Changing the tone of a repetitive sound using AVAudioEngine - ios

So I have been struggling to get AVAudioEngine to repeat a sound for me. I need it to play a track (about 26 seconds) over and over again. It needs to be using AVAudioEngine, not AVAudioPlayer, because I need to be able to change it's tone. I've found examples of changing tone, and forcing the sound to repeat, but only for sine waves, links below.
My old code (before trying to implement the problem) is below. It will play the sound through once when the button is pushed, but doesn't do it again.
import UIKit
import AVFoundation
class aboutViewController: UIViewController {
var audioUrl = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("chimes", ofType: "wav")!)
var audioEngine = AVAudioEngine()
var myPlayer = AVAudioPlayerNode()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
audioEngine.attachNode(myPlayer)
var audioFile = AVAudioFile(forReading: audioUrl, error: nil)
var audioError: NSError?
audioEngine.connect(myPlayer, to: audioEngine.mainMixerNode, format: audioFile.processingFormat)
myPlayer.scheduleFile(audioFile, atTime: nil, completionHandler: nil)
audioEngine.startAndReturnError(&audioError)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func toggleSideMenu(sender: AnyObject) {
toggleSideMenuView()
}
#IBAction func testSound(sender: AnyObject) {
myPlayer.play()
}
}
My code attempt to implement the repeating is below, and this doesn't do anything (doesn't crash).
import UIKit
import AVFoundation
class aboutViewController: UIViewController {
var audioUrl = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("chimes", ofType: "wav")!)
var audioEngine = AVAudioEngine()
var myPlayer = AVAudioPlayerNode()
var audioError: NSError?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
audioEngine.attachNode(myPlayer)
var buffer = AVAudioPCMBuffer(PCMFormat: myPlayer.outputFormatForBus(0),frameCapacity:100)
buffer.frameLength = 100
var mixer = audioEngine.mainMixerNode
var audioFile = AVAudioFile(forReading: audioUrl, error: nil)
audioEngine.connect(myPlayer, to: audioEngine.mainMixerNode, format: audioFile.processingFormat)
audioEngine.startAndReturnError(&audioError)
myPlayer.play()
myPlayer.scheduleBuffer(buffer, atTime: nil, options:.Loops , completionHandler: nil)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func testSound(sender: AnyObject) {
}
}
So what I am asking is this: Can you put together an example that plays an audio file over and over, and have a variable at the top (ex: let tone:Int = 100), that sets the tone that the audio file will be repetitively played at.
Thanks for your help!
Links:
Example of a repeating sine wave: http://www.tmroyal.com/playing-sounds-in-swift-audioengine.html
Example of change in tone: Using sound effects with AudioEngine

Related

Play multiple songs in iOS

I wrote this code for iOS to play a song, however I'm not sure how to write the code to play multiple songs.
This is the line of code for a song:
import UIKit
import AVFoundation
class ViewController: UIViewController {
var player:AVAudioPlayer = AVAudioPlayer()
#IBAction func play(_ sender: AnyObject)
{
player.play()
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
do
{
let audioPath = Bundle.main.path(forResource: "Ken", ofType: "mp3")
try player = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
}
catch
{
//ERROR
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
You actually can play it with just two instances of the AVAudioPlayer resp. every sound file needs it's own AVAudioPlayer if you want to play them simultaneously.
I already wrote an answer, so I will post even there is already a correct answer. What palme said is correct. You could use multiple AVAudioPlayer instances to play multiple sounds simultaneously:
import UIKit
import AVFoundation
class ViewController: UIViewController {
let paths = ["a","b"]
var sounds = [AVAudioPlayer]()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
for path in paths {
do
{
let audioPath = Bundle.main.path(forResource: path, ofType: "mp3")
let player = try AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
sounds.append(player)
}
catch
{
//ERROR
}
}
for sound in sounds {
sound.play()
}
}
}

