I used the function slowPlay to create an action that will play background music. I tried to do the reverse in stop to stop the music. But the music does not stop.
I just want to have a button that plays the music and stops the music. I'm using the code:
#IBAction func play(_ sender: Any) {
slowPlay
}
#IBAction func stop(_ sender: Any) {
slowStop
}
func slowPlay() {
do {
let ap = Bundle.main.path(forResource: "slowslow", ofType: "mp3")
try player = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: ap!) as URL)
} catch {
////
}
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(AVAudioSessionCategoryPlayback)
} catch {
}
player?.play()
}
func slowStop() {
do {
let ap = Bundle.main.path(forResource: "slowslow", ofType: "mp3")
try player = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: ap!) as URL)
} catch {
////
}
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(AVAudioSessionCategoryPlayback)
} catch {
}
player?.stop()
}
If you look at your code example you are creating a new instance of the player for both play and stop.
You need to create a class variable for your player, something like:
var player: AVAudioPlayer?
This will allow you to stop like this:
func slowStop() {
player?.stop()
}
Create a single instance for player like blow
var player: AVAudioPlayer?
func slowPlay() {
do {
let ap = Bundle.main.path(forResource: "slowslow", ofType: "mp3")
self.player = try AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: ap!) as URL)
} catch {
////
}
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(AVAudioSessionCategoryPlayback)
} catch {
//catch error here
}
self.player?.play()
}
func slowStop() {
self.player?.stop()
}
You can add validation to check whether player is valid or not before performing any action.
Related
I am a total swift beginner and am working on a tutorial project (magic 8 ball) and have been successful at doing the following:
- play a specific sound when the "Ask" button is pressed.
- play a specific sound when for each of the randomly picked images
However now the sound that should play whenever the button is pressed only plays once and from there on i only hear the sounds that are being displayed with each image. Is this because I am "stuck" in the "if - else" loop ? Or do I have to delay the sounds that are being played for each image in the array ?
Thanks so much for your help !
Here is my code:
import UIKit
import AVFoundation
class ViewController: UIViewController {
#IBOutlet weak var magicBall: UIImageView!
var magicBallDisplay = 1
var audioPlayer = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
magicBall.image = #imageLiteral(resourceName: "theanswerisyes")
}
#IBAction func askButtonPressed(_ sender: UIButton) {
let magicBallArray = [ #imageLiteral(resourceName: "askagainlater"),#imageLiteral(resourceName: "no"),#imageLiteral(resourceName: "theanswerisyes"),#imageLiteral(resourceName: "yes"),#imageLiteral(resourceName: "noidea")]
magicBall.image = magicBallArray.randomElement()
let soundURL = NSURL(fileURLWithPath: Bundle.main.path(forResource: "Ask", ofType: "wav")!)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
}catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
if (magicBall.image?.isEqual(UIImage(named: "yes")))! {
let soundURL = NSURL(fileURLWithPath: Bundle.main.path(forResource: "yes", ofType: "mp3")!)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
} catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
}
else if (magicBall.image?.isEqual(UIImage(named: "no")))! {
let soundURL = NSURL(fileURLWithPath: Bundle.main.path(forResource: "no", ofType: "mp3")!)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
} catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
}
else if (magicBall.image?.isEqual(UIImage(named: "theanswerisyes")))! {
let soundURL = NSURL(fileURLWithPath: Bundle.main.path(forResource: "theanswerisyes", ofType: "mp3")!)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
} catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
}
else if (magicBall.image?.isEqual(UIImage(named: "noidea")))! {
let soundURL = NSURL(fileURLWithPath: Bundle.main.path(forResource: "noidea", ofType: "mp3")!)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
} catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
}
else if (magicBall.image?.isEqual(UIImage(named: "askagainlater")))! {
let soundURL = NSURL(fileURLWithPath: Bundle.main.path(forResource: "askagainlater", ofType: "mp3")!)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
} catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
}
}
}
I make a new project and change your code to this:
import UIKit
import AVFoundation
class ViewController: UIViewController {
#IBOutlet weak var magicBall: UIImageView!
