The environment for this is iOS 13.6 and Swift 5. I have a very simple app that successfully plays an MP3 file in the foreground or background. I added MPRemoteCommandCenter play and pause command handlers to it. I play the sound file in the foreground and then pause it.
When I tap the play button from the lock screen, my code calls audioPlayer.play(), which returns true. I hear the sound start playing again, but the currentTime of the player does not advance. After that, the play and pause buttons on the lock screen do nothing. When I foreground the app again, the play button plays from where it was before I went to the lock screen.
Here is my AudioPlayer class:
import AVFoundation
import MediaPlayer
class AudioPlayer: RemoteAudioCommandDelegate {
var audioPlayer = AVAudioPlayer()
let remoteCommandHandler = RemoteAudioCommandHandler()
var timer:Timer!
func play(title: String) {
let path = Bundle.main.path(forResource: title, ofType: "mp3")!
let url = URL(fileURLWithPath: path)
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSession.Category.playback)
try AVAudioSession.sharedInstance().setActive(true)
audioPlayer = try AVAudioPlayer(contentsOf: url)
remoteCommandHandler.delegate = self
remoteCommandHandler.enableDisableRemoteCommands(true)
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(updateNowPlayingInfo), userInfo: nil, repeats: true)
} catch let error as NSError {
print("error = \(error)")
}
}
func play() {
print ("audioPlayer.play() returned \(audioPlayer.play())")
}
func pause() {
audioPlayer.pause()
}
func stop() {
audioPlayer.stop()
}
func currentTime() -> TimeInterval {
return audioPlayer.currentTime
}
func setCurrentTime(_ time:TimeInterval) {
audioPlayer.currentTime = time
}
#objc func updateNowPlayingInfo() {
// Hard-code the nowPlayingInfo since this is a simple test app
var nowPlayingDict =
[MPMediaItemPropertyTitle: "Tin Man",
MPMediaItemPropertyAlbumTitle: "The Complete Greatest Hits",
MPMediaItemPropertyAlbumTrackNumber: NSNumber(value: UInt(10) as UInt),
MPMediaItemPropertyArtist: "America",
MPMediaItemPropertyPlaybackDuration: 208,
MPNowPlayingInfoPropertyPlaybackRate: NSNumber(value: 1.0 as Float)] as [String : Any]
nowPlayingDict[MPNowPlayingInfoPropertyElapsedPlaybackTime] = NSNumber(value: audioPlayer.currentTime as Double)
MPNowPlayingInfoCenter.default().nowPlayingInfo = nowPlayingDict
}
}
Here is my RemoteCommandHandler class:
import Foundation
import MediaPlayer
protocol RemoteAudioCommandDelegate: class {
func play()
func pause()
}
class RemoteAudioCommandHandler: NSObject {
weak var delegate: RemoteAudioCommandDelegate?
var remoteCommandCenter = MPRemoteCommandCenter.shared()
var playTarget: Any? = nil
var pauseTarget: Any? = nil
func enableDisableRemoteCommands(_ enabled: Bool) {
print("Called with enabled = \(enabled)")
remoteCommandCenter.playCommand.isEnabled = enabled
remoteCommandCenter.pauseCommand.isEnabled = enabled
if enabled {
addRemoteCommandHandlers()
} else {
removeRemoteCommandHandlers()
}
}
fileprivate func addRemoteCommandHandlers() {
print( "Entered")
if playTarget == nil {
print( "Adding playTarget")
playTarget = remoteCommandCenter.playCommand.addTarget { (event) -> MPRemoteCommandHandlerStatus in
print("addRemoteCommandHandlers calling delegate play")
self.delegate?.play()
return .success
}
}
if pauseTarget == nil {
print( "Adding pauseTarget")
pauseTarget = remoteCommandCenter.pauseCommand.addTarget { (event) -> MPRemoteCommandHandlerStatus in
print("addRemoteCommandHandlers calling delegate pause")
self.delegate?.pause()
return .success
}
}
}
fileprivate func removeRemoteCommandHandlers() {
print( "Entered")
if playTarget != nil {
print( "Removing playTarget")
remoteCommandCenter.playCommand.removeTarget(playTarget)
playTarget = nil
}
if pauseTarget != nil {
print( "Removing pauseTarget")
remoteCommandCenter.pauseCommand.removeTarget(pauseTarget)
pauseTarget = nil
}
}
}
I will gladly supply further required info, because I'm baffled at why this relatively straightforward code (in my mind) code doesn't work.
