I have saved a recording to my Temp directory and can verify this using iExplorer
The file path structure is TempFolder/UserID/SoundName001.wav
The bit I save to the database is UserID/SoundName001.wav
Here is the code I use to play the file
#property (nonatomic, strong) AVAudioPlayer *player;
-(void) playSound: (NSIndexPath*)recordingIndex {
NSArray *recording = [recordingArray objectAtIndex:recordingIndex.item-1];
NSString *filePath = [NSString stringWithFormat:#"%#%#",NSTemporaryDirectory(),[recording objectAtIndex:2]];
NSURL *recorderURL = [[NSURL alloc] initFileURLWithPath: filePath];
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:recorderURL error:nil];
[self.player prepareToPlay];
[self.player setMeteringEnabled:YES];
[self.player setDelegate:self];
[self.player play];
}
I set a breakpoint and recorderURL returns the following file:///private/var/mobile/Containers/Data/Application/0883D0DC-B1FD-4D06-A7BB-EBD9EEF5D607/tmp/1/Dog001.wav
When I call this method, nothing happens, no crash, no sound...
Am I missing something obvious here?
Did you check the silent switch on your device? I think AVPlayer doesn't play sound if the silent switch is turned on. Try putting this line of code:
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
in your viewDidLoad or before [self.player play]; and see if the audio plays.
Related
I want to play a audio on Button click. I have tried this code but audio is not playing:-
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"sound" ofType:#"mp3"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithData:soundFileURL error:nil];
audioPlayer.delegate = self;
audioPlayer.volume=1.0;
[audioPlayer setNumberOfLoops:1];
[audioPlayer play];
you haven't created a player item
//declare in .h file
AVPlayerItem *playerItem;
//then in .m file
player = [AVPlayer playerWithPlayerItem:playerItem];
after that play it
[player play];
First, it appears you are using initWithData to access an audio file pointed to by a URL.
You should instead use initWithContentsOfU‌RL.
Another issue could be due to a common error in implementing the audio player.
If the AVAudioPlayer you are creating is inside a function, it will be released, or deallocated, at the end of the function. This is why the audio does not play.
To fix this problem, make the AVAudioPlayer a property or instance variable in your class so that it does not get immediately deallocated.
For example, a property is declared in your header as
#property(strong, nonatomic) AVAudioPlayer *audioPlayer;
and initialized in your implementation with
self.audioPlayer = [[AVAudioPlayer alloc] initWithData:soundFileURL error:nil];
If this does not solve your problem, then the issue is likely to do with the file pointed to by your URL.
NSString *soundFilePath = [NSString stringWithFormat:#"%#/test.mp3",
[[NSBundle mainBundle] resourcePath]];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops = -1; //Infinite
[player play];
print "soundFileURL" . check whether it is null(in case soundFileURL contains spaces it results/prints null ) and if it not a null value check the file name is spelled exactly correct or not(i.e., here your file name is "sound")
var asyncaAudioPlayer: AVAudioPlayer!
let audioFilePath = NSBundle.mainBundle().pathForResource(fileName, ofType: "mp3")
let audioFileUrl = NSURL.fileURLWithPath(audioFilePath!)
asyncaAudioPlayer = AVAudioPlayer(contentsOfURL: audioFileUrl, fileTypeHint: nil)
audioPlayerArray.append(asyncaAudioPlayer)
asyncaAudioPlayer.prepareToPlay()
asyncaAudioPlayer.play()
Your problem is you set NSURL for initWithData -> Wrong.
in case it sound play multi time, you should prepare your sound Data and keep it as strong ref.
and you should use CGD and global queue instead of main queue.
-(void)onTouchUpInside{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0), ^{
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithData:self.soundFileData error:nil];
audioPlayer.delegate = self;
audioPlayer.volume=1.0;
[audioPlayer setNumberOfLoops:1];
if ([audioPlayer prepareToPlay] && [audioPlayer play])
{
NSLog(#"play Success!");
}
else
{
NSLog(#"Failed to play the audio file.");
}
});
}
I have a series of sound files ranging from 0.3s to 3.0s.
When trying to play with AVAudioPlayer, I get nothing, unless I add a sleep(4) call after to ensure the sound can play. Really weird.
Apart from that, no errors with the error param that gets passed in, and the [player play] returns YES every time. The delegate methods are not called, though, oddly enough.
Here's my code.
(.m file)
#interface MyClass ()
#property (nonatomic, strong) AVAudioPlayer *soundPlayer;
#end
#implementation SLInspireKit
//view did load here
- (void)playRandomSound {
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayback error:nil];
NSError *error;
NSString *musicFileName = [NSString stringWithFormat:#"my-sound-%d.aiff", arc4random_uniform(8)];
NSString *path = [NSString stringWithFormat:#"%#/%#", [[NSBundle mainBundle] resourcePath], musicFileName];
NSURL *soundUrl = [NSURL fileURLWithPath:path];
self.soundPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundUrl error:&error];
self.soundPlayer.delegate = self;
[self.soundPlayer setVolume:1.0];
[self.soundPlayer prepareToPlay];
if ([self.soundPlayer play]){
NSLog(#"Played fine");
} else {
NSLog(#"Did not play fine");
}
sleep(1); //uncomment this out, and nothing. Set to 1, first second of each sound, 2, 2 seconds and so on.