// you never used this
//var magicBallDisplay = 1
var audioPlayer = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
magicBall.image = #imageLiteral(resourceName: "theanswerisyes")
}
#IBAction func askButtonPressed(_ sender: UIButton) {
// because you have audio file and image with equal name i made array of string
let magicBallArray = [ "yes","no","theanswerisyes","noidea","askagainlater"]
// check if i get not null item
guard let choosedImageName = magicBallArray.randomElement() else {return}
print(choosedImageName)
// set image with random picked name
magicBall.image = UIImage(named: choosedImageName)
// play ask sound
playSound(fileName: "Ask", fileType: "wav")
// play picked image sound after 10 second from now()
// change number to your needed time
DispatchQueue.main.asyncAfter(deadline: .now() + 10.0, execute: {
self.playSound(fileName: choosedImageName, fileType: "mp3")
})
}
private func playSound(fileName: String, fileType: String)
{
// check if you find the audio file
guard let url = Bundle.main.path(forResource: fileName, ofType: fileType) else {
print("path not found")
return
}
// make NSURL from path
let soundURL = NSURL(fileURLWithPath: url)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
} catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
}
}
I explain code for you.
I didn't enable the button. you can improve this code when you came stronger in swift
your code is really messy.
at first, I advise you to make a function for playing sound like that:
func playSound(fileName: String, fileType: String) {
let soundURL = NSURL(fileURLWithPath: Bundle.main.path(forResource: fileName, ofType: fileType)!)
do{
audioPlayer = try AVAudioPlayer(contentsOf: soundURL as URL)
}catch {
print("there was some error. The error was \(error)")
}
audioPlayer.play()
}
you must have a callback for first play sound. after finishing the first sound you can check your if-else or you can try switch-case.
also, you can use delay for playing second sound
I have a AVAudioPlayer in a seperate class, which I load into a ViewController. Here's the code:
import Foundation
import AVFoundation
class SoundController {
var audioPlayer: AVAudioPlayer!
init() {
}
func playAudio() {
let path = NSBundle.mainBundle().pathForResource("ring-ring", ofType: "aiff", inDirectory: "Media" )!
let url = NSURL(fileURLWithPath: path)
do {
print("Let's play the sound")
let sound = try AVAudioPlayer(contentsOfURL: url)
self.audioPlayer = sound
sound.play()
} catch {
print("Error playing sound file")
}
}
}
And here is the ViewController
override func viewDidLoad() {
super.viewDidLoad()
let sound = SoundController()
sound.playAudio()
}
Everything compiles and I get the console output "Let's play the sound", but no matter which device I test on, the sound doesn't play. Any advice what's wrong?
You assign your audioPlayer the wrong way I think this should work.
import Foundation
import AVFoundation
var audioPlayer: AVAudioPlayer!
class SoundController {
class func playAudio() {
let path = NSBundle.mainBundle().pathForResource("ring-ring", ofType: "aiff", inDirectory: "Media" )!
let url = NSURL(fileURLWithPath: path)
do {
print("Let's play the sound")
audioPlayer = try AVAudioPlayer(contentsOfURL: url)
audioPlayer.prepareToPlay()
} catch {
print("Error playing sound file")
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
SoundController.playAudio()
audioPlayer.play()
}
Playing a sound is so verbose in code and would like to create an extension of AVAudioSession if possible. The way I'm doing it is assigning an object to a variable, but need help/advise on how to set up this function so it's reusable and optimized.
Here's what I have:
func playSound(name: String, extension: String = "mp3") {
let sound = NSBundle.mainBundle().URLForResource(name, withExtension: extension)
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
UIApplication.sharedApplication().beginReceivingRemoteControlEvents()
audioPlayer = try AVAudioPlayer(contentsOfURL: sound!)
audioPlayer?.prepareToPlay()
audioPlayer?.play()
} catch { }
}
I think I have to create the audioPlayer variable outside of this function, otherwise I had a hard time playing anything. Maybe it can be self contained? I'm hoping to use it something like this:
AVAudioSession.sharedInstance().play("bebop")
Taking the code straight from your example I see two options:
1) Is there any particular reason why you want to make it as an extension of AVAudioSession? If not, just make your own service!
class AudioPlayerService {
static let sharedInstance = AudioPlayerService()
var audioPlayer: AVAudioPlayer?
func playSound(name: String, extension: String = "mp3") {
let sound = NSBundle.mainBundle().URLForResource(name, withExtension: extension)
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
UIApplication.sharedApplication().beginReceivingRemoteControlEvents()
audioPlayer = try AVAudioPlayer(contentsOfURL: sound!)
