Need assistance playing sound on uiactionsheet tap - ios

-(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex {
if(actionSheet.tag == 2) {
if(buttonIndex != actionSheet.cancelButtonIndex) {
NSString *s = [actionSheet buttonTitleAtIndex:buttonIndex];
NSString *soundFile = [[NSBundle mainBundle] pathForResource:s ofType:#"m4a"];
NSURL *soundUrl = [NSURL fileURLWithPath:soundFile];
AVAudioPlayer *player = [[AVAudioPlayer alloc]initWithContentsOfURL:soundUrl error:nil];
player.numberOfLoops = 0;
[player play];
}
}
}
When I place a breakpoint on [player play]; and step over, iPhone is playing the sound. Without breakpoint its not playing the sound. Why this is happening?

I think your project is enabled ARC.
When ARC enable local variables destroy after method execution.
So you have to declare your AVAudioPlayre object as global.
It will maintain your object till view destroy.

Related

Get AVAudioPlayer delegate audioPlayerDidFinishPlaying when app was in background [duplicate]

So I have an app that plays a bunch of songs while the user can flip through a comic book. I use AVAudioPlayer and I have it set up to play the songs in a set order. So when one song finishes, the next one will play. This works flawlessly when the app is open. The problem occurs when the app is in the background. I set up the app to play in the background, and that works fine. So when the user presses the home screen the music continues to play. The problem occurs when the song ends, it is suppose to play the next song like it does when the app is open. Instead nothing happens. According to the my NSLog statements the correct methods are being called but nothing happens. Here is my code:
- (void)audioPlayerDidFinishPlaying: (AVAudioPlayer *)player successfully: (BOOL) flag {
NSLog(#"Song finished");
if ([songSelect isEqualToString: #"01icecapades"]) {
isPlay = #"yes";
songSelect = #"02sugarcube";
imageSelect = #"playbanner02";
[self performSelector:#selector(triggerSong) withObject:nil afterDelay:0];
[self performSelector:#selector(triggerBanner) withObject:nil afterDelay:0];
}
else if ([songSelect isEqualToString: #"02sugarcube"]) {
isPlay = #"yes";
songSelect = #"03bullets";
imageSelect = #"playbanner03";
[self performSelector:#selector(triggerSong) withObject:nil afterDelay:0];
[self performSelector:#selector(triggerBanner) withObject:nil afterDelay:0];
}
else if ([songSelect isEqualToString: #"03bullets"]) {
isPlay = #"yes";
songSelect = #"04satanama";
imageSelect = #"playbanner04";
[self performSelector:#selector(triggerSong) withObject:nil afterDelay:0];
[self performSelector:#selector(triggerBanner) withObject:nil afterDelay:0];
}
else if ([songSelect isEqualToString: #"04satanama"]) {
isPlay = #"yes";
songSelect = #"05uglyjoke";
imageSelect = #"playbanner05";
[self performSelector:#selector(triggerSong) withObject:nil afterDelay:0];
[self performSelector:#selector(triggerBanner) withObject:nil afterDelay:0];
}
else if ([songSelect isEqualToString: #"05uglyjoke"]) {
isPlay = #"yes";
songSelect = #"01icecapades";
imageSelect = #"playbanner01";
[self performSelector:#selector(triggerSong) withObject:nil afterDelay:0];
[self performSelector:#selector(triggerBanner) withObject:nil afterDelay:0];
}}
Above is the code that recognizes which song is playing, and sets the correct song next. Then it triggers another method that sets up the player.
- (void)triggerSong {
NSLog(#"triggerSong called");
NSString *path;
NSError *error;
// Path the audio file
path = [[NSBundle mainBundle] pathForResource:songSelect ofType:#"mp3"];
// If we can access the file...
if ([[NSFileManager defaultManager] fileExistsAtPath:path])
{
// Setup the player
player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:&error];
//player = [initWithContentsOfURL:[NSURL fileURLWithPath:path] error:&error];
[player setDelegate: self];
// Set the volume (range is 0 to 1)
player.volume = 1.0f;
[player prepareToPlay];
[player setNumberOfLoops:0];
[player play];
NSLog(#"player play");
[error release];
player.delegate = self;
// schedules an action every second for countdown
[NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(updateTimeLeft) userInfo:nil repeats:YES];
}}
Now I assuming this is not the best way to do this, but it works great when the app is in the foreground state. I've been looking through the documentation and I can't seem to find the cause of this problem. I was hoping somebody might be able to see an error to my approach. Like I said before, the two NSLogs in the triggerSong method are being called so I can't see why the AVAudioPlayer (player) is not being called.
Also I have the correct setting in my info.plist and I have this in my viewDidLoad:
//Make sure the system follows our playback status
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
[[AVAudioSession sharedInstance] setActive: YES error: nil];
Thanks for any insight. Much appreciated.
Relevant discussion
SHORT ANSWER:
You need this code in either your first view controller's init or viewDidLoad method:
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
LONG ANSWER W/ SAMPLE:
Here is my example. Like you, I began with an app that would play music in the background but could never continue playing after the first clip ended. I made a copy of the original Music.mp3 and named it Music2.mp3. My intention was to play Music2.mp3 as soon as Music.mp3 ended (audioPlayerDidFinishPlaying:). I goofed around with the background tasks for awhile until I got this working WITHOUT the background task:
-(id)init{
self = [super initWithNibName:#"MediaPlayerViewController" bundle:nil];
if(self){
//Need this to play background playlist
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
//MUSIC CLIP
//Sets up the first song...
NSString *musicPath = [[NSBundle mainBundle] pathForResource:#"Music" ofType:#"mp3"];
if(musicPath){
NSURL *musicURL = [NSURL fileURLWithPath:musicPath];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:musicURL error:nil];
[audioPlayer setDelegate:self];
}
}
return self;
}
-(IBAction)playAudioFile:(id)sender{
if([audioPlayer isPlaying]){
//Stop playing audio and change test of button
[audioPlayer stop];
[sender setTitle:#"Play Audio File" forState:UIControlStateNormal];
}
else{
//Start playing audio and change text of button so
//user can tap to stop playback
[audioPlayer play];
[sender setTitle:#"Stop Audio File" forState:UIControlStateNormal];
}
}
-(void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag{
[audioButton setTitle:#"Play Audio File" forState:UIControlStateNormal];
[playRecordingButton setTitle:#"Play Rec File" forState:UIControlStateNormal];
//PLAY THE SECOND SONG
NSString *musicPath2 = [[NSBundle mainBundle] pathForResource:#"Music2" ofType:#"mp3"];
if(musicPath2){
NSURL *musicURL2 = [NSURL fileURLWithPath:musicPath2];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:musicURL2 error:nil];
[audioPlayer setDelegate:self];
NSLog(#"Play it again: \n%#", musicPath2);
[audioPlayer play];
}
}
The end result is that my app is now playing Music2.mp3 on a continuous loop, even if the app is in the background.
Just to confirm what Squatch said, this is also the solution in Swift:
UIApplication.sharedApplication().beginReceivingRemoteControlEvents()
OS X exhibits the same problem using AVAudioPlayer, however UIApplication is an iOS-only construct. OS X requires using NSApplication instead, but NSApplication doesn't return until the application is terminating so we need to use threads. As a bonus, there's an assert() somewhere in the depths of NSApplication that demands the main thread.
This hybrid C++/Objective C function is one workaround for this OS X issue:
void do_the_dumb (void real_application(void)) {
std::thread thread ([real_application]() {
real_application();
[[NSApplication sharedApplication] terminate: [NSApplication sharedApplication]];
});
[[NSApplication sharedApplication] run];
thread.join();
};

