I need someone's help. Actually I have no idea what to replace to get a custom background image. I'm just can't do it anymore.
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super's" return value
if( (self=[super initWithColor:ccc4(219,31,94, 999)]) ) {
ws=[[CCDirector sharedDirector]winSize];
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"game" ofType:#"wav"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops=-1;
[player play];
Create and add a CCSprite:
CCSprite *bg = [CCSprite spriteWithFile:#"bg.png"];
bg.tag = 1;
bg.anchorPoint = CGPointMake(0, 0);
[self addChild:bg];
Related
In tableview footer i have a play button to play the music, as the music starts tableview scrolls automatically according to the audio played but if the user tap on particular cell, the content in the particular cell is playing and stops but i want to continue the music from where the use taps to the end. Below is the code. Please help.
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
int ref =(int) indexPath.row;
NSString *filePath = [soundArray objectAtIndex:ref];
NSString *Path = [[NSBundle mainBundle] pathForResource:filePath ofType:#"mp3"];
NSURL *musicFile = [NSURL fileURLWithPath:Path];
myAudioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:musicFile error:nil];
if (playing == YES) {
[playButton setBackgroundImage:[UIImage imageNamed:#"pause_White.png"] forState:UIControlStateNormal];
[myAudioPlayer play];
// playing = NO;
}
if (playing == NO) {
// [playButton setBackgroundImage:[UIImage imageNamed:#"play_white.png"] forState:UIControlStateNormal];
}
}
SoundArray contains trimmed music. How to continue the song ? Help much appreciated.
Here is my code as per my concept. You may have to manage it more as its just a sample
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
isMainMusic = NO;
// Construct URL to sound file
NSString *path = [NSString stringWithFormat:#"%#/1.mp3", [[NSBundle mainBundle] resourcePath]];
mainMusicUrl = [NSURL fileURLWithPath:path];
NSString *path1 = [NSString stringWithFormat:#"%#/2.mp3", [[NSBundle mainBundle] resourcePath]];
secondMusicUrl = [NSURL fileURLWithPath:path1];
}
-(void)playSecondaryMusic
{
if ([playMainMusic isPlaying]) {
[playMainMusic pause];
}
if (playSecondaryMusic) {
playSecondaryMusic.delegate = nil;
playSecondaryMusic = nil;
}
isMainMusic = NO;
playSecondaryMusic = [[AVAudioPlayer alloc] initWithContentsOfURL:secondMusicUrl error:nil];
playSecondaryMusic.delegate = self;
[playSecondaryMusic play];
}
- (IBAction)playMainMusic:(UIButton *)sender {
if (playMainMusic) {
playMainMusic.delegate = nil;
playMainMusic = nil;
}
isMainMusic = YES;
playMainMusic = [[AVAudioPlayer alloc] initWithContentsOfURL:mainMusicUrl error:nil];
playMainMusic.delegate = self;
[playMainMusic play];
}
//Delegate method
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
if (isMainMusic)
{
NSLog(#"Main music");
}
else
{
NSLog(#"Second music");
[playMainMusic play];
isMainMusic = YES;
}
}
So it has been brought to my attention that I should optimise the way I load and use sounds in a small game that I am developing for iOS.
I load a "boing" sound and play it every time I tap the screen, making the sprite jump (like mario).
I want to be able to play the sound every time, even if the sound is already playing from the previous jump...
Below are the 2 ways I'm currently using:
1st implementation:
//load the music from file
-(void)LoadMusic{
jumpSound = [[NSBundle mainBundle] pathForResource:#"boing" ofType:#"mp3"];
}
//call in viewDidLoad
- (void)viewDidLoad{
[self LoadMusic];
...
[super viewDidLoad];
}
//play sound when called
-(void)playSound{
jumpAffect = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:jumpSound] error:NULL];
[jumpAffect play];
}
//tap/touch to jump (& play sound)
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *) event{
[self playSound];
jumpUp = 16;
}
2nd implementation:, this is similar except I load the same file 5 times, and loop through to the next one (so the same sound affect can be called even if it's already in previous session).
int soundStage = 1;
//load the music from file
-(void)LoadMusic{
jumpSound = [[NSBundle mainBundle] pathForResource:#"Boing" ofType:#"mp3"];
jumpAffect = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:jumpSound] error:NULL];
jumpAffect.delegate = self;
jumpAffect2 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:jumpSound] error:NULL];
jumpAffect2.delegate = self;
jumpAffect3 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:jumpSound] error:NULL];
jumpAffect3.delegate = self;
jumpAffect4 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:jumpSound] error:NULL];
jumpAffect4.delegate = self;
jumpAffect5 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:jumpSound] error:NULL];
jumpAffect5.delegate = self;
}
//call in viewDidLoad
- (void)viewDidLoad{
[self LoadMusic];
...