Swift 3 - AVAudioPlayer is not playing sound

I have a simple program which has one button and its only function is to trigger an sound output.
The app works perfectly when tested on an iOS simulator, but when I test it on an iPhone, the app is not playing any sound. I have tested this on two iPhones.
This was working once upon a time. I don't know if updating to iOS 10 has caused the issue.
Here is my code:
//Code
import UIKit
import AVFoundation
var audioPlayer = AVAudioPlayer()
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let music = Bundle.main.path(forResource: "sound", ofType: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: music! ))
}
catch{
print(error)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func playSound(_ sender: UIButton) {
audioPlayer.play()
}
}
Would be grateful for any answers.
Thanks.
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let music = Bundle.main.path(forResource: "sound", ofType: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: music! ))
audioPlayer.delegate = self
audioPlayer.preparedToPlay()
}
catch{
print(error)
}
}
import UIKit
import AVFoundation
class ViewController: UIViewController {
var btnSound: AVAudioPlayer!
override func viewDidLoad() {
super.viewDidLoad()
//locate resource
let path = Bundle.main.path(forResource: "sound", ofType: "wav")
let music = URL(fileURLWithPath: path!)
do{
try btnSound = AVAudioPlayer(contentsOf: music)
btnSound.prepareToPlay()
} catch let err as NSError{
print(err.debugDescription)
}
}
}
func playSound(){
if btnSound.isPlaying{
//stop playing sound file if already playing
btnSound.stop()
}
//play sound
btnSound.play()
}
#IBAction func playSound(sender: UIButton){
//call playSound function on pressing the button you attach this function to
playSound()
}

Create a random audio sound generator

Thanks for replying.
I am trying to make a program when I press a button once, two random sounds will play. I can get the random sounds to play if I press the button, but I am looking that if I press the button, the random sound will play differently each time.
I can paste the sounds together to hear them in the sequence I want them, but I would like swift to generate the sounds.
I thought of the AVqueplayer to make it as a playlist. I was thinking this can be like a pair of dice in an analogy. For example, if I were to throw the dice down, the random sounds will occur.
I am still a newbie, and tried to figure this out on my own, because it seemed so simple, but I am out of options now.
Here is what I got so far. This will play a random sound when I press the button each time.
import UIKit
import AVFoundation
class ViewController: UIViewController {
var player: AVAudioPlayer = AVAudioPlayer()
var sounds = ["sound1", "sound2", "sound3"]
override func viewDidLoad() {
super.viewDidLoad()
}
override func motionEnded(_ motion: UIEventSubtype, with event: UIEvent?) {
if event!.subtype == UIEventSubtype.motionShake {
let randomNumber = Int(arc4random_uniform(UInt32(sounds.count)))
let fileLocation = Bundle.main.path(forResource: sounds[randomNumber], ofType: "mp3")
var error: NSError? = nil
do { try player = AVAudioPlayer(contentsOf: URL(fileURLWithPath: fileLocation!))
player.play()
} catch {}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Using the same code, and adding a second random number with matching file location will allow the sounds to play back to back, both being random:
import UIKit
import AVFoundation
class ViewController: UIViewController {
var player: AVAudioPlayer = AVAudioPlayer()
var sounds = ["sound1", "sound2", "sound3"]
override func viewDidLoad() {
super.viewDidLoad()
}
override func motionEnded(_ motion: UIEventSubtype, with event: UIEvent?) {
if event!.subtype == UIEventSubtype.motionShake {
let randomNumber1 = Int(arc4random_uniform(UInt32(sounds.count)))
let randomNumber2 = Int(arc4random_uniform(UInt32(sounds.count)))
let fileLocation1 = Bundle.main.path(forResource: sounds[randomNumber1], ofType: "mp3")
let fileLocation2 = Bundle.main.path(forResource: sounds[randomNumber2], ofType: "mp3")
//var error: NSError? = nil
do {
try player = AVAudioPlayer(contentsOf: URL(fileURLWithPath: fileLocation1!))
player.play()
try player = AVAudioPlayer(contentsOf: URL(fileURLWithPath: fileLocation2!))
player.play()
} catch {}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}