Looping .wav file

I am making an alarm app for iPhones and want to continuously loop the audio until the button is pressed again. As of now all it does is play the audio once when pressed. Here's the code:
-(IBAction)PlayAudioButton:(id)sender {
AudioServicesPlaySystemSound(PlaySoundID);
}
- (void)viewDidLoad {
NSURL *SoundURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"Sound" ofType:#"wav"]];
AudioServicesCreateSystemSoundID((__bridge CFURLRef)SoundURL, &PlaySoundID);
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
Any suggestions?
Use AVAudioPlayer to play the sound. You must add AVFoundation.framework to your project for this to work. Start by declaring an AVAudioPlayer object. It must be declared either as a property with a strong attribute, e.g.
#property (strong, nonatomic) AVAudioPlayer *audioPlayer;
or as an instance variable with a __strong attribute
#interface Class : SuperClass //or #implementation Class
{
AVAudioPlayer __strong *audioPlayer;
}
Then, to load and play the file,
- (void)viewDidLoad
{
NSString *audioFilePath = [[NSBundle mainBundle] pathForResource:#"Sound" ofType:#"wav"];
NSURL *audioFileURL = [NSURL fileURLWithString:audioFilePath];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:audioFileURL error:nil];
audioPlayer.numberOfLoops = -1; //plays indefinitely
[audioPlayer prepareToPlay];
}
- (IBAction)PlayAudioButton:(id)sender
{
if ([audioPlayer isPlaying])
[audioPlayer pause]; //or "[audioPlayer stop];", depending on what you want
else
[audioPlayer play];
}
and, when you want to stop playing the sound, call
[audioPlayer stop];

