Is there a way to programmatically invoke the keypad "click" sound? My app has a custom keypad (built out of UIButtons) and I'd like to provide some audio feedback when the user taps on the keys. I tried creating my own sounds in Garageband, but wasn't happy with any of my creations. If there isn't a standard way to invoke the key click, can anyone point me to a library of sounds that might have such a gem?
There is a really fast solution to play the default keyboard sound:
Add AudioToolbox.framework
Add the following line wherever you want the sound to play:
AudioServicesPlaySystemSound(0x450);
As of iOS 4.2, adopt the UIInputViewAudioFeedback protocol on a custom subclass of UIView. Make this view your "inputView" and then call "playInputClick" at the appropriate time.
http://developer.apple.com/library/ios/#documentation/uikit/reference/UIInputViewAudioFeedback_ProtocolReference/Reference/Reference.html
Just to save some people time. Put this in your custom view:
- (BOOL) enableInputClicksWhenVisible {
return YES;
}
To make the click do this:
[[UIDevice currentDevice] playInputClick];
No need to copy the file into your own app - you should be able to get it directly from the UIKit framework:
CFURLRef soundFileURLRef = CFBundleCopyResourceURL(
CFBundleGetBundleWithIdentifier(CFSTR("com.apple.UIKit")),
CFSTR ("Tock"),CFSTR ("aiff"),NULL);
This is what I made out of it aSquared's comment:
NSString *path = [[NSBundle bundleWithIdentifier:#"com.apple.UIKit"] pathForResource:#"Tock" ofType:#"aiff"];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:path], &soundID);
AudioServicesPlaySystemSound(soundID);
AudioServicesDisposeSystemSoundID(soundID);
The simplest way I've found is to extract Tock.aiff (the keyboard sound) from the iPhone Simulator and package it with your app, then play it using AudioServicesPlaySystemSound() at the appropriate time. On my machine, simply typing Tock.aiff into Spotlight turns up the file, but if you have to go looking for it, it's in the simulator version of UIKit.framework.
Using 0x450 as the SystemSoundID works for me (and at the correct volume - just playing the built-in Tock.aiff was too loud). No idea how portable that is - this is on an iPod Touch 3rd gen.
Still doesn't respect the preference for tick on/off.
Here's what I did:
Locate 'Tock.aiff' in: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/UIKit.framework
Drag it into your Resources folder in xCode, ticking 'Copy items into destination group's folder'
Import AVFoundation.framework into the Frameworks folder in xCode
Import AVFoundation at the top of your class:
#import <AVFoundation/AVAudioPlayer.h>
Use the following function:
- (void)PlayClick {
NSURL* musicFile = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:#"Tock"
ofType:#"aiff"]];
AVAudioPlayer *click = [[AVAudioPlayer alloc] initWithContentsOfURL:musicFile error:nil];
[click setVolume:0.15f];
[click play];
}
That's it!
From what I can tell, the click sound isn't available to apps. I haven't seen anything in audio session services that is relevant. AudioServicesPlaySystemSound() looks promising, but there doesn't appear to be any system sound ID for the click sound (a closer look at the headers may turn up something). You could always loop over a call to AudioServicesPlaySystemSound(i) and see if anything plays. The iPhone software restore images probably have the sound, but it's probably not licensed for general use. Jailbreaking an iPhone to get at the tasty click sound doesn't need to be mentioned.
For (creative commons) sounds, check out the Freesound Project.
For the future, perhaps request that Apple expose system sounds other than the alert sound for use with AudioServicesPlaySystemSound().
Maybe a bit late ...
But in MrMage last post, if you do AudioServicesDisposeSystemSoundID(soundID); straight after AudioServicesPlaySystemSound(soundID);
then you won't hear a thing as you're discarding the system sound right after creating it.
You have to let it finish playing first.. Only call AudioServicesDisposeSystemSoundID to cancel the sound before it finishes
You do not have to dispose of the sound object right away.
Keep a pointer to that sound object in a property, and dispose of it only when you are about to play another sound before re-creating it.
And of course finally dispose of the SystemSoundID object in dealloc.
Related
How do I play the shutter sound from iPhone when I click a button?
You can use AudioToolbox and pure magical number 1108 like this:
Swift:
import AudioToolbox
AudioServicesPlaySystemSound(1108)
Objective-C:
#import <AudioToolbox/AudioToolbox.h>
AudioServicesPlaySystemSound(1108);
Here is full list of these pure magical ids.
1) Search online for a camera shutter wave file. You can trim this one if it is a bit long using a .wav editor
http://www.freesound.org/people/Nathan_Lomeli/sounds/79190/
2) Name it shutter.wav and put it into your development directory along with your other resources.
3) Define the sound in your view's .h file
#interface myViewController : UIViewController {
SystemSoundID SoundID;
}
4) Load the file in your View's "viewDidLoad" event:
//load a sound wav file to use for the shutter
NSURL *buttonURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"shutter" ofType:#"wav"]];
AudioServicesCreateSystemSoundID((__bridge CFURLRef)buttonURL, &SoundID);
5) In your button_click event:
//play then shutter.wav sound
AudioServicesPlaySystemSound(SoundID);
some sounds to pick to those location : /System/Library/Components/CoreAudio.component/Contents/SharedSupport/SystemSounds
/System/Library/Sounds
You don't specify a programming language, but let's assume ObjC for now and not Monotouch or any other 3rd party framework.
AVAudioPlayer from the AV framework is your friend.
Please see the documentation here at Apple
Or do a search on AVAudioPlayer here on SO and you will find dozens of examples.
Still, you will have to grab the shutter sound file from somewhere but you can take any public available shutter WAV you find on Google.
If you really want to use the camera, the shutter sound will be played automatically when a picture is taken but I doubt that is what you want.