audioPlayer?.prepareToPlay()
audioPlayer?.play()
} catch { }
}
}
2) If you do need to make it as an extension of AVAudioSession, then take a look at associated objects
extension AVAudioSession {
private struct AssociatedKeys {
static var AudioPlayerTag = "AudioPlayerTag"
}
var audioPlayer: AVAudioPlayer? {
get {
return objc_getAssociatedObject(self, &AssociatedKeys.AudioPlayerTag) as? AVAudioPlayer
}
set {
if let newValue = newValue {
objc_setAssociatedObject(
self,
&AssociatedKeys.AudioPlayerTag,
newValue as AVAudioPlayer?,
.OBJC_ASSOCIATION_RETAIN_NONATOMIC
)
}
}
}
func playSound(name: String, extension: String = "mp3") {
let sound = NSBundle.mainBundle().URLForResource(name, withExtension: extension)
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
UIApplication.sharedApplication().beginReceivingRemoteControlEvents()
audioPlayer = try AVAudioPlayer(contentsOfURL: sound!)
audioPlayer?.prepareToPlay()
audioPlayer?.play()
} catch { }
}
}
This is the best way I have found to add sound
Filename is shootMissile.wav
func shootMissileSound() {
if let soundURL = NSBundle.mainBundle().URLForResource("shootMissile", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
}
i try to make iOS app to play some funny sound put when i click play no sound are out from speaker here is the code :
#IBAction func slow(sender: UIButton) {
if let filePath = NSBundle.mainBundle().URLForResource("io", withExtension: "mp3") {
let _a = try! AVAudioPlayer(contentsOfURL: filePath)
// Play
_a.play()
}else
{
print("error")
}
}
there is no error but i can't hear any sound at all
for how that face this problem
#IBAction func slow(sender: UIButton) {
if let path = NSBundle.mainBundle().pathForResource("io", ofType:"mp3") {
let fileURL = NSURL(fileURLWithPath: path)
player = try! AVAudioPlayer(contentsOfURL: fileURL)
player.prepareToPlay()
player.play()
}
else
{
print("error")
}
}
}
I have this code in a very simple, single view Swift application in my ViewController:
var audioPlayer = AVAudioPlayer()
#IBAction func playMyFile(sender: AnyObject) {
let fileString = NSBundle.mainBundle().pathForResource("audioFile", ofType: "m4a")
let url = NSURL(fileURLWithPath: fileString)
var error : NSError?
audioPlayer = AVAudioPlayer(contentsOfURL: url, error: &error)
audioPlayer.delegate = self
audioPlayer.prepareToPlay()
if (audioPlayer.isEqual(nil)) {
println("There was an error: (er)")
} else {
audioPlayer.play()
NSLog("working")
}
I have added import AVFoundation and audioPlayer is a global variable. When I execute the code, it does print "working", so it makes it through without errors but no sound is played. The device is not in silent.
There's so much wrong with your code that Socratic method breaks down; it will probably be easiest just to throw it out and show you:
var player : AVAudioPlayer! = nil // will be Optional, must supply initializer
#IBAction func playMyFile(sender: AnyObject?) {
let path = NSBundle.mainBundle().pathForResource("audioFile", ofType:"m4a")
let fileURL = NSURL(fileURLWithPath: path)
player = AVAudioPlayer(contentsOfURL: fileURL, error: nil)
player.prepareToPlay()
player.delegate = self
player.play()
}
I have not bothered to do any error checking, but the upside is you'll crash if there's a problem.
One final point, which may or may not be relevant: not every m4a file is playable. A highly compressed file, for example, can fail silently (pun intended).
Important that AvPlayer is class member and not in the given function, else it goes out of scope... :)
I had to declare a global player variable
var player: AVAudioPlayer!
and set it in viewDidLoad
override func viewDidLoad() {
super.viewDidLoad()
player = AVAudioPlayer()
}
Then I could play the audio file wherever like this:
func playAudioFile(){
do {
if audioFileUrl == nil{
return
}
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default)
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: audioFileUrl, fileTypeHint: AVFileType.m4a.rawValue)
/* iOS 10 and earlier require the following line:
player = try AVAudioPlayer(contentsOf: url, fileTypeHint: AVFileTypeMPEGLayer3) */
guard let player = player else { return }
player.play()
print("PLAYING::::: \(audioFileUrl)")
}
catch let error {
print(error.localizedDescription)
}
}
}
Here is a working snippet from my swift project. Replace "audiofile" by your file name.