AVPlayer - how to reset play button

Im working on a app which stream a audio file online. The code below is working, but when the audio file ends, the play button don't reset. The button is still pressed, and before the user can play the audio file again, the user have to press the button 2 times.
My question is: How do i reset the play button automatically after the audio file ends?
Here is my code:
-(IBAction)togglePlayPauseTapped:(id)sender
{
if(self.togglePlayPause.selected) {
[self.audioPlayer pause];
[self.togglePlayPause setSelected:NO];
} else {
[self.audioPlayer play];
[self.togglePlayPause setSelected:YES];
self.audioPlayer = [[AVPlayer alloc] init];
NSString *urlString = #"MYURL";
NSURL* urlStream = [NSURL URLWithString:urlString];
AVPlayerItem * currentItem = [AVPlayerItem playerItemWithURL:urlStream];
[self.audioPlayer replaceCurrentItemWithPlayerItem:currentItem];
[self.audioPlayer play];
}
}`
Set the delegate of audioPlayer to self and make sure the designated ViewController can receive AVAudioPlayer Delegate calls. Then implement the audioPlayerDidFinishPlaying method and call your togglePlayPauseTapped method:
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
[self togglePlayPauseTapped:nil];
}
The total should look something like this:
Edit:
And change this
self.audioPlayer = [[AVPlayer alloc] init];
To this:
self.audioPlayer = [[AVAudioPlayer alloc] init];

Multiple audio files playing at once in iOS App

I have an iOS app which works like this:
First view
3 buttons that link to different views, each has its own audio file within
Imagine user opens one view, and starts to play the audio file. When they navigate around the app, the audio file still plays which is fine, Im happy with that.
However, if user then opens the second audio file and presses play, it plays on top of the first one so 2 audios are playing together.
How do I tell the code that if another play button is pressed it should stop the first audio file that is playing??
I am using AVFoundation framework to do this
Code is as follows:
NSString *stringPath = [[NSBundle mainBundle]pathForResource:#"01" ofType:#"MP3"];
NSURL *url = [NSURL fileURLWithPath:stringPath];
NSError *error;
avPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:&error];
[avPlayer setNumberOfLoops:2];
[avPlayer setVolume:self.sliderVolumeOutlet.value];
[NSTimer scheduledTimerWithTimeInterval:.1 target:self selector:#selector(updateMyProgress) userInfo:nil repeats:YES];
-(void)updateMyProgress
{
float progress = [avPlayer currentTime]/[avPlayer duration];
self.myProgressView.progress = progress;
}
- (IBAction)sliderVolumeAction:(id)sender {
UISlider *mySlider = sender;
[avPlayer setVolume:mySlider.value];
}
- (IBAction)stopButton:(id)sender {
[avPlayer stop];
[avPlayer setCurrentTime:0];
}
- (IBAction)pauseButton:(id)sender {
[avPlayer pause];
}
- (IBAction)playButton:(id)sender {
[avPlayer play];
}
- (IBAction)backButtonEvent:(id)sender {
[self dismissViewControllerAnimated:YES completion:NULL];
}
You can check whether it is playing the previous track or not by if ([AVPlayer rate] != 0.0)
If it is playing then you can either add the next track into queue or just use this function to replace current track with the new one - (void)replaceCurrentItemWithPlayerItem:(AVPlayerItem *)item
Perhaps creating some sort of playSound function would be better suited for this. Something like this:
- (void)playSoundWithFileName:(NSString *)fileName andExtension:(NSString *)extension {
NSString *stringPath = [[NSBundle mainBundle]pathForResource:fileName ofType:extension];
NSURL *url = [NSURL fileURLWithPath:stringPath];
NSError *error;
if (avPlayer) {
[avPlayer stop];
avPlayer = nil;
}
avPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:&error];
if (error)
NSLog(#"Error");
else {
[avPlayer setNumberOfLoops:2];
[avPlayer setVolume:self.sliderVolumeOutlet.value];
[avPlayer play];
}
}
Use:
[self playSoundWithFileName:#"01" andExtension:#"MP3"];
[NSTimer scheduledTimerWithTimeInterval:.1 target:self selector:#selector(updateMyProgress) userInfo:nil repeats:YES];
and call -(void)playSoundWithFileName whenever you want to play another sound.
Or if you were using the AVPlayer class:
- (void)playSoundWithFileName:(NSString *)fileName andExtension:(NSString *)extension {
NSString *stringPath = [[NSBundle mainBundle]pathForResource:fileName ofType:extension];
NSURL *url = [NSURL fileURLWithPath:stringPath];
AVPlayerItem *item = [AVPlayerItem playerItemWithURL:url];
if (avPlayer)
[avPlayer replaceCurrentItemWithPlayerItem:item];
else
avPlayer = [AVPlayer playerWithPlayerItem:item];
[avPlayer setVolume:self.sliderVolumeOutlet.value];
[avPlayer play];
}
Though the latter doesn't allow you set a number of loops.

