My AVAudioPlayer stops when transitioning scenes Swift - ios

Okay so originally I was using SKAudioNode in Spritekit to try and continue my music through scenes however I got redirected to use AVFoundation by another person on this site. I'm not all that familiar with the AVFoundation framework. All I want to know is how to continue the music when I transition from scene1 to scene2? The music is all set up and works with the code shown below.
var Music = AVAudioPlayer()
let myFilePathString = NSBundle.mainBundle().pathForResource("Verm - Explode", ofType: "mp3")
if let myFilePathString = myFilePathString {
let myFilePathURL = NSURL(fileURLWithPath: myFilePathString)
do {
try Music = AVAudioPlayer(contentsOfURL: myFilePathURL)
Music.play()
}catch
{
print("Error")
}
}
So how can I continue my song when transitioning scenes? Thanks in advance. Sam. :p

You basically put your code into a helper class (Singleton or with static methods ) so that you can access/play it from anywhere in your project.
This way you have a centralised spot for music playback, which makes your life easier, and it will play regardless of the scene your are in/transitioning too.
e.g Singleton way (class has 1 instance for lifetime of app)
Create a new swift file and add a class similar to this.
class Music {
let sharedInstance = Music()
var music = AVAudioPlayer()
private init() { } // to make it a proper singleton
func prepare() {
// code to prepare your AVAudioPlayers
}
// other methods to play, stop etc
}
Now you can also set up all your audio players at app launch instead when you play them which should also help with performance.
In your gameViewController or AppDelegate you call the prepare method
Music.sharedInstance.prepare()
to set up all your players.
Than you can play them in your SKScene at the correct spot like so
Music.sharedInstance.music.play()
or use some methods you created in the Music helper class e.g
Music.sharedInstance.playGame()
I have a helper on github for a more detailed example.
https://github.com/crashoverride777/Swift-MusicManager
Hope this helps

Related

How to dynamically change players in AudioKit output

I'm implementing an app utilizing AudioKit that allows you to play a large number of audio files and switch between them at any time. Additionally we need one audio file to play on loop for ambient noise.
What is the correct way to dynamically change players in AudioKit's output? Or what's the proper way to implement this behavior?
AudioKit requires you set its output which can be an AKPlayer that plays one audio file or an AKMixer given an array of AKPlayers for example. You cannot change the output once AudioKit has been started as I saw previously. So currently my approach is to use AKMixer to play two AKPlayers - one for the current file and one for the ambient noise. When the user taps the 'Next' button I stop() AudioKit, recreate an AKMixer with a new player for the next song's audio file and the ambient noise player, assign that to output, start() AudioKit, and play both players. This results in undesirable behavior because playback of the ambient noise is stopped when switching songs resulting in a brief pause.
If this is the correct approach, how can we update the output without stopping AudioKit? I wondered if you can initialize the mixer with an array of players that's a strongly held property and simply add/remove players in the array. But that doesn't work - starting a new player throws an error player started when in a disconnected state because this node is not attached to the output.
I've created a sample project to demonstrate this behavior. When launched the app plays drums as ambient noise and waves for the current track. When you tap Next it'll switch to the next track (which in this demo code is just the same audio file) and you can hear the drums stop and then resume which is undesirable. I've included the project's code below:
final class Maestro: NSObject {
static let shared = Maestro()
private var audioPlayer: AKPlayer?
private var ambientPlayer: AKPlayer = {
let player = AKPlayer(url: Bundle.main.url(forResource: "drums", withExtension: "wav")!)!
player.isLooping = true
return player
}()
private var mixer: AKMixer?
private let audioFileURL = Bundle.main.url(forResource: "waves", withExtension: "mp3")!
func play() {
playNewPlayer(fileURL: audioFileURL)
}
func next() {
//In the real app we'd play the next audio file in the playlist but for the demo we'll just play the same file
playNewPlayer(fileURL: audioFileURL)
}
private func playNewPlayer(fileURL: URL) {
audioPlayer?.stop()
audioPlayer = nil
do {
try AudioKit.stop()
} catch {
print("Maestro AudioKit.stop error: \(error)")
}
audioPlayer = AKPlayer(url: fileURL)!
mixer = AKMixer([audioPlayer!, ambientPlayer])
AudioKit.output = mixer
do {
try AudioKit.start()
} catch {
print("Maestro AudioKit.start error: \(error)")
}
if ambientPlayer.isPlaying {
//need to resume playback from current position
let pos = ambientPlayer.currentTime
ambientPlayer.stop()
ambientPlayer.play(from: pos)
} else {
ambientPlayer.play()
}
audioPlayer?.play()
}
}

