I am try to play a number of audios in my app and it is working fine upto 3 times.
But when i am trying to play in 4th time it shows the error . Error Domain=NSOSStatusErrorDomain Code=-43 "The operation couldn’t be completed. (OSStatus error -43.)" .the code is
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/Sun.wav", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
AudioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
AudioPlayer.numberOfLoops = 0;
AudioPlayer.volume=1.0;
if (AudioPlayer == nil)
{
NSLog([error description]);
}
else
[AudioPlayer play];
Anybody figure it out before..?
You can use the macerror command line utility to find out what an OSStatus code is:
macerror -43
Output:
Mac OS error -43 (fnfErr): File not found
i.e. the file you tried to use doesn't exist.
Looks like you aren't releasing the AudioPlayer object. So the fact you can play three times is probably related to the number of open files you can have in the AVAudioPlayer object.
look into the delegate methods for AVAudioPlayer: specifically
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
- (void)audioPlayerDecodeErrorDidOccur:(AVAudioPlayer *)player error:(NSError *)error
you'll want to do something like
(in your main code)
AudioPlayer.delegate = self;
then add function like
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
[player release];
}
I'm sure you can figure out the rest.
Related
I use a code for playing a .caf audio file, the same code works good in an iPhone 4s and an iPad 2 but doesn't play at all in a iPhone 5...
this is the code:
-(IBAction)checkSound:(id)sender
{
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/Lunatic.caf", [[NSBundle mainBundle] resourcePath]]];
NSLog(#"%#",url);
NSError *error;
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
self.audioPlayer.numberOfLoops = 0;
self.audioPlayer.volume = 1;
NSLog(#"log audioplayer: %#",audioPlayer);
if (audioPlayer != nil)
{
[self.audioPlayer prepareToPlay];
[self.audioPlayer play];
}
if (audioPlayer.playing == NO)
{
NSLog(#"not playing, error: %#",error);
}
if([[NSFileManager defaultManager] fileExistsAtPath:#"file://localhost/var/mobile/Applications/0D3F5169-8DB1-4398-A09A-DB2FBADF57EF/myApp.app/Lunatic.caf"])
{
NSLog(#"file exist");
}
else
{
NSLog(#"file doesn't exist");
}
}
and this is the log output:
2013-08-07 20:05:52.694 myApp[7006:907] file://localhost/var/mobile/Applications/0D3F5169-8DB1-4398-A09A-DB2FBADF57EF/myApp.app/Lunatic.caf
2013-08-07 20:05:52.697 myApp[7006:907] log audioplayer: (null)
2013-08-07 20:05:52.701 myApp[7006:907] not playing, error: Error Domain=NSOSStatusErrorDomain Code=-43 "The operation couldn’t be completed. (OSStatus error -43.)"
2013-08-07 20:05:52.703 myApp[7006:907] file doesn't exist
As you can see the audioplayer log gives "null" and the error log says error -43....
but I repeat... with iphone 4s everything works good....
Any clue why is this happening? Did they change something with audio in iPhone 5? Could it be a setting in my iPhone 5 that's preventing the sound to play? Any help would be greatly appreciated
Have you called [audioPlayer prepareToPlay] prior to calling play? Also have you double checked the audioRoutes to ensure it is playing out of the proper channel?
Two good sanity checks are to:
1.) Call [audioPlayer isPlaying] and see if it returns yes or no after you call play.
2.) Set the AVAudioPlayerDelegate and wait for the callback on audioPlayerDidFinishPlaying: and see if it gets called after the length of your audio.
http://developer.apple.com/library/ios/#documentation/AVFoundation/Reference/AVAudioPlayerClassReference/Reference/Reference.html
EDIT:
Since you're file actually isn't playing, that most likely means you have something wrong with the path you're calling.
Print out your path with an NSLog and also check to see if the file actually exists using:
if([[NSFileManager defaultManager] fileExistsAtPath:yourPath])
{
}
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];
}
AVAudioPlayer getting error like this:
The operation couldn’t be completed. (OSStatus error 1954115647.)
I download audio mp3 file from some url using NSURLConnection and it is downloading 100% and save to DB as BLOB.
And then I am trying to play that file from AVAudioPlayer like this:
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithData:data error:&error];
if (player == nil)
{
NSLog(#"AudioPlayer did not load properly: %#", [error localizedDescription]);
}
else
{
[player play];
}
What I am doing wrong in this?
Did you try using initializing AVAudioPlay with URL and pointing the URL to the blob file ?
(id)initWithContentsOfURL:(NSURL *)url error:(NSError **)outError
It worked for me with the local URL setting.
I’m trying to make a small iPhone application with some buttons to play WAV sounds.
My buttons works, but I have a small latency (~ 0,5 sec).
This is my .m file :
#import "buttonSoundViewController.h"
#implementation buttonSoundViewController
//#synthesize player;
-(IBAction) playSoundA:(id)sender{
NSString *path = [[NSBundle mainBundle] pathForResource:#"a" ofType:#"wav"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
-(IBAction) playSoundB:(id)sender{
NSString *path = [[NSBundle mainBundle] pathForResource:#"b" ofType:#"wav"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
[player release];
}
-(void)audioPlayerDecodeErrorDidOccur:(AVAudioPlayer *)player error:(NSError *)error {
}
-(void)audioPlayerBeginInterruption:(AVAudioPlayer *)player {
}
-(void)audioPlayerEndInterruption:(AVAudioPlayer *)player {
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
- (void)viewDidUnload {
}
- (void)dealloc {
[audioPlayer release];
[super dealloc];
}
#end
How can I avoid this latency between playing different sounds?
