While trying to build a xylophone in xcode 10.1, using swift 4.2 on iOS12, i used a button to play a .wav file and entered the following code but the following error shows up:
"type 'String' has no member 'playback'"
func playSound() {
guard let url = Bundle.main.url(forResource: "soundName", withExtension: "mp3") else { return }
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: [])
try AVAudioSession.sharedInstance().setActive(true)
/* The following line is required for the player to work on iOS 11. Change the file type accordingly*/
player = try AVAudioPlayer(contentsOf: url, fileTypeHint: AVFileType.mp3.rawValue)
/* iOS 10 and earlier require the following line:
player = try AVAudioPlayer(contentsOf: url, fileTypeHint: AVFileTypeMPEGLayer3) */
guard let player = player else { return }
player.play()
} catch let error {
print(error.localizedDescription)
}
}
I was looking around StackOverflow and I borrowed this piece of code which works, I don't know if its the conventional way of doing it though.
Swift 4.2
import AVFoundation
var player = AVAudioPlayer()
let url = URL(fileURLWithPath: Bundle.main.path(forResource: "note1", ofType: "wav")!)
do {
player = try AVAudioPlayer(contentsOf: url)
player.play()
} catch {
print("couldn't load file :(")
}
func playSound() {
let soundURL = Bundle.main.url(forResource: selectedSoundFileName, withExtension: "wav")
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
audioPlayer.play()
} catch {
}
}
This is another variation that you might be able to try! Let me know if this format works for you. I built a xylophone app myself a long time ago inside of a Udemy course. Pretty much would be easier to put the sound files directly into your project and run them through there, than to pull them from anywhere in my opinion.
this is the most "Swifty" way I could implement this for you.
If you click jump to definition on AVAudioSession Xcode will open the raw source file for the class and from there you can view the structure of each method in the class. This is helpful for viewing the structure of each function and for determining the data parameters of each function. Additionally there are annotations above each variation of the class functions compatible for different iOS deployment targets, indicated by the #available(iOS 11.0, *) annotations. We're focusing on the open func setCategory function in this class.
Helpful information in the raw source file
Allowed categories: AVAudioSessionCategoryPlayback
Allowed modes: AVAudioSessionModeDefault, AVAudioSessionModeMoviePlayback, AVAudioSessionModeSpokenAudio
Allowed options: None. Options are allowed when changing the routing policy back to Default
I edited the category and mode parameters in my function as follows:
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, mode: AVAudioSessionModeDefault, options: [.mixWithOthers, .allowAirPlay])
print("Playback OK")
try AVAudioSession.sharedInstance().setActive(true)
print("Session is Active")
} catch {
print(error)
}
I am trying to build an audio app for apple watch. But the problem is whenever I keep my hands down , audio will stop playing.
I have turned background mode on as well.
Can anyone please help me with this? I am stuck at this part.
Here is the Code I have used for playing audio.
func play(url : URL) {
do {
if #available(watchOSApplicationExtension 4.0, *) {
WKExtension.shared().isFrontmostTimeoutExtended = true
} else {
// Fallback on earlier versions
}
self.player = try AVAudioPlayer(contentsOf: url)
player!.prepareToPlay()
player?.delegate = self
player?.play()
print("-----------------")
print("Playing Audio")
print("*****************\nCurrent Time \(String(describing: self.player?.currentTime))")
} catch let error as NSError {
self.player = nil
print(error.localizedDescription)
} catch {
print("*************************")
print("AVAudioPlayer init failed")
}
}
Make sure you are trying to play with Audio Data, not Audio URL and have added policy: .longFormAudio in your category setup. As per Apple documentation, these two settings have to be set for audio to play in background mode.
// Set up the session.
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(
.playback,
mode: .default,
policy: .longFormAudio
)
} catch let error {
fatalError("*** Unable to set up the audio session: \(error.localizedDescription) ***")
}
// Set up the player.
let player: AVAudioPlayer
do {
player = try AVAudioPlayer(data: audioData)
} catch let error {
print("*** Unable to set up the audio player: \(error.localizedDescription) ***")
// Handle the error here.
return
}
// Activate and request the route.
session.activate(options: []) { (success, error) in
guard error == nil else {
print("*** An error occurred: \(error!.localizedDescription) ***")
// Handle the error here.
return
}
// Play the audio file.
player.play()
}
I have tested this code and its working with only Bluetooth connectivity in Watch application not in watch speaker.
