didSelectRowAtIndexPath - access tapCount or similar - iphone

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];
}

Related

How does my app recognize that a song finished?

I´m working on my first app. It plays an mp3 song. Everything works fine, but I need the app to recognize that the sound finished, then change the button “pause” image to the “play” one. I can already do that, but just when the button is pressed, not when song ends.
Another issue is that when the song restarts after stop->play, it doesn´t continue playing at the previous volume setting (got a slider). The player starts at maximum volume. I can change the volume slider position, but I am not able to make the app respect the set volume when restarts.
Any help will be very appreciated!
Thnx a lot.
When using "AVAudioPlayerDelegate protocol delegate", please do not forget to set delegate (for example) as follows:
- (void)viewDidLoad
{
[super viewDidLoad];
NSString *path = [[NSBundle mainBundle] pathForResource:#"33fr" ofType:#"mp3"];
NSURL *fileURL = [NSURL fileURLWithPath:path];
NSError *error = nil;
myPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:&error];
if (error) {
NSLog(#"error = %#", error);
return;
}
[myPlayer setDelegate:self]; <<=== HERE!
}
I uploaded sample code here. Please check it. ->
http://yahoo.jp/box/X7Hxfk
I have not done much of Objective-C but it looks like you need to implement a delegate.
I quote: "You implement a delegate to handle interruptions (such as an incoming phone call) and to update the user interface when a sound has finished playing."
I am just reading the AVAudioPlayer Class Reference here:
https://developer.apple.com/library/mac/#documentation/AVFoundation/Reference/AVAudioPlayerClassReference/Reference/Reference.html#//apple_ref/doc/uid/TP40008067
you can use the AVAudioPlayerDelegate protocol delegate
After the audio player is finished playing the song (if it does so
successfully), the audio PlayerDidFinishPlaying:successfully: delegate
method will be called in the delegate object of the audio player. We
can implement this method like below (this method is defined in the
AVAudioPlayerDelegate protocol):
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
if (flag)
{
NSLog(#"Audio player stopped correctly.");
}
else
{ NSLog(#"Audio player did not stop correctly.");
}
if ([player isEqual:self.audioPlayer])
{ self.audioPlayer = nil;
}
else
{ /* This is not the player */ }
}
in .h file add delegate like below code
#interface yourViewController : UIViewController <AVAudioPlayerDelegate>

How to play more than two songs using AVAudioPlayer

I want to play more than two song in my app. how do I can do it using AVAudioPlayer ?
I was going to type up the answer, but google provides a perfectly good answer:
http://www.iphonedevsdk.com/forum/iphone-sdk-development/27285-play-sequence-audio-files-avaudioplayer.html
The first piece of code from the page will just call all the sounds in sequence:
- (void)playSoundSequence {
// Make array containing audio file names
NSArray *theSoundArray = [NSArray arrayWithObjects:#"one",#"two",nil];
int totalSoundsInQueue = [theSoundArray count];
for (int i=0; i < totalSoundsInQueue; i) {
NSString *sound = [theSoundArray objectAtIndex:i];
// Wait until the audio player is not playing anything
while(![audioPlayer isPlaying]){
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:sound ofType:#"wav"]] error:NULL];
self.audioPlayer = player;
[player release];
[audioPlayer setVolume:1.0f];
[audioPlayer play];
//Increment for loop counter & move onto next iteration
i++;
}
}
}
But, you are probably better off using an AVAudioPlayerDelegate:
If you don't want to wait in the loop, you can also make your
controller an AVAudioPlayerDelegate and implement
Code:
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
This will be called when the end of the audio file is reached, at
which point you would start playing the next audio file.
audioPlayerDidFinishPlaying will then be called again when that one
finishes playing, and you start the next one after that, etc.

How do I make a loop that checks for new IBAction input on every iteration?

I want to make a loop that plays a sound file (a very brief beep) and waits time equal to delay then repeats, this loop runs until I hit the pause button and the wait time delay can be changed via a slider button while the loop is running.
- (void)playSound
{
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/Metronome-Sound.mp3", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.numberOfLoops = 0;
[audioPlayer play];
}
- (IBAction)playSelected:(UIButton *)sender
{
if (stateOfMetronome == 0){
stateOfMetronome = 1;
while (stateOfMetronome == 1){
[self playSound];
[NSThread sleepForTimeInterval:delay];
}
}
}
- (IBAction)pauseSeleted:(UIButton *)sender
{
if (stateOfMetronome == 1){
stateOfMetronome = 0;
[audioPlayer pause];
}
}
The most painless way to achieve this I think is to use a NSTimer set to repeat. When you need to stop/pause it, just invalidate the timer. When you want to start it, simply reinitialize it. Using this method, you can painlessly control when to fire with a delay as well as easily customize the interval.
Also, keep in mind, that you could potentially block all UI interaction when sleeping your thread. This may mean that you are unable to play/pause while the thread is asleep as there is no runloop processing while asleep. See details on NSThread.

How to prevent AVAudioPlayer from playing before a view is displayed

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:.

AVaudioPlayer regarding song overlapping

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.