Using AudioServices is indeed much quicker for small sounds (less than 30 seconds). The required code isn't very long either (but it requires some good old C).
#import <AudioToolbox/AudioServices.h>
SystemSoundID soundID = 0;
NSString* str = [[NSBundle mainBundle] pathForResource:fileName ofType:nil];
CFURLRef soundFileURL = (CFURLRef)[NSURL URLWithString:str ];
OSStatus errorCode = AudioServicesCreateSystemSoundID(soundFileURL, &soundID);
if (errorCode != 0) {
// Handle failure here
}
else
AudioServicesPlaySystemSound(soundID);
Also you can optimize your sounds (reduce their size) with the following terminal command:
afconvert mysound.caf mysoundcompressed.caf -d ima4 -f caff
You could simplify things a lot by using system sounds. Look up: AudioServicesCreateSystemSoundID in the documentation. There is also a "System Sound Services Reference Document" that talks about that and other related functions. This is a simple and efficient way to play short sounds. Not sure if it will solve your latency issues but its a good start. You may also try using some different sound file types. Perhaps there is an issue with how it was or was not compressed.
Maybe you could look at AppSoundEngine. It addresses latency and greatly simplifies using of System Sound Services, because it is objective-c wrapper for SystemSoundID and associated C functions.
You can not get acceptable latency (<10 ms) from AVAudioPlayer. System Sound Services is the way to go.
From the Apple Docs grab the SoundEffect class in project BubbleLevel
SoundEffect is a simple Objective-C wrapper around Audio Services
functions that allow the loading and playing of sound files.
Classes/SoundEffect.m
this will make playing files as easy as
SoundEffect *soundEffect = [SoundEffect soundEffectWithContentsOfFile:#""]
[soundEffect play];
it will also handle memory deallocation. AudioServicesDisposeSystemSoundID(soundID);
One simple fix would just be to do the AVAudioPlayer alloc init for the 2 sounds in your buttonSoundViewController's init method. Then those 2 audio players will already be ready to play in your button delegates.
The fastest way to play sounds is to use the RemoteIO Audio Unit, but that's a far more advanced and complicated looking API.
Audio Player works fine if I initiate it for 20 to 30 times but after that it shows the following error
Error Domain=NSOSStatusErrorDomain Code=-43 "The operation couldn’t be completed. (OSStatus error -43.)"
The code currently I am using is as follows
- (void)playShortSound:(NSString *)fileName type:(NSString *)type
{
if (!isSound) {
return;
}
NSString *soundFilePath =[[NSBundle mainBundle] pathForResource: fileName ofType: type];
NSURL *fileURL = [[[NSURL alloc] initFileURLWithPath: soundFilePath] autorelease];
NSError *error;
AVAudioPlayer *newPlayer =[[AVAudioPlayer alloc] initWithContentsOfURL: fileURL
error: &error];
//newPlayer.numberOfLoops = 0;
newPlayer.volume=1.0;
if (newPlayer == nil){
NSLog(#"%#",[error description]);
//[self playShortSound:fileName type:type];
//return;
}
else{
[newPlayer play];
newPlayer.delegate=self;
}
}
- (void) audioPlayerDidFinishPlaying: (AVAudioPlayer *) player
successfully: (BOOL) completed {
if (completed == YES) {
NSLog(#"Sound Playing complete");
}else {
NSLog(#"error in completion of %#",player.url);
}
}
I was having the same problem and instead of init the player from url i did it from NSData.
NSString *soundFilePath =[[NSBundle mainBundle] pathForResource: fileName ofType: type];
NSData *soundData = [[NSData alloc] initWithContentsOfFile:soundFilePath];
NSError *error;
AVAudioPlayer *newPlayer =[[AVAudioPlayer alloc] initWithData: soundData
error: &error];
It seem to solved my problem hope it does yours.
By calling the method many times you are allocating the instance of AVAudioPlayer newPlayer many times. This will certainly cause you problems because of the memory allocated. Just make sure you release the objects that you own once you are done using them.
Did you set AudioSessionCategory?
{NSError *setCategoryError = nil;
BOOL success = [[AVAudioSession sharedInstance] setCategory: avaudiosessioncategoryplayandrecorderror: &setCategoryError];
}
I was trying to play files in my app by picking them from the iPod library when I got this error code. I found that in my iPod library on the device, I had a duplicate entry for the same song. Music player that comes with iOS was able to play one and not the other. That means one entry was not valid anyway. Probably removed from the device but iTunes/iOS did not do proper housekeeping.
It seems that the reference to the non-playable entry existed within the "Recently Added" playlist which is automatically created by the system. I had picked the same file from "Recently Added" playlist to play in the app.
Side Note: I had removed the file from the manually created playlist in which it existed (removed from the iOS device itself).
In short it seems that the file that I loaded into the AVAudioPlayer instance was not available on the device anymore or its referencing URL did not give back a proper file to play. So common reason for this error would be when the player does not get the file to load based on the URL given to it.