Simply turning on background mode is not enough. You also need to activate the AVAudioSession.
It's all well documented by Apple here: Playing Background Audio.
Configure and Activate the Audio Session
Before you can play audio, you need to set up and activate the audio session.
session.setCategory(AVAudioSession.Category.playback,
mode: .default,
policy: .longForm,
options: [])
Next, activate the session, by calling the activate(options:completionHandler:) method.
session.activate(options: []) { (success, error) in
// Check for an error and play audio.
}
Ref: https://developer.apple.com/documentation/watchkit/playing_background_audio
Example:
var player: AVAudioPlayer?
let session: AVAudioSession = .sharedInstance()
func prepareSession() {
do {
try session.setCategory(AVAudioSession.Category.playback,
mode: .default,
policy: .longForm,
options: [])
}
catch {
print(error)
}
}
func play(url: URL) {
do {
player = try AVAudioPlayer(contentsOf: url)
}
catch {
print(error)
return
}
session.activate(options: []) { (success, error) in
guard error == nil else {
print(error!)
return
}
// Play the audio file
self.player?.play()
}
}
Simple Test:
prepareSession()
if let url = Bundle.main.url(forResource: "test", withExtension: "mp3") {
play(url: url)
}
else {
print("test.mp3 not found in project: put any mp3 file in and name it so")
}
So my current situation is that whenever I press a button, the sound will restart from the beginning and cut off the already playing sound. What I want is the sound to play over itself when I push the button, so if I push it a second time right after the first time, the second sound would play over the first one and not cut it off. Please let me know if you need clarification on what I need. Here is my code so far:
#IBAction func bull(_ sender: Any) {
let url = Bundle.main.url(forResource: "Bull", withExtension: "mp3")!
do
{
player = try AVAudioPlayer(contentsOf: url)
guard let player = player else { return }
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
player.prepareToPlay()
player.play()
}
catch let error
{
print(error.localizedDescription)
}
}
Thanks.
One player can play one sound at a time only. You probably have to do following
Create an array of players
var arrPlayer: [AVAudioPlayer] = []
And then inside your method do the following
let url = Bundle.main.url(forResource: "Bull", withExtension: "mp3")!
do
{
player = try AVAudioPlayer(contentsOf: url)
arrPlayer.append(player)
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient)
try AVAudioSession.sharedInstance().setActive(true)
arrPlayer.last?.prepareToPlay()
arrPlayer.last?.play()
}
catch let error
{
print(error.localizedDescription)
}
I have a sound called speeding.mp3 and I am trying to make a AVAudioPayer instance with it by doing this in the root of the class:
let speedingAudioPlayer = try! AVAudioPlayer(contentsOfURL: NSBundle.mainBundle().URLForResource("speeding", withExtension: "mp3")!)
Then when I run the app it throws an error but I don't know why this is happening. The speeding.mp3 file is in the Bundle Resources drop down in Build Phases so it should find it fine. If I try to print out the URL in the simulator and paste it into Safari it loads and plays the file like normal. I am importing AVFoundation into the class and the framework into the project.
Use this code snippet to debug your error,
if let URL = NSBundle.mainBundle().URLForResource("speeding", withExtension: "mp3") {
do {
let speedingAudioPlayer = try AVAudioPlayer(contentsOfURL: URL)
} catch let error as NSError {
print(error.localizedDescription)
}
} else {
print("No such file exist")
}
I found another question where the var is placed outside the class because otherwise it would be deallocated by the phone.
AVAudioPlayer Object Sound Not Playing - Swift
import UIKit
import AVFoundation
class CustomAudioPlayer {
var audioPlayer : AVAudioPlayer!
override func viewDidLoad() {
super.viewDidLoad()
playSound("sound_file_name")
}
func playSound(soundName: String)
{
let alertSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(soundName, ofType: "mp3")!)
do{
audioPlayer = try AVAudioPlayer(contentsOfURL:alertSound)
audioPlayer.prepareToPlay()
audioPlayer.play()
}catch {
print("Error getting the audio file")
}
}
}
Try this code for playing the sound.