Assistance is much appreciated!
After some more debugging, I found that the AVAudioPlayer started to play the sound from the lock screen, but stopped again shortly after.
I mitigated the problem by adding a Timer. The timer checks if the last command by the user was play, but the sound is not playing. I also change the status when the user selects pause or the song stops playing at its natural end.
I am still at a loss for an actual fix for this problem.
Related
I have an array of audio instructions that I would like to randomize, play (one at a time), and do some data recording in between each instruction.
With the below code, I have a button press that triggers beginTest(), but the instruction tracks play simultaneously. It never gets to startRecord().
I've tried placing startRecord() inside audioPlayerDidFinishPlaying; in that case it does get to startRecord() for the first track, but doesn't continue to the next iteration of the loop inside beginTest() where playScript() is called.
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool)
{
self.player = nil
print("finished playing this file")
}
func playScript(c: String)
{
let path = Bundle.main.path(forResource: c, ofType:"m4a")!
let url = URL(fileURLWithPath: path)
do {
self.player = try AVAudioPlayer(contentsOf: url)
self.player?.delegate = self
self.player?.play()
print(c)
print("playing script for " + c)
} catch {
print("couldn't load script")
}
}
func beginTest()
{
for c in conditions.shuffled()
{
playScript(c: c)
if self.player == nil
{
startRecord()
print("started data recording")
}
}
exportData()
}
I'm guessing that beginTest() keeps moving along the for loop before audioPlayerDidFinishPlaying resets the player to nil, but I don't know how to stall this.
The approach using audioPlayerDidFinishPlaying(_:,successfully:) is correct. In your code when you call playScript(c:) you will iterate through all audio files from conditions array and call startRecord method really quickly, while first audio is playing. All sounds will be placed in a queue and play one by one. I don't know contents of startRecord method, but I don't think that it was supposed to be called like that.
In order to avoid those problems you need to call playScript(c:) and then wait for method startRecord() to finish, and then call playScript(c:) again. So you can try something like this:
import AVFoundation
class SomeClass: NSObject, AVAudioPlayerDelegate {
var player: AVAudioPlayer?
var conditions = [String]()
var instructions: [() -> ()] = []
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
print("finished playing \(player.url)")
startRecord {
playNextInstruction()
}
}
func playScript(c: String)
{
let path = Bundle.main.path(forResource: c, ofType:"m4a")!
let url = URL(fileURLWithPath: path)
do {
self.player = try AVAudioPlayer(contentsOf: url)
self.player?.delegate = self
self.player?.play()
print(c)
print("playing script for " + c)
} catch {
print("couldn't load script")
}
}
func beginTest() {
instructions = conditions.shuffled().map { [unowned self] condition in
return {
self.playScript(c: condition)
}
}
playNextInstruction()
}
func playNextInstruction() {
if instructions.count != 0 {
instructions.remove(at: 0)()
} else {
exportData()
}
}
func exportData() {
}
func startRecord(completion: (() -> ())) {
}
}
If it won't work then I suggest to try searching problem somewhere else in your code.
I'm trying to play an audiofile and control it's playback via the Remote Command Centre available on the lock screen.
If I do the following:
Begin playback
Pause playback
Lock device
Begin playback from lockscreen (MPRemoteCommandCenter)
It is then impossible to pause playback from lockscreen. The button flickers and nothing happens.
How can I fix this?
Further details below:
It appears that when attempting to pause the audio, the AVAudioPlayer returns 'false' for audioPlayer.isPlaying.
This occurs on iOS13.1 on my iPhoneXR, iPhoneSE and iPhone8. I have no other devices to test against
The logs indicate that AVAudioPlayer.isPlaying initially returns true when playback is started, but subsequently returns false. The player's currentTime also appears stuck at around the time playback was started.