I've made a simple app, where I have a list of songs. The user taps a list entry and the song begins playing.
I've lifted the SoundEffect class from Apple's sample projects (e.g. Metronome, BubbleLevel). It seems to work fine with the following code:
// declare in the .h file
SoundEffect *audio;
// setup - when controller loads
audio = [SoundEffect alloc];
// play when user taps entry
NSBundle *mainBundle = [NSBundle mainBundle];
[audio initWithContentsOfFile:[mainBundle pathForResource:#"entry1" ofType:#"mp3"]];
[audio play];
However, if the 'audio' object is already playing, I'd like to stop it before it starts playing the sound again. SoundEffect class does not have a stop method or I am simply missing something.
How do i stop the audio before playing it again?
Why don’t you simply use AVAudioPlayer?
The SoundEffect class is a wrapper around the C-based System Sounds API (see the .m file from the Bubble Level project), which is a simple "fire and forget" style API that doesn't provide a "stop" function. More info in the System Sounds Services Reference.
I also agree with (and have voted up) zoul's suggestion to use AVAudioPlayer. System Sounds are wholly inappropriate for long, encoded audio files like songs in MP3 files.
I have a button in my iPhone app that I'd like to have play the default "keyboard tap" sound when it's tapped. I've been able to play my own custom sounds easily enough, but is there any way to play a default system sound like this in my app?
usingsystemsounds
You must use the System Sound for this.The below might be usefule.Refer Multimedia Programming guide to know more.
CFBundleRef mainbundle = CFBundleGetMainBundle();
CFURLRef soundFileURLRef = CFBundleCopyResourceURL
(mainbundle, CFSTR("tap"), CFSTR("aif"), NULL);
AudioServicesCreateSystemSoundID(soundFileURLRef, &soundFileObject);
Also you can use the inbuilt system sounds by
AudioServicesPlaySystemSound(1100);
The click sound you want is, I believe, in the sample app called SysSound.
http://developer.apple.com/iphone/library/samplecode/SysSound/
I found this, which sounds like what you are looking for.
Nothing public. There's probably an answer if you're willing to dive into private APIs, but this is strongly discouraged (as you will likely break future compatibility, and may get rejected from the app store).
There's an example on the iPhone Dev Center web site for playing short-duration sounds (5 seconds or less), You can use that code to play any sound you want. Find a click sound doing a google search and use that. That's all you need.
http://developer.apple.com/iphone/library/codinghowtos/AudioAndVideo/index.html#PLAY_SHORT_SOUNDS_AND_ALERTS_2
AudioServicesCreateSystemSoundID (fileURL, soundID);
I've gotten to play a single sound in the iPhone app I've started, but I now desire to play multiple sounds based on a button. To create a separate set of .m and .h files for each audio sounds, and then including them all, doesn't seem the most efficient way to tackle this in terms of coding...then again, I'm just starting out with Cocoa and only just completed my first app ever.
Any help is appreciated. The key here is multiple sounds, each triggered by its own button or image. Thanks.
If the files are MP3 or AAC format, then you can only play one at a time. This is a limitation of core audio on the iPhone.
In terms of playing multiple sounds at once, that's easy, just create a new player instance for every one that you want to play (and remember to release them when you're done)
NSString *path = [[NSBundle mainBundle] pathForResource:#"dream" ofType:#"m4a"];
AVAudioPlayer* theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
To convert an MP3 into something like IMA4 (which you can play more than one at once) you would run the following (in terminal, in leopard):
/usr/bin/afconvert -f caff -d ima4 sound.mp3 sound.caf
The above code is firmware 2.2 only, but you can do the same with the AudioQueue files if you want to support older firmwares (it's just a lot more complex, so I haven't listed the code here).
If you have access to the iPhone developer network, then there are a bunch of code samples that show you how to play audio.
All you need to do is make one class that has a function called
-(void)Play:(NSString*)sSoundFile {
// play sound file here
}
I don't have any direct experience with iPhone development, but in theory could you create a single large sound file with all your sounds in it? Each sound could be separated by just enough silence to be individually accessed by a time index. Of course, the downside is that you'd have to load the entire file into memory, unless you could figure out a way to load chunks in a random-access fashion...
#rustyshelf - does this work in the simulator? I'm using that code, and using #import but neither audioPlayerDidFinishPlaying nor audioPlayerDecodeErrorDidOccur ever get called. Very annoying to try to debug.
http://www.icodeblog.com/2009/05/04/iphone-game-programming-tutorial-part-4-basic-game-audio/
in this example in ios5 you have to put
CFURLRef soundurl=(__bridge CFURLRef)[NSURL fileURLWithPath:objstring];
in place of
CFURLRef soundurl=(CFURLRef)[NSURL fileURLWithPath:objstring];
Hardik Mamtora
In my app I've got certain buttons which use the following code:
SystemSoundID beep;
CFStringRef beepPath = (CFStringRef) [NSString stringWithFormat: #"%#/SoundFile.aif", [[NSBundle mainBundle] bundlePath]];
AudioServicesCreateSystemSoundID (CFURLCreateWithFileSystemPath (NULL, beepPath, kCFURLPOSIXPathStyle, false), &beep);
CFRelease(beepPath);
AudioServicesPlaySystemSound (beep);
I would like the user to start recording and be able to record any sounds made by the app and then have the ability to play the recorded sound after a certain time limit, or have a stop recording button and then a 'Play' button to play the recorded clip.
Any ideas on how I can implement this?
The obvious solution would be to save the sequence of user actions in an NSArray, and play them back to recreate the sounds. I'm not sure that you can record the output sound channel into another file, if that's what you're trying to do.
Use the Speak Here example project provided by apple. Why reinvent the wheel?