I created an app and I am attempting to allow the user to continue to listen to their music while playing my game, but whenever they hit "play" and the ingame sounds occur it will stop the background music. I am developing on iOS using Swift. Here is a piece of the code that initiates the ingame sounds.
func playSpawnedDot() {
var alertSound: NSURL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("spawnDot", ofType: "mp3")!)!
var error:NSError?
audioPlayer = AVAudioPlayer(contentsOfURL: alertSound, error: &error)
audioPlayer.prepareToPlay()
if volumeBool {
audioPlayer.play()
}
}
You need to set the AVAudioSession category, with one of the following value: https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVAudioSession_ClassReference/index.html (AVAudioSession Class Reference).
The default value is set to AVAudioSessionCategorySoloAmbient. As you can read :
[...] using this category implies that your app’s audio is nonmixable—activating your session will interrupt any other audio sessions which are also nonmixable. To allow mixing, use the AVAudioSessionCategoryAmbient category instead.
You have to change the category, before you play your sound. To do so :
AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient, error: nil)
AVAudioSession.sharedInstance().setActive(true, error: nil)
You don't need to call those line each time you play the sound. You might want to do it only once.
Swift 4 version:
try? AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient)
try? AVAudioSession.sharedInstance().setActive(true)
This is how I do it in Swift 3.0
var songPlayer : AVAudioPlayer?
func SetUpSound() {
if let path = Bundle.main.path(forResource: "TestSound", ofType: "wav") {
let filePath = NSURL(fileURLWithPath:path)
songPlayer = try! AVAudioPlayer.init(contentsOf: filePath as URL)
songPlayer?.numberOfLoops = -1 //logic for infinite loop
songPlayer?.prepareToPlay()
songPlayer?.play()
}
let audioSession = AVAudioSession.sharedInstance()
try!audioSession.setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.duckOthers) //Causes audio from other sessions to be ducked (reduced in volume) while audio from this session plays
}
You can see more of AVAudioSessionCategoryOptions here: https://developer.apple.com/reference/avfoundation/avaudiosessioncategoryoptions
Here's what I am using for Swift 2.0:
let sess = AVAudioSession.sharedInstance()
if sess.otherAudioPlaying {
_ = try? sess.setCategory(AVAudioSessionCategoryAmbient, withOptions: .DuckOthers)
_ = try? sess.setActive(true, withOptions: [])
}
Please note that you can replace .DuckOthers with [] if you don't want to lower background music and instead play on top to it.
Since they can't seem to make up their minds from version to version. Here it is in Swift 5.0
do{
try AVAudioSession.sharedInstance().setCategory(.ambient)
try AVAudioSession.sharedInstance().setActive(true, options: .notifyOthersOnDeactivation)
} catch {
NSLog(error.localizedDescription)
}
lchamp's solution worked perfectly for me, adapted for Objective-C:
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
[[AVAudioSession sharedInstance] setActive:YES error:nil];
**
Updated for Swift 3.0
**
The name of the sound I am playing is shatter.wav
func shatterSound() {
if let soundURL = Bundle.main.url(forResource: "shatter", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
}
Then where ever you want to play the sound call
shatterSound()
If you want to play an alert sound:
public func playSound(withFileName fileName: String) {
if let soundUrl = Bundle.main.url(forResource: fileName, withExtension: "wav") {
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient, with:[.duckOthers])
try AVAudioSession.sharedInstance().setActive(true)
var soundId: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundUrl as CFURL, &soundId)
AudioServicesAddSystemSoundCompletion(soundId, nil, nil, { (soundId, clientData) -> Void in
AudioServicesDisposeSystemSoundID(soundId)
do {
// This is to unduck others, make other playing sounds go back up in volume
try AVAudioSession.sharedInstance().setActive(false)
} catch {
DDLogWarn("Failed to set AVAudioSession to inactive. error=\(error)")
}
}, nil)
AudioServicesPlaySystemSound(soundId)
} catch {
DDLogWarn("Failed to create audio player. soundUrl=\(soundUrl) error=\(error)")
}
} else {
DDLogWarn("Sound file not found in app bundle. fileName=\(fileName)")
}
}
And if you want to play music:
import AVFoundation
var audioPlayer:AVAudioPlayer?