My entire view controller is below (~100 lines). This is the minimum necessary to reproduce the problem.
The this example project demonstrating the error is also available on Github here.
import UIKit
import MediaPlayer
class ViewController: UIViewController {
#IBOutlet weak var playPauseButton: UIButton!
#IBAction func playPauseButtonTap(_ sender: Any) {
if self.audioPlayer.isPlaying {
pause()
} else {
play()
}
}
private var audioPlayer: AVAudioPlayer!
private var hasPlayed = false
override func viewDidLoad() {
super.viewDidLoad()
let fileUrl = Bundle.main.url(forResource: "temp/intro", withExtension: ".mp3")
try! self.audioPlayer = AVAudioPlayer(contentsOf: fileUrl!)
let audioSession = AVAudioSession.sharedInstance()
do { // play on speakers if headphones not plugged in
try audioSession.overrideOutputAudioPort(AVAudioSession.PortOverride.speaker)
} catch let error as NSError {
print("Override headphones failed, probably because none are available: \(error.localizedDescription)")
}
do {
try audioSession.setCategory(.playback, mode: .spokenAudio)
try audioSession.setActive(true)
} catch let error as NSError {
print("Warning: Setting audio category to .playback|.spokenAudio failed: \(error.localizedDescription)")
}
playPauseButton.setTitle("Play", for: .normal)
}
func play() {
playPauseButton.setTitle("Pause", for: .normal)
self.audioPlayer.play()
if(!hasPlayed){
self.setupRemoteTransportControls()
self.hasPlayed = true
}
}
func pause() {
playPauseButton.setTitle("Play", for: .normal)
self.audioPlayer.pause()
}
// MARK: Remote Transport Protocol
#objc private func handlePlay(event: MPRemoteCommandEvent) -> MPRemoteCommandHandlerStatus {
print(".......................")
print(self.audioPlayer.currentTime)
let address = Unmanaged.passUnretained(self.audioPlayer).toOpaque()
print("\(address) not playing: \(!self.audioPlayer.isPlaying)")
guard !self.audioPlayer.isPlaying else { return .commandFailed }
print("attempting to play")
let success = self.audioPlayer.play()
print("play() invoked with success \(success)")
print("now playing \(self.audioPlayer.isPlaying)")
return success ? .success : .commandFailed
}
#objc private func handlePause(event: MPRemoteCommandEvent) -> MPRemoteCommandHandlerStatus {
print(".......................")
print(self.audioPlayer.currentTime)
let address = Unmanaged.passUnretained(self.audioPlayer).toOpaque()
print("\(address) playing: \(self.audioPlayer.isPlaying)")
guard self.audioPlayer.isPlaying else { return .commandFailed }
print("attempting to pause")
self.pause()
print("pause() invoked")
return .success
}
private func setupRemoteTransportControls() {
let commandCenter = MPRemoteCommandCenter.shared()
commandCenter.playCommand.addTarget(self, action: #selector(self.handlePlay))
commandCenter.pauseCommand.addTarget(self, action: #selector(self.handlePause))
var nowPlayingInfo = [String : Any]()
nowPlayingInfo[MPMediaItemPropertyAlbumTitle] = "Major title"
nowPlayingInfo[MPMediaItemPropertyTitle] = "Minor Title"
nowPlayingInfo[MPNowPlayingInfoPropertyElapsedPlaybackTime] = self.audioPlayer.currentTime
nowPlayingInfo[MPMediaItemPropertyPlaybackDuration] = self.audioPlayer.duration
nowPlayingInfo[MPNowPlayingInfoPropertyPlaybackRate] = self.audioPlayer.rate
MPNowPlayingInfoCenter.default().nowPlayingInfo = nowPlayingInfo
}
}
This logs the following (with my // comments added):
.......................
1.438140589569161 // audio was paused here
0x0000000283361cc0 not playing: true // player correctly says its not playing
attempting to play // so it'll start to play
play() invoked with success true // play() successfully invoked
now playing true // and the player correctly reports it's playing
.......................
1.4954875283446711 // The player thinks it's being playing for about half a second
0x0000000283361cc0 playing: false // and has now paused??? WTF?