}
Any ideas? I don't think it's an ARC thing, but it could be :/ I have to initiate each time because the sound changes each time.
Quick summary of the comments:
Turns out the sleep(n) was needed since the entire class containing the AVAudioPlayer was deallocated.
Retaining the class fixes the issue.
Cheers!
Hello my sounds play but if I keep hitting multiple sounds rapidly I get a crash EXC_BAD_ACCESS(code=1). Been trying for a long time to figure this one out. I tried using properties as well but no luck. Anybody ever seen this happen when playing multiple simultaneous sounds?
#interface SoundBoardScene : SKScene<AVAudioPlayerDelegate>
AVAudioPlayer *Player1;
AVAudioPlayer *Player2;
AVAudioPlayer *Player3;
AVAudioPlayer *Player4;
AVAudioPlayer *Player5;
AVAudioPlayer *Player6;
AVAudioPlayer *Player7;
AVAudioPlayer *Player8;
-(AVAudioPlayer*) PlayAudioFile:(AVAudioPlayer*)player withAudioFileName:(NSString*)audioFileName withExtensionType: (NSString*)audioFileExtension withLoopCount:(uint)NumberOfLoops
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:audioFileName
ofType:audioFileExtension]];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
player.numberOfLoops = NumberOfLoops;
return player;
}
-(void) initSounds
Player1 = [animalObject PlayAudioFile:Player1 withAudioFileName:#"Sound1" withExtensionType:#"mp3" withLoopCount:0];
Player1.delegate=self;
Player2 = [animalObject PlayAudioFile:Player2 withAudioFileName:#"Sound2" withExtensionType:#"mp3" withLoopCount:0];
Player2.delegate=self;
etc
etc
}
if([node.name isEqualToString:#"Sound1"])
{
[Player1 play];
}
if([node.name isEqualToString:#"Sound2"])
{
[Player2 play];
}
there is no need to use avplayer for play sound file.
try this code
[self runAction:[SKAction repeatAction:[SKAction playSoundFileNamed:#"pew1.wav" waitForCompletion:NO] count:count]];
I am trying to make a background music in my game with AVAudioPlayer, so I set this code at the initWithSize method of my SKScene:
//SETTING BACKGROUND MUSIC//
NSError * err = nil;
NSURL * musicFile = [[NSBundle mainBundle] URLForResource:#"Cosmic Rush" withExtension:#"m4a"];
music = [[AVAudioPlayer alloc] initWithContentsOfURL:musicFile error:&err];
if(err)
{
NSLog(#"%#", [err userInfo]);
return;
}
[music prepareToPlay];
music.numberOfLoops = -1;
[music setVolume:0.5];
//SETTING BACKGROUND MUSIC//
Then, in another method: [music play]; However, the sound never plays, and I have tried all sort of extensions: .mp3, .caf, .mp4 etc. I have also checked people who had the same problem, but none of the solutions that solved their problems worked with mine.
there is a easier way to add background music to your scene. i use the following steps and works just as good as any other methods and it is easier.
import the #import AVFoundation; at the top of your scene.
add it as a property right after your #implementation.
AVAudioPlayer *_backgroundMusicPlayer;
then declare a method for the music
- (void)playBackgroundMusic:(NSString *)filename
{
NSError *error;
NSURL *backgroundMusicURL =
[[NSBundle mainBundle] URLForResource:filename
withExtension:nil];
_backgroundMusicPlayer =
[[AVAudioPlayer alloc]
initWithContentsOfURL:backgroundMusicURL error:&error];
_backgroundMusicPlayer.numberOfLoops = -1;
[_backgroundMusicPlayer prepareToPlay];
[_backgroundMusicPlayer play];
}
after that create a reference to that method in your -(id)initWithSize:(CGSize)size like the following
[self playBackgroundMusic:#"bgMusic.mp3"];
that should take care of the background music for you.
I'm trying to figure out why sounds aren't playing in my app, so I created what I think is as simple an implementation as possible:
NSError *error;
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"canary-trills" ofType:#"wav"];
NSLog(#"string=%#", soundFilePath);
NSURL *url = [[NSURL alloc] initFileURLWithPath:soundFilePath];
NSLog(#"URL=%#", url);
AVAudioPlayer *avPlayer = [[AVAudioPlayer alloc]
initWithContentsOfURL:url error:&error];
[avPlayer prepareToPlay];
BOOL success = [avPlayer play];
NSLog(#"The sound %# play", success ? #"did" : #"didn't");
Per the console, it looks like it finds the resource, creates the URL correctly. Even the play call indicates success. However, no sound play in the simulator nor the device.
AVAudioPlayer wasn't being retained & was going out of scope.
Adding:
#property (strong, nonatomic) AVAudioPlayer *audioPlayer;
to the class & using that member solved the issue.