var audioPlayer = AVAudioPlayer()
let audioPath = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("audiofile", ofType: "mp3"))
audioPlayer = AVAudioPlayer(contentsOfURL: audioPath, error: nil)
audioPlayer.delegate = self
audioPlayer.prepareToPlay()
audioPlayer.play()
You can download fully functional Swift Audio Player application source code from here https://github.com/bpolat/Music-Player
for some reason (probably a bug) Xcode can't play certain music files in the .m4a and the .mp3 format I would recommend changing them all to .wav files to get it to play
//top of your class
var audioPlayer = AVAudioPlayer
//where you want to play your sound
let Sound = NSURL(fileURLWithPath: Bundle.main.path(forResource: "sound", ofType: "wav")!)
do {
audioPlayer = try AVAudioPlayer(contentsOf: Sound as URL)
audioPlayer.prepareToPlay()
} catch {
print("Problem in getting File")
}
audioPlayer.play()
var audioPlayer = AVAudioPlayer()
var alertSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("KiepRongBuon", ofType: "mp3")!)
AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, error: nil)
AVAudioSession.sharedInstance().setActive(true, error: nil)
var error:NSError?
audioPlayer = AVAudioPlayer(contentsOfURL: alertSound, error: &error)
audioPlayer.prepareToPlay()
audioPlayer.play()
I used the below code in my app and it works. Hope that is helpful.
var audioPlayer: AVAudioPlayer!
if var filePath = NSBundle.mainBundle().pathForResource("audioFile", ofType:"mp3"){
var filePathUrl = NSURL.fileURLWithPath(filePath)
audioPlayer = AVAudioPlayer(contentsOfURL: filePathUrl, error: nil)
audioPlayer.play()
}else {
println("Path for audio file not found")
}
In Swift Coding using Try catch, this issues will solve and play audio for me and my code below,
var playerVal = AVAudioPlayer()
#IBAction func btnPlayAction(sender: AnyObject) {
let fileURL: NSURL = NSURL(string: url)!
let soundData = NSData(contentsOfURL: fileURL)
do {
playerVal = try AVAudioPlayer(data: soundData!)
}
catch {
print("Something bad happened. Try catching specific errors to narrow things down",error)
}
playerVal.delegate = self
playerVal.prepareToPlay()
playerVal.play()
}
Based on #matt answer but little bit detailed 'cause original answer did not completely satisfied me.
import AVFoundation
class YourController: UIViewController {
private var player : AVAudioPlayer?
override func viewDidLoad() {
super.viewDidLoad()
prepareAudioPlayer()
}
#IBAction func playAudio() {
player?.play()
}
}
extension YourController: AVAudioPlayerDelegate {}
private extension YourController {
func prepareAudioPlayer() {
guard let path = Bundle.main.path(forResource: "you-audio", ofType:"mp3") else {
return
}
let fileURL = URL(fileURLWithPath: path)
do {
player = try AVAudioPlayer(contentsOf: fileURL)
} catch let ex {
print(ex.localizedDescription)
}
player?.prepareToPlay()
player?.delegate = self
}
}
swift 3.0:
import UIKit
import AVFoundation
class ViewController: UIViewController
{
var audioplayer = AVAudioPlayer()
#IBAction func Play(_ sender: Any)
{
audioplayer.play()
}
#IBAction func Pause(_ sender: Any)
{
if audioplayer.isPlaying
{
audioplayer.pause()
}
else
{
}
}
#IBAction func Restart(_ sender: Any)
{
if audioplayer.isPlaying
{
audioplayer.currentTime = 0
audioplayer.play()
}
else
{
audioplayer.play()
}
}
override func viewDidLoad()
{
super.viewDidLoad()
do
{
audioplayer = try AVAudioPlayer(contentsOf:URL.init(fileURLWithPath:Bundle.main.path(forResource:"bahubali", ofType: "mp3")!))
audioplayer.prepareToPlay()
var audioSession = AVAudioSession.sharedInstance()
do
{
try audioSession.setCategory(AVAudioSessionCategoryPlayback)
}
catch
{
}
}
catch
{
print (error)
}
}
}