public func playSound(withFileName fileName: String) {
if let soundUrl = Bundle.main.url(forResource: fileName, withExtension: "wav") {
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient, with:[.duckOthers])
try AVAudioSession.sharedInstance().setActive(true)
let player = try AVAudioPlayer(contentsOf: soundUrl)
player.delegate = self
player.prepareToPlay()
DDLogInfo("Playing sound. soundUrl=\(soundUrl)")
player.play()
// ensure the player does not get deleted while playing the sound
self.audioPlayer = player
} catch {
DDLogWarn("Failed to create audio player. soundUrl=\(soundUrl) error=\(error)")
}
} else {
DDLogWarn("Sound file not found in app bundle. fileName=\(fileName)")
}
}
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
self.audioPlayer?.stop()
do {
// This is to unduck others, make other playing sounds go back up in volume
try AVAudioSession.sharedInstance().setActive(false)
} catch {
DDLogWarn("Failed to set AVAudioSession inactive. error=\(error)")
}
}
For Swift (Objective-C like this too)
you can use this link for best answer and if you don't have any time for watching 10 minutes the best action is that you just copy below code in your AppDelegate in didFinishLaunchingWithOptions and then select your project's target then go to Capabilities and at last in Background modes check on Audio, AirPlay and Picture in Picture
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(AVAudioSessionCategoryPlayback)
}
catch {
}
}
I didn't think that just setting the AVAudioSession to AVAudioSessionCategoryOptions.duckOthers would work, but it did. Here is my full code to help the rookies like myself.
Swift 4 - Full Example:
var audioPlayer = AVAudioPlayer()
func playSound(sound: String){
let path = Bundle.main.path(forResource: sound, ofType: nil)!
let url = URL(fileURLWithPath: path)
let audioSession = AVAudioSession.sharedInstance()
try!audioSession.setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.duckOthers)
do {
audioPlayer = try AVAudioPlayer(contentsOf: url)
audioPlayer.play()
} catch {
print("couldn't load the file")
}
}
I still need to figure out setActive (I was looking at this blog post) but the audio stops ducking when I leave the app, so it works for my app.
Swift 5 Version based on lchamp`s answer.
try? AVAudioSession.sharedInstance().setCategory(AVAudioSession.Category.ambient)
try? AVAudioSession.sharedInstance().setActive(true)
This works perfectly for me on iOS 14.4 and Swift 5. It's a bit different answer from others by using the .duckOthers option (and you can also mix directly with sound if you'd like with .mixWithOthers), but it works perfectly while music plays. It will lower the volume of the music, play the "beep" sound, and then raise the music volume back up to normal. It also captures error data using Google Firebase Crashlytics if there is an issue, and tries to raise the volume to normal even on an error.
This code will also work perfectly on the first, and all other, plays of your sound without it stopping the music ever.
func playSound() {
do {
if let path = Bundle.main.path(forResource: "beep", ofType: "mp3") {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: .duckOthers)
try AVAudioSession.sharedInstance().setActive(true)
let filePath = NSURL(fileURLWithPath:path)
songPlayer = try AVAudioPlayer.init(contentsOf: filePath as URL)
songPlayer?.numberOfLoops = 0
songPlayer?.prepareToPlay()
songPlayer?.play()
try AVAudioSession.sharedInstance().setActive(false)
}
} catch (let error) {
try? AVAudioSession.sharedInstance().setActive(false)
Crashlytics.crashlytics().setCustomValue(error.localizedDescription, forKey: "audio_playback_error")
}
}
An important thing the others answers do not have is that you need to call false with the .notifyOthers flag when deactivating:
try AVAudioSession.sharedInstance().setActive(false, options: .notifyOthersOnDeactivation)
The reason for this is that other apps playing music in the background will know when to turn their audio back on when you deactivate yours. Otherwise your background music won't turn back on if you turned off your session.