.......................
1.4954875283446711 // but there's definitely sound coming from the speakers. It has **NOT** paused.
0x0000000283361cc0 playing: false // yet it thinks it's paused?
// note that the memory addresses are the same. This seems to be the same player. ='(
I'm at my wits' end. Help me StackOverflow—You're my only hope.
Edits: I've also tried
Always returning .success
#objc private func handlePlay(event: MPRemoteCommandEvent) -> MPRemoteCommandHandlerStatus {
guard !self.audioPlayer.isPlaying else { return .success }
self.audioPlayer.play()
return .success
}
#objc private func handlePause(event: MPRemoteCommandEvent) -> MPRemoteCommandHandlerStatus {
print(self.audioPlayer.isPlaying)
guard self.audioPlayer.isPlaying else { return .success }
self.pause()
return .success
}
Ignoring the audioPlayer state and just doing as the remote command centre says
#objc private func handlePlay(event: MPRemoteCommandEvent) -> MPRemoteCommandHandlerStatus {
self.audioPlayer.play()
MPNowPlayingInfoCenter.default().nowPlayingInfo?[MPNowPlayingInfoPropertyElapsedPlaybackTime] = self.audioPlayer.currentTime
MPNowPlayingInfoCenter.default().nowPlayingInfo?[MPNowPlayingInfoPropertyPlaybackRate] = self.audioPlayer.rate
return .success
}
#objc private func handlePause(event: MPRemoteCommandEvent) -> MPRemoteCommandHandlerStatus {
self.audioPlayer.pause()
MPNowPlayingInfoCenter.default().nowPlayingInfo?[MPNowPlayingInfoPropertyElapsedPlaybackTime] = self.audioPlayer.currentTime
MPNowPlayingInfoCenter.default().nowPlayingInfo?[MPNowPlayingInfoPropertyPlaybackRate] = self.audioPlayer.rate
return .success
}
Both of these result in the bug persisting the first time pause is tapped on the lock screen. Subsequent taps reset the audio to the original paused position and then work normally.
Update
Replacing AVAudioPlayer with AVPlayer appears to make the problem go away entirely! I'm reasonably sure this is a bug in AVAudioPlayer now.
The necessary steps to switch to AVPlayer are in this public diff
I've used one of my developer-question tickets and submitted this question to Apple. I'll post an answer when I hear back from them.
Update 2
Apple Dev Support confirmed that as of 5 Dec 2019 there's no known workaround for this issue. I've submitted an issue to feedbackassistant.apple.com and will update this answer when something changes.
This is indeed a bug in AVAudioPlayer.
Another workaround if you dont want to switch to AVPlayer is to simply check if playing before pausing and if not, call play just before pause. It's not pretty but it works:
if (!self.player.isPlaying) [self.player play];
[self.player pause];
I want to know how to get the state of my player (AVPlayer) (buffering, playing, stopped, error) and update the ui according to those states (including the player on the lock screen). How exactly should I do it?
I have a label that may contain:
"Buffering...", "Playing", "Stopped" or "Error".
Basically, I have the following:
MediaPlayer:
import Foundation
import AVFoundation
class MediaPlayer {
static let sharedInstance = MediaPlayer()
fileprivate var player = AVPlayer(url: URL(string: "my_hls_stream_url_here")!)
fileprivate var isPlaying = false
func play() {
player.play()
isPlaying = true
}
func pause() {
player.pause()
isPlaying = false
}
func toggle() {
if isPlaying == true {
pause()
} else {
play()
}
}
func currentlyPlaying() -> Bool {
return isPlaying
}
}
PlayerViewController:
class PlayerViewController: UIViewController {
#IBOutlet weak var label: UILabel!