[super viewDidLoad];
}
//tap/touch to jump (& play sound)
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *) event{
jumpUp = 16;
if(soundStage == 1){
[jumpAffect play];
soundStage = 2;
}
else if(soundStage == 2){
[jumpAffect2 play];
soundStage = 3;
}
else if(soundStage == 3){
[jumpAffect3 play];
soundStage = 4;
}
else if(soundStage == 4){
[jumpAffect4 play];
soundStage = 5;
}
else if(soundStage == 5){
[jumpAffect5 play];
soundStage = 1;
}
I'm wondering which why is the better way? I'm hoping to avoid memory leaks and just optimise it by being able to continuously have the same sound play when the screen is tapped. Thanks.
AVAudioPlayer plays multiple sounds simultaneously, one sound per audio player. So better is to load/play your quick sound inside the touchesBegan method without keeping the reference:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *) event
{
NSString *jumpSound = [[NSBundle mainBundle] pathForResource:#"boing" ofType:#"mp3"];
AVAudioPlayer *jumpAffect = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:jumpSound] error:NULL];
[jumpAffect prepareToPlay];
[jumpAffect play];
jumpUp = 16;
}
I tried to play a video in iOS but it just played 5s for any video. This is my code:
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath = [bundle pathForResource:#"videoviewdemo" ofType:#"mp4"];
NSURL *movieURL = [[NSURL alloc]initFileURLWithPath:moviePath];
MPMoviePlayerController *theMoviPlayer = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
theMoviPlayer.controlStyle = MPMovieControlStyleFullscreen;
theMoviPlayer.controlStyle = MPMovieControlStyleDefault;
[theMoviPlayer setMovieSourceType:MPMovieSourceTypeFile];
theMoviPlayer.shouldAutoplay = YES;
theMoviPlayer.view.transform = CGAffineTransformConcat(theMoviPlayer.view.transform, CGAffineTransformMakeRotation(M_PI_2));
[theMoviPlayer.view setFrame:self.view.frame];
[theMoviPlayer prepareToPlay];
[self.view addSubview:theMoviPlayer.view];
Declare an ivar #property (nonatomic,strong) MPMoviePlayerController *myMovieController;
assign theMoviPlayer to it as follows,
self.myMovieController = theMoviPlayer;
[self.view addSubview: self.myMovieController.view];
and then play the movie.
The issue seems to be that theMoviPlayer is not retained.
I have a soundboard app that plays sound and is supposed to play music and if you click the button then it pauses but it doesn't pause it only stops the music.
And once the music finishes the button stays selected.
My code is;
- (IBAction)aint:(id)sender {
UIButton *aint = (UIButton *)sender;
aint.selected = !aint.selected;
if(aint.selected)
{
// Play
NSString *path2 = [[NSBundle mainBundle] pathForResource:#"2" ofType:#"mp3"];
theAudio2 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path2] error:NULL];
theAudio2.delegate = self;
theAudio2.numberOfLoops = 0;
[theAudio2 play];
[[NSUserDefaults standardUserDefaults] setObject:#"-" forKey:#"music"];
}
else
{
// Pause
[theAudio2 pause];
}
}
And I have theAudio2 and AVAudioPlayer declared.
Try this it will work as expected -
- (void)viewDidLoad
{
[super viewDidLoad];
NSString *path2 = [[NSBundle mainBundle] pathForResource:#"2" ofType:#"mp3"];
theAudio2 = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path2] error:NULL];
theAudio2.delegate = self;
theAudio2.numberOfLoops = 0;
}
- (IBAction)aint:(id)sender
{
UIButton *aint = (UIButton *)sender;
aint.selected = !aint.selected;
if(aint.selected)
{
// Play
[theAudio2 play];
[[NSUserDefaults standardUserDefaults] setObject:#"-" forKey:#"music"];
}
else
{
// Pause
[theAudio2 pause];
}
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
playerBtn.selected = NO;
}
I want to play mp3 file file when user select a collection view custom cell. but it is not playing . here is the code i have written for this purpose
-(void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:(NSIndexPath *)indexPath
{
NSLog(#"cell selected ");
AVAudioPlayer * audioPlayer;
NSString *path = [[NSBundle mainBundle] pathForResource:#"bismillah" ofType:#"mp3"];
NSURL *audioUrl=[NSURL fileURLWithPath:path];
audioPlayer=[[AVAudioPlayer alloc] initWithContentsOfURL:audioUrl error:nil];
//audioPlayer.delegate=self;
[audioPlayer play];
// cell.backgroundColor = [UIColor blueColor];
}
once try like this, and once check is it present in bundle Resources or not.
NSString *audio=[[NSBundle mainBundle]pathForResource:#"Ranz des Vaches" ofType:#"mp3"];
NSURL *url=[[NSURL alloc]initFileURLWithPath:audio];
avPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:nil];
avPlayer.delegate = self;
[avPlayer prepareToPlay];
[avPlayer play];
Check this checkbox. Also try to store your player as a class property. It can dealloc when declared as function property.