iOS programming noob, need help fixing error message

I've recently gotten into iOS development on my own and am building my first app: a Donald Trump soundboard. However, I got an error saying:
Thread 1: EXC_BAD_INSTRUCTION (code=EXC_I386_INVOP, subcode=0x0)
This is the viewcontroller text:
import UIKit
import iAd
import AVFoundation
class SecondViewController: UIViewController {
// Array of every sound file
let soundFilenames = ["china", "drugs_killers_rapists", "america_great_again", "are_you_gay", "Mexico", "i_just_want_them_to_suffer", "are_you_homosexual", "are_you_surprised", "hes_a_loser", "isis_trump", "fantastic", "the_american_dream_is_dead", "wait_dummies", "special_guy", "I'm_really_rich", "speak_english", "so_probably_i'll_sue_her", "ladies", "ill_build_a_wall", "political_bullshit", "ima_bomb_em", "back_to_univision", "hes_a_pussy", "piece_of_garbage", "i_love_mexicans", "i_love_china", "i_love_saudis", "sit_down", "small_loan", "youre_fired", "lets_see_what_happens", "enough", "congratulations", "why", "are_you_anti_semite", "youre_the_boss", "1mm", "tell_it_like_it_is", "100b", "is_that_right", "hes_insecure", "beaten_up", "I_beat_China_all_the_time", "nonono", "ive_been_watching_you", "motivate_you", "okay_okay", "meatloaf"]
// Array of AudioPlayers for each file
var audioPlayers = [AVAudioPlayer]()
// Outlet for the ScrollView
#IBOutlet weak var ScrollView: UIScrollView!
var bannerView: ADBannerView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
// Set up scroll view to hold 48 buttons
ScrollView.contentSize.height = 1900
//Set up audio players
for sound in soundFilenames {
do {
// Try to do something
//THIS NEXT LINE IS WHERE THE BREAKPOINT
let url = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(sound, ofType: "mp3")!)
let audioPlayer = try AVAudioPlayer(contentsOfURL: url)
audioPlayers.append(audioPlayer)
}
catch {
// Catch the error that is thrown
audioPlayers.append(AVAudioPlayer())
}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func buttonTapped(sender: UIButton) {
// Get the audioPlayer that corresponds to the tapped button
let audioPlayer = audioPlayers[sender.tag]
audioPlayer.play()
}
}
Any help will be extremely appreciated.
Edit: fatal error shown at the bottom states:
unexpectedly found nil while unwrapping an Optional value
//Set up audio players
for sound in soundFilenames {
do {
// Try to do something
if let pathOfResource = NSBundle.mainBundle().pathForResource(sound, ofType: "mp3") {
let url = NSURL(fileURLWithPath: pathOfResource)
let audioPlayer = try AVAudioPlayer(contentsOfURL: url)
audioPlayers.append(audioPlayer)
}
}
catch {
// Catch the error that is thrown
audioPlayers.append(AVAudioPlayer())
}
}
Try this updated code.

iOS AVAudioPlayer - how to set file path to the pathForResource

i want to play small mp3 file when button is clicked. but not sure how to set the mp3 file in setPathForResources
Here My Code
import UIKit
import AVFoundation
class PlaySoundsViewController: UIViewController {
var coinSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("/sounds/superman", ofType: "mp3")!)
var audioPlayer = AVAudioPlayer()
#IBOutlet weak var PlaySlow: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func PlaySlowAction(sender: UIButton) {
audioPlayer.play()
}
I have added the sounds folder to the project using just drag and drop. but when i click button im getting this error.
audioPlayer.play() Thread 1: EXC_BAD_ACCESS(Code=1,address=0x1c)
You don't need the sounds/ in your path. Just the filename. e.g.
var coinSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("superman", ofType: "mp3")!)
Also fileURLWithPath takes a URL, not a string. You need to convert your NSBundle.mainBundle().pathForResource("superman", ofType: "mp3") to a string first using NSURL(string:).
This is the full setup:
let path = NSBundle.mainBundle().pathForResource("superman", ofType:"mp3")
let fileURL = NSURL(fileURLWithPath: path)
player = AVAudioPlayer(contentsOfURL: fileURL, error: nil)
player.prepareToPlay()
player.delegate = self
player.play()
You missed a couple necessary steps in your "PlaySlowAction" method:
#IBAction func PlaySlowAction(sender: UIButton) {
// if the audioPlayer hasn't been set to any sound file yet,
// load it up...
if(audioPlayer.data == nil)
{
var error:NSError?
audioPlayer = AVAudioPlayer(contentsOfURL: coinSound, error: &error)
if let actualError = error {
println("An Error Occurred: \(actualError)")
}
}
audioPlayer.prepareToPlay()
audioPlayer.play()
}

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