#IBAction func playStopButtonAction(_ sender: UIButton) {
MediaPlayer.sharedInstance.toggle()
}
override func viewDidLoad() {
super.viewDidLoad()
label.text = "Disconnected"
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
print("Audio session ok\n")
} catch {
print("Error: Audio session.\n")
}
// Show only play/pause button on the lock screen
if #available(iOS 9.1, *) {
let center = MPRemoteCommandCenter.shared()
[center.previousTrackCommand, center.nextTrackCommand, center.seekForwardCommand, center.seekBackwardCommand, center.skipForwardCommand, center.skipBackwardCommand, center.ratingCommand, center.changePlaybackRateCommand, center.likeCommand, center.dislikeCommand, center.bookmarkCommand, center.changePlaybackPositionCommand].forEach {
$0.isEnabled = false
}
center.togglePlayPauseCommand.addTarget { (commandEvent) -> MPRemoteCommandHandlerStatus in
MediaPlayer.sharedInstance.toggle()
return MPRemoteCommandHandlerStatus.success
}
center.playCommand.addTarget { (commandEvent) -> MPRemoteCommandHandlerStatus in
MediaPlayer.sharedInstance.play()
return MPRemoteCommandHandlerStatus.success
}
center.pauseCommand.addTarget { (commandEvent) -> MPRemoteCommandHandlerStatus in
MediaPlayer.sharedInstance.pause()
return MPRemoteCommandHandlerStatus.success
}
} else {
// Fallback on earlier versions
print("Error (MPRemoteCommandCenter)")
}
}
override func remoteControlReceived(with event: UIEvent?) {
guard let event = event else {
print("No event\n")
return
}
guard event.type == UIEventType.remoteControl else {
print("Another event received\n")
return
}
switch event.subtype {
case UIEventSubtype.remoteControlPlay:
print("'Play' event received\n")
case UIEventSubtype.remoteControlPause:
print("'Pause' event received\n")
case UIEventSubtype.remoteControlTogglePlayPause:
print("'Toggle' event received\n")
default:
print("\(event.subtype)\n")
}
}
}
I think you could use the timeControlStatus property of AVPlayer. According to the doc it can be paused, waitingToPlayAtSpecifiedRate which is basically what you call buffering or playing.
If you really need the error state, you could observe the error property or whether the status property is set to failed.
A simple KVO observer on these properties would do the trick.
A place to start could be through using the AVPlayer's "status" property. It is an enumeration that contains the following values (this is taken directly from the documentation):
'unknown': Indicates that the status of the player is not yet known because it has not tried to load new media resources for playback.
'readyToPlay': Indicates that the player is ready to play AVPlayerItem instances.
'failed': Indicates that the player can no longer play AVPlayerItem instances because of an error.
As to how you could tell if the content is actually playing, you could just use boolean checks as it seems you have partially implemented. For pausing and stopping, you could just keep the file loaded for pause, and delete the file for stop that way you could differentiate the two.
For buffering, if the enum is not unknown or readyToPlay then that theoretically should mean that there is a file being attached but is not quite ready to play (i.e. buffering).
I'm trying to get multiple sounds files to play on an AVAudioPlayer instance, however when one sound plays, the other stops. I can't get more than one sound to play at a time. Here is my code:
import AVFoundation
class GSAudio{
static var instance: GSAudio!
var soundFileNameURL: NSURL = NSURL()
var soundFileName = ""
var soundPlay = AVAudioPlayer()
func playSound (soundFile: String){
GSAudio.instance = self
soundFileName = soundFile
soundFileNameURL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(soundFileName, ofType: "aif", inDirectory:"Sounds")!)
do{
try soundPlay = AVAudioPlayer(contentsOfURL: soundFileNameURL)
} catch {
print("Could not play sound file!")
}
soundPlay.prepareToPlay()
soundPlay.play ()
}
}
Can anyone please help me by telling me how to get more than one sound file to play at a time? Any help is much appreciated.
Many thanks,
Kai
The reason the audio stops is because you only have one AVAudioPlayer set up, so when you ask the class to play another sound you are currently replacing the old instance with a new instance of AVAudioPlayer. You are overwriting it basically.
You can either create two instances of the GSAudio class, and then call playSound on each of them, or make the class a generic audio manager that uses a dictionary of audioPlayers.
I much prefer the latter option, as it allows for cleaner code and is also more efficient. You can check to see if you have already made a player for the sound before, rather than making a new player for example.
