relativePath] lastPathComponent], player.numberOfChannels, nil];
[self updateViewForPlayerInfo:player];
player.numberOfLoops = 0;
player.delegate = self;
[player play];
[self updateViewForPlayerState:player];
}
[fileURL release];
}
Sounds like you are creating new views (or other objects) containing your audio player without checking to see if the previous one is still around and running. You could either check on activate before creating another one, or clean up the old one when the app resigns active.
Related
I'm working on a game, that at first seem too run fine, but.......
after it runs a long time the sound first stops to work,
[[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; returns a null and a little while later when I try to set a view equal to a new image, by view.image=, I get a error in my console that says to many files open,
ImageIO: CGImageRead_mapData 'open' failed '/Users/deno/Library/Application Support/iPhone Simulator/5.1/Applications/5A0C777C-70D1-4AA0-8D7B-04A1F734C932/cPetCakes.app/twinkles04fin32.png'
error = 24 (Too many open files)
right now I creat a new I'm creating a new AVAudioPlayer object each time a sound is played. Should I be re-using the object or some how freeing it??? Since I was not using a alloc, I was thinking that the object would be freed automatcly???
Code for sound
-(void) PlaySound: (NSString *) name
{
NSURL *url;
if ( [name compare:#"chasdog"]==0)
url = [[NSBundle mainBundle]
URLForResource:name
withExtension:#"wav"];
else
url = [[NSBundle mainBundle]
URLForResource:name
withExtension:#"mp3"];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.volume=1.0;
audioPlayer.numberOfLoops= 0;
[audioPlayer play];
audioPlayer.delegate = self;
}
code that no longer loads in new images
self.image=gPetCakeB[gGame->mPetCakeId];
In the player delegate it's needed to release the player once it's stopped playing:
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
[player release];
}
I am new in Iphone SDK programming
I need to create audio player but without array. Melodies have names "sound1, sound2, sound3..."
My code here:
NSUInteger x;
for (x=1; x<=tuneNums; x++)
{
path = [[NSBundle mainBundle] pathForResource:#"sound%d" ofType:#"wav"];
if([[NSFileManager defaultManager] fileExistsAtPath:path])
{
aSound = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:&error];
[aSound setNumberOfLoops:0];
aSound.delegate = self;
[aSound prepareToPlay];
}
}
All button I have and work great, but only with one mellody:( But how release 4-5 melodies i dont know :(
P.S. Forgive me for my english I'm just out of Siberia
You are allocating an AVAudioPlayer on each cycle, and you get only one 'melody' because that's the one allocated in the last cycle.
As 7KV7 pointed out, you should allocate one AVAudioPlayer when the user presses a button, play the corresponding audio file, and then release/recreate it when another button is pressed.
Something like:
- (void)button1Pressed:(id)sender {
// release the current player
if(aSound) {
[aSound release], aSound = nil;
}
// create a new player with the first file
aSound = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:&error];
[aSound setNumberOfLoops:0];
aSound.delegate = self;
[aSound prepareToPlay];
}
How to determine which audio file to play when a button is pressed is up to you. If you are going to have only four audio files, the simplest way is to have a fixed number of buttonPressed selectors (e.g. button1Pressed, button2Pressed) and associate them to your four buttons.
if i got you right you should add the method-
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag{
[player release];
}
and don't forget to set your view controller as the player delegate.
aSound.delegate=self;
I am developing a ebook reader. There are some audio files which needs to be played upon clicking on a icon. The audio just plays fine for the first time. But when I press the home button of the app and return into the audio player, the audio is being played twice. The number keeps increasing by 1 every time I press the home button and come back to the audio player. Using debugger I found that this loop is running multiple times. Can anyone explain why is it behaving like that?
-(void)StartPlayingFileWithNotification:(NSNotification *)notifcation{
// Load the array with the sample file
NSString *f = [[notifcation userInfo] valueForKey:#"audiopath"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: f];
if(fileURL == nil){
GLogError(#"%#",#"File Not Found");
return;
}else {
GLogInfo(#"%#",#"Got audio file");
}
if (self.player != nil) {
if (self.player.playing) {
[self.player stop];
}
[player release];
player = nil;
}
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];
if (self.player)
{
fileName.text = [NSString stringWithFormat: #"%# (%d ch.)", [[player.url relativePath] lastPathComponent], player.numberOfChannels, nil];
NSLog(#"The audio file is %#",fileName.text);
NSLog(#"The file URL is %#",[fileURL description]);
[self updateViewForPlayerInfo:player];
player.numberOfLoops = 0;
player.delegate = self;
[player play];
[self updateViewForPlayerState:player];
}
[fileURL release];
}
Check your #synthesize, member var and #property declarations. Don't you have a typing mistake ? Use self.player everywhere, or just player, but try avoiding mixing both.
How can I play a custom, looping sound (from my app, while my app is open) while the iPhone is sleeping?
I'm using this code to play a audio file:
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"sample_name" ofType:#"wav"];
NSData *sampleData = [[NSData alloc] initWithContentsOfFile:soundFilePath];
NSError *audioError = nil;
// Set up the audio player
testAudioPlayer = [[AVAudioPlayer alloc] initWithData:sampleData error:&audioError];
[sampleData release];
if(audioError != nil) {
NSLog(#"An audio error occurred: \"%#\"", audioError);
}
else {
[testAudioPlayer setNumberOfLoops: -1];
[testAudioPlayer play];
}
But it doesn't play if the iPhone is sleeping.
Pandora has this ability, along with other similar apps.
If you are playing a sound when the phone goes to sleep, you will continue to run in the background as Pandora and others do.
If you are not playing a sound when the user puts the device to sleep, you will be suspended.
There's a reference in this answer to the apple documentation for this.
Play sound with screen turned off / don't let iPhone go to sleep
Try registering for a local notification.
Hey guys how can I make an app keep playing an mp3 after pressed the hold/power button.
Here is the code I use for preparing the AVAudioPlayer:
- (void)PrepareAudio:(int)index
{
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"%#",[_Audio objectAtIndex:Game]] ofType:#"mp3"];
NSURL *newURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
MusicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: newURL error: nil];
[newURL release];
[MusicPlayer setVolume: 1.5];
}
And this is the code when I press the button play:
- (IBAction)PushPlay: (id)sender
{
if(!MusicPlayer.playing)
[MusicPlayer play];
}
Best Regards
Carlos Vargas
If you are holding long enough to turn the device off, then there is no way. If you are pressing the button to lock the screen, the music can be played. Why don't you put some code up and let us see what you have tried. Hint: The answer lies within the Audio playback categories.