Cannot play audio file without app crashing on device running ios 13

I have an app being used by people to receive orders with it needing to make a continuous sound until staff attend to it. It was working for two months then just started crashing a lot. For whatever reason, it runs fine on an iPad but not on iPhones running a recent operating system.
When this bit of code gets called it crashes:
guard let path = Bundle.main.path(forResource: "alert.mp3", ofType: nil) else { return }
let url = URL(fileURLWithPath: path)
do {
self.alertSoundEffect = try AVAudioPlayer(contentsOf: url)
} catch let err {
print("err: \(err)")
}
DispatchQueue.main.async {
self.alertSoundEffect.numberOfLoops = -1
self.alertSoundEffect.prepareToPlay()
self.alertSoundEffect.play()
}
The fix online to declare the alertSoundEffect variable like this:
private var alertSoundEffect : AVAudioPlayer!
has not worked at all.
I tried moving everything but the line:
self.alertSoundEffect.play()
to viewDidLoad as I thought maybe that code couldn't get called more than once, but it didn't help.
Specifically, the compiler highlights this line when it crashes:
self.alertSoundEffect = try AVAudioPlayer(contentsOf: url)
I tried using try AVAudioPlayer where it takes a Data object as a parameter or with including the type of audio file to be played, but that did not change anything.
When I try the AVAudioPlayer's delegate and declare it like this:
self.alertSoundEffect.delegate = self
right before the first lines of code I shared above Xcode highlights this line instead when it reliably crashes.
What else should I try?
I suppose your path is wrong.
Try this:
guard let path = Bundle.main.path(forResource: "alert", ofType: "mp3") else { return }
Also, if your audio file is short, like less than 30s, then try not to call self.alertSoundEffect.prepareToPlay(). Just call self.alertSoundEffect.play() right away.
Since iOS 13, this was causing a bug in my app, since I have notification sounds which are 3-10 seconds long.
If you initialise your AVAudioPlayer like var wrongMusicPlayer: AVAudioPlayer = AVAudioPlayer() OR wrongMusicPlayer = AVAudioPlayer() in any method then please remove it and just Declare like var wrongMusicPlayer: AVAudioPlayer!.
iOS 13.1 Crash in AVAudio Player

AVAudioPlayer will not play audio for one mp3 but will for others?

All of my other audio files play perfectly through the audio player. Most of the files are less than 5 seconds long, and the longest file that still plays is 23 seconds long. For some reason my 1:15 long file "sortSong" is completely silent when it is called.
Here is the code for my audio player:
import Foundation
import AVFoundation
class AudioPlayer {
static let sharedInstance = AudioPlayer()
enum Sound: String {
case sortSongPlay = "sortSong"
case centerButtonRelease = "centerButtonRelease"
case buttonTap = "tapSound"
static var all: [Sound] {
return [.centerButtonRelease, .buttonTap, sortSongPlay]
}
var url: URL {
return URL.init(fileURLWithPath: Bundle.main.path(forResource: self.rawValue, ofType: "mp3")!)
}
}
private var soundMap = [String: SystemSoundID]()
init() {
for sound in Sound.all {
let soundUrl = sound.url
var soundId: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundUrl as CFURL, &soundId);
soundMap[sound.rawValue] = soundId
}
}
func play(sound: Sound) {
AudioServicesPlaySystemSound(soundMap[sound.rawValue]!)
}
}
The sound is played when this function is called in my view controller.
func successfulSort() {
AudioPlayer.sharedInstance.play(sound: .sortSongPlay)
rotateSortImageOne()
rotateSortImageTwo()
}
This is the action that calls the successfulSort func
if inputText == "hello" && seedArray == [1, 4, 1] {
successfulSort()
}
If I simply change the case sortSongPlay to = "shortSortSong" (the 23 second version) it plays just fine.
All of my sound files have their target memberships checked for this project file, and all of the files have the correct path. The audio will play in the interface builder if I press the play button. There are no compiler errors or warnings, the app never crashes, the audio for sortSong simply isn't playing when it is called in the app.
This is a link containing examples I have tried on my project. The first two sounds play silently in the app while the shorter sounds all play perfectly. https://soundcloud.com/spiffystache
What is causing this to be silent?
You should put a correct title on your question.
Your code does not use AVAudioPlayer, but uses System Sound Services.
The documentation clearly states its limitation:
You can use System Sound Services to play short (30 seconds or
shorter) sounds.
I have never checked if its limitation is exactly 30 seconds, but it matches the description in your question.
Consider using AVAudioPlayer (as in the title) to play longer sound.