Anyways, I re-made your class for you so that it will play multiple sounds at once. It can also play the same sound over itself (it doesn't replace the previous instance of the sound) Hope it helps!
The class is a singleton, so to access the class use:
GSAudio.sharedInstance
for example, to play a sound you would call:
GSAudio.sharedInstance.playSound("AudioFileName")
and to play a number of sounds at once:
GSAudio.sharedInstance.playSounds("AudioFileName1", "AudioFileName2")
or you could load up the sounds in an array somewhere and call the playSounds function that accepts an array:
let sounds = ["AudioFileName1", "AudioFileName2"]
GSAudio.sharedInstance.playSounds(sounds)
I also added a playSounds function that allows you to delay each sound being played in a cascade kind of format. So:
let soundFileNames = ["SoundFileName1", "SoundFileName2", "SoundFileName3"]
GSAudio.sharedInstance.playSounds(soundFileNames, withDelay: 1.0)
would play sound2 a second after sound1, then sound3 would play a second after sound2 etc.
Here is the class:
class GSAudio: NSObject, AVAudioPlayerDelegate {
static let sharedInstance = GSAudio()
private override init() {}
var players = [NSURL:AVAudioPlayer]()
var duplicatePlayers = [AVAudioPlayer]()
func playSound (soundFileName: String){
let soundFileNameURL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(soundFileName, ofType: "aif", inDirectory:"Sounds")!)
if let player = players[soundFileNameURL] { //player for sound has been found
if player.playing == false { //player is not in use, so use that one
player.prepareToPlay()
player.play()
} else { // player is in use, create a new, duplicate, player and use that instead
let duplicatePlayer = try! AVAudioPlayer(contentsOfURL: soundFileNameURL)
//use 'try!' because we know the URL worked before.
duplicatePlayer.delegate = self
//assign delegate for duplicatePlayer so delegate can remove the duplicate once it's stopped playing
duplicatePlayers.append(duplicatePlayer)
//add duplicate to array so it doesn't get removed from memory before finishing
duplicatePlayer.prepareToPlay()
duplicatePlayer.play()
}
} else { //player has not been found, create a new player with the URL if possible
do{
let player = try AVAudioPlayer(contentsOfURL: soundFileNameURL)
players[soundFileNameURL] = player
player.prepareToPlay()
player.play()
} catch {
print("Could not play sound file!")
}
}
}
func playSounds(soundFileNames: [String]){
for soundFileName in soundFileNames {
playSound(soundFileName)
}
}
func playSounds(soundFileNames: String...){
for soundFileName in soundFileNames {
playSound(soundFileName)
}
}
func playSounds(soundFileNames: [String], withDelay: Double) { //withDelay is in seconds
for (index, soundFileName) in soundFileNames.enumerate() {
let delay = withDelay*Double(index)
let _ = NSTimer.scheduledTimerWithTimeInterval(delay, target: self, selector: #selector(playSoundNotification(_:)), userInfo: ["fileName":soundFileName], repeats: false)
}
}
func playSoundNotification(notification: NSNotification) {
if let soundFileName = notification.userInfo?["fileName"] as? String {
playSound(soundFileName)
}
}
func audioPlayerDidFinishPlaying(player: AVAudioPlayer, successfully flag: Bool) {
duplicatePlayers.removeAtIndex(duplicatePlayers.indexOf(player)!)
//Remove the duplicate player once it is done
}
}
Here's a Swift 4 version of #Oliver Wilkinson code with some safechecks and improved code formatting:
import Foundation
import AVFoundation
class GSAudio: NSObject, AVAudioPlayerDelegate {
static let sharedInstance = GSAudio()
private override init() { }
var players: [URL: AVAudioPlayer] = [:]
var duplicatePlayers: [AVAudioPlayer] = []
func playSound(soundFileName: String) {
guard let bundle = Bundle.main.path(forResource: soundFileName, ofType: "aac") else { return }
let soundFileNameURL = URL(fileURLWithPath: bundle)
if let player = players[soundFileNameURL] { //player for sound has been found
if !player.isPlaying { //player is not in use, so use that one
player.prepareToPlay()
player.play()
} else { // player is in use, create a new, duplicate, player and use that instead
do {
let duplicatePlayer = try AVAudioPlayer(contentsOf: soundFileNameURL)
duplicatePlayer.delegate = self
//assign delegate for duplicatePlayer so delegate can remove the duplicate once it's stopped playing
duplicatePlayers.append(duplicatePlayer)
//add duplicate to array so it doesn't get removed from memory before finishing
duplicatePlayer.prepareToPlay()
duplicatePlayer.play()
} catch let error {
print(error.localizedDescription)
}
}
} else { //player has not been found, create a new player with the URL if possible
do {
let player = try AVAudioPlayer(contentsOf: soundFileNameURL)
players[soundFileNameURL] = player
player.prepareToPlay()
player.play()
} catch let error {
print(error.localizedDescription)
}
}
}
func playSounds(soundFileNames: [String]) {
for soundFileName in soundFileNames {
playSound(soundFileName: soundFileName)
}
}
func playSounds(soundFileNames: String...) {
for soundFileName in soundFileNames {
playSound(soundFileName: soundFileName)
}
}
func playSounds(soundFileNames: [String], withDelay: Double) { //withDelay is in seconds
for (index, soundFileName) in soundFileNames.enumerated() {
let delay = withDelay * Double(index)
let _ = Timer.scheduledTimer(timeInterval: delay, target: self, selector: #selector(playSoundNotification(_:)), userInfo: ["fileName": soundFileName], repeats: false)
}
}
#objc func playSoundNotification(_ notification: NSNotification) {
if let soundFileName = notification.userInfo?["fileName"] as? String {
playSound(soundFileName: soundFileName)
}
}
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
if let index = duplicatePlayers.index(of: player) {
duplicatePlayers.remove(at: index)
}
}
}
I have created a helper library that simplifies playing sounds in Swift. It creates multiple instances of AVAudioPlayer to allow playing the same sound multiple times concurrently. You can download it from Github or import with Cocoapods.
Here is the link: SwiftySound
The usage is as simple as it can be:
Sound.play(file: "sound.mp3")
All answers are posting pages of code; it doesn't need to be that complicated.
// Create a new player for the sound; it doesn't matter which sound file this is
let soundPlayer = try AVAudioPlayer( contentsOf: url )
soundPlayer.numberOfLoops = 0
soundPlayer.volume = 1
soundPlayer.play()
soundPlayers.append( soundPlayer )
// In an timer based loop or other callback such as display link, prune out players that are done, thus deallocating them
checkSfx: for player in soundPlayers {
if player.isPlaying { continue } else {
if let index = soundPlayers.index(of: player) {
soundPlayers.remove(at: index)
break checkSfx
}
}
}
Swift 5+
Compiling some of the previous answers, improving code style and reusability
I usually avoid loose strings throughout my projects and use, instead, custom protocols for objects that will hold those string properties.
I prefer this to the enum approach simply because enumerations tend to couple your project together quite quickly. Everytime you add a new case you must edit the same file with the enumeration, breaking somewhat the Open-Closed principle from SOLID and increasing chances for error.
In this particular case, you could have a protocol that defines sounds:
protocol Sound {
func getFileName() -> String
func getFileExtension() -> String
func getVolume() -> Float
func isLoop() -> Bool
}
extension Sound {
func getVolume() -> Float { 1 }
func isLoop() -> Bool { false }
}
And when you need a new sound you can simply create a new structure or class that implements this protocol (It will even be suggested on autocomplete if your IDE, just like Xcode, supports it, giving you similar benefits to those of the enumeration... and it works way better in medium to large multi framework projects).
(Usually I leave volume and other configurations with default implementations as they are less frequently customized).