AudioServicesCreateSystemSoundID only once in application and play sound from anywhere

I am doing following stuff to play a sound on button tap. But here, I guess it loads sound file every time I tap on button.
if let soundURL = NSBundle.mainBundle().URLForResource("notification", withExtension: "mp3") {
var mySound: SystemSoundID = 0;
AudioServicesCreateSystemSoundID(soundURL, &mySound);
AudioServicesPlaySystemSound(mySound);
}
What I am trying to do is to load above code once in AppDelegate and call below code from any other VC :
let systemSoundID: SystemSoundID = 0;
AudioServicesPlaySystemSound(systemSoundID);
each time I want a sound.
But it causes an error in console showing
Failure to setup sound, err = -50.
Any Solution?
Rather than add to AppDelegate, it may be neater to add a separate class. This works for me:
import AudioToolbox
class PlaySound {
static private var mySound:SystemSoundID = {
// Do it like this so mySound is initialised only when it is first used
var aSound:SystemSoundID = 1000 // a default sound in case we forget the sound file
if let soundURL = NSBundle.mainBundle().URLForResource("Detection", withExtension: "wav") {
AudioServicesCreateSystemSoundID(soundURL, &aSound)
print("Initialised aSound:\(aSound)")
} else {
print("You have forgotten to add your sound file to the app.")
}
return aSound // this value is put into mySound when mySound is first used.
}()
static func play() { AudioServicesPlaySystemSound(mySound) } // play the sound
static func prepare() -> SystemSoundID { return mySound } // call this to preload sound to avoid any delay on first use, if you want
}
Then whenever I need the sound, I write
PlaySound.play()
and that only sets up the sound once, the first time it is used. The print above shows just when, and how many times, it is initialized. If you want to avoid any possibility of delay in setting up the sound when it is first used, you can call
PlaySound.prepare()
in AppDelegate when the app is launched.

Play video from new URL without creating a new AVPlayer object

I'm trying to allow users to be able to cycle through videos, changing the AVPlayer URL on the fly without refreshing the view. However, right now I'm just instantiating AVPlayer objects every time a video is played (resulting in audio to be played over one another), which I feel isn't the best way to do this. Is there a more efficient way similar to changing the image in an imageView?
This is the code where I play the clip:
player = AVPlayer(URL: fileURL)
playerLayer = AVPlayerLayer(player: player)
playerLayer!.frame = self.view.bounds
self.view.layer.addSublayer(playerLayer!)
player!.play()
Do not use an AVPlayer.
Instead use an AVQueuePlayer which allows you to insert and remove items from a queue.
//create local player in setup methods
self.localPlayer = AVQueuePlayer.init()
to add items you can simply use
//optional: clear current queue if playing straight away
self.localPlayer.removeAllItems()
//get url of track
let url : URL? = URL.init(string: "http://urlOfItem")
if url != nil {
let playerItem = AVPlayerItem.init(url: url!)
//you can use the after property to insert
//it at a specific location or leave it nil
self.localPlayer.insert(playerItem, after: nil)
self.localPlayer.play()
}
AVQueuePlayer supports all of the functionality of the AVPlayer but has the added functionality of adding and removing items from a queue.
Use AVPlayerItem to add and remove outputs to an AVPlayer object.
Instead of adding a video to the AVPlayer when you create it, create an empty AVPlayer instance, and then use the addOutput method of the AVPlayerItem class to add the video.
To remove the video and add a new one, use the removeOutput method of the AVPlayerItem class to remove the old video, and then the addOutput method again to insert the new one.
Sample code is available from Apple's developer site at;
https://developer.apple.com/library/prerelease/content/samplecode/AVBasicVideoOutput/Introduction/Intro.html
It provides the same thing I would, were I to post code of my own.
Create AVPlayer Instance globally then override it again when you want to play a new video from new URL.
I am able to accomplish what you are looking for by doing this...
I have a tableView of song names, for which the mp3 files are stored on Parse.com. In didSelectRowAtIndexPath I do...
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
SelectedSongNumber = indexPath.row
grabSong()
}
func grabSong () {
let songQuery = PFQuery(className: "Songs")
songQuery.getObjectInBackgroundWithId(iDArray[SelectedSongNumber], block: {
(object: PFObject?, error : NSError?) -> Void in
if let audioFile = object?["SongFile"] as? PFFile {
let audioFileUrlString: String = audioFile.url!
let audioFileUrl = NSURL(string: audioFileUrlString)!
myAVPlayer = AVPlayer(URL: audioFileUrl)
myAVPlayer.play()
currentUser?.setObject(audioFileUrlString, forKey: "CurrentSongURL")
currentUser?.saveInBackground()
}
})
}
when I run this, i select a row and the song starts playing. If i then wait a few seconds and select a different row, the AVPlayer plays the song from the new cell that i selected and does NOT play one song over the other. My AVPlayer is declared as a public variable for all classes to see.

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