For instance, you could have a coin drop sound:
struct CoinDropSound: Sound {
func getFileName() -> String { "coin_drop" }
func getFileExtension() -> String { "wav" }
}
Then, you could use a singleton SoundManager that would take care of managing playing audio files
import AVFAudio
final class SoundManager: NSObject, AVAudioPlayerDelegate {
static let shared = SoundManager()
private var audioPlayers: [URL: AVAudioPlayer] = [:]
private var duplicateAudioPlayers: [AVAudioPlayer] = []
private override init() {}
func play(sound: Sound) {
let fileName = sound.getFileName()
let fileExtension = sound.getFileExtension()
guard let url = Bundle.main.url(forResource: fileName, withExtension: fileExtension),
let player = getAudioPlayer(for: url) else { return }
player.volume = sound.getVolume()
player.numberOfLoops = numberOfLoops
player.prepareToPlay()
player.play()
}
private func getAudioPlayer(for url: URL) -> AVAudioPlayer? {
guard let player = audioPlayers[url] else {
let player = try? AVAudioPlayer(contentsOf: url)
audioPlayers[url] = player
return player
}
guard player.isPlaying else { return player }
guard let duplicatePlayer = try? AVAudioPlayer(contentsOf: url) else { return nil }
duplicatePlayer.delegate = self
duplicateAudioPlayers.append(duplicatePlayer)
return duplicatePlayer
}
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
duplicateAudioPlayers.removeAll { $0 == player }
}
}
Here I created a helper getAudioPlayer to be able to return early from code execution and make use of the guard let.
Using guard let more often and preferring less nested code can, most of the time, highly improve readability.
To use this SoundManager from anywhere in your project, simply access its shared instance and pass an object that conforms to Sound.
For example, given the previous CoinDropSound:
SoundManager.shared.play(sound: CoinDropSound())
You could maybe omit the sound parameter as it may improve readability
class SoundManager {
// ...
func play(_ sound: Sound) {
// ...
}
// ...
}
And then:
SoundManager.shared.play(CoinDropSound())
I have background music in my game. I tried to make a method to play and pause the music.
My app crashes when I press on the play/pause music button.
I don't understand why its not working.
The method in the Main Scene: (Edited)
var SoundOnOff = SKSpriteNode(imageNamed: "MusicOn.png")
if (SoundOnOff.containsPoint(location)) {
if BackgroundMusic.sharedHelper.isMuted() {
//BackgroundMusic.sharedHelper.mute()
BackgroundMusic.sharedHelper.pause()
self.SoundOnOff.texture = SKTexture(imageNamed:"MusicOff.png")
print("Music Off!")
}
else {
//BackgroundMusic.sharedHelper.unmute()
BackgroundMusic.sharedHelper.resume()
self.SoundOnOff.texture = SKTexture(imageNamed:"MusicOn.png")
print("Music On!")
}
}
BackgroundMusic Class (Edited)
import AVFoundation
class BackgroundMusic: NSObject {
internal let localDefaults = NSUserDefaults.standardUserDefaults()
static let sharedHelper = BackgroundMusic()
var BgMusic: AVAudioPlayer?
/// Keys
internal struct Key {
static let muted = "MusicMuteState"
}
override init() {
super.init()
print("Music helper init")
playBackgroundMusic()
if isMuted() {
mute()
}
}
func playBackgroundMusic() {
let aSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Secrets of the Schoolyard", ofType: "mp3")!)
do {
BgMusic = try AVAudioPlayer(contentsOfURL:aSound)
BgMusic!.numberOfLoops = -1
BgMusic!.prepareToPlay()
BgMusic!.play()
} catch {
print("Cannot play the file")
}
}
func mute() {
BgMusic!.volume = 0
localDefaults.setBool(true, forKey: Key.muted)
}
/// Unmute
func unmute() {
BgMusic!.volume = 1
localDefaults.setBool(false, forKey: Key.muted)
}
// Check mute state
func isMuted() -> Bool {
if localDefaults.boolForKey(Key.muted) {
return true
} else {
return false
}
}
}
Your class is a subclass of AVAudioPlayer but you're not actually using your own instance to play the music. When you use BackgroundMusic.sharedHelper.playing, you're referencing an instance of your class, not the BgMusic player that is actually playing. Since your class hasn't been initialized with any sound file, I presume that it cannot properly process .playing
I recently answered a similar question. I am also using my own helper for music which is similar to yours. There is a few things that you should do different in your helper.
On and off music/sfx for sprite kit
GitHub: https://github.com/crashoverride777/Swift2-SpriteKit-Music-Helper