Play MP3 Files with iPhone SDK [closed]

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What's the easiest way to play a music file such as Mp3 with pause button?
very very simple a button play and another button pause that music
These are the codes for the requested actions,
appSoundPlayer is a property of AVAudioPlayer declared in h file. Also this example plays a song in the resource folder.
#pragma mark -
#pragma mark *play*
- (IBAction) playaction {
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"songname" ofType:#"mp3"];
NSURL *newURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
self.soundFileURL = newURL;
[newURL release];
[[AVAudioSession sharedInstance] setDelegate: self];
[[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryAmbient error: nil];
// Registers the audio route change listener callback function
AudioSessionAddPropertyListener (
kAudioSessionProperty_AudioRouteChange,
audioRouteChangeListenerCallback,
self
);
// Activates the audio session.
NSError *activationError = nil;
[[AVAudioSession sharedInstance] setActive: YES error: &activationError];
AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error: nil];
self.appSoundPlayer = newPlayer;
[newPlayer release];
[appSoundPlayer prepareToPlay];
[appSoundPlayer setVolume: 1.0];
[appSoundPlayer setDelegate: self];
[appSoundPlayer play];
[stopbutton setEnabled:YES];
[playbutton setEnabled: NO];
playbutton.hidden=YES;
pausebutton.hidden =NO;
}//playbutton touch up inside
#pragma mark -
#pragma mark *pause*
-(IBAction)pauseaction {
[appSoundPlayer pause];
pausebutton.hidden = YES;
resumebutton.hidden = NO;
}//pausebutton touch up inside
#pragma mark -
#pragma mark *resume*
-(IBAction)resumeaction{
[appSoundPlayer prepareToPlay];
[appSoundPlayer setVolume:1.0];
[appSoundPlayer setDelegate: self];
[appSoundPlayer play];
playbutton.hidden=YES;
resumebutton.hidden =YES;
pausebutton.hidden = NO;
}//resumebutton touch up inside
#pragma mark -
#pragma mark *stop*
-(IBAction)stopaction{
[appSoundPlayer stop];
[playbutton setEnabled:YES];
[stopbutton setEnabled:NO];
playbutton.hidden=NO;
resumebutton.hidden =YES;
pausebutton.hidden = YES;
}//stopbutton touch up inside
For short sounds or when the MP3 does not play well on the suggested code you can always use:
SystemSoundID soundID;
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/sound.mp3", [[NSBundle mainBundle] resourcePath]]];
AudioServicesCreateSystemSoundID((CFURLRef)url, &soundID);
AudioServicesPlaySystemSound (soundID);
Don't forget to add:
#import <AudioToolbox/AudioToolbox.h>
well here is a good tutorial available.
The theme is
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/audiofile.mp3", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.numberOfLoops = -1;
[audioPlayer play];
and when you want to pause;
[audioPlayer pause];
hope this helps.
I'm afraid the answer stated no longer works in iOS 7 and above. You will need to use the following code:
in the header file (.h)
In order to handle the delegate methods like when the playing of the audio has finished audioPlayerDidFinishPlaying:, inherit from AVAudioPlayerDelegate .
#property (nonatomic, strong) AVAudioPlayer *player;
in the implementation file (.m)
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: resourceName
ofType: #"mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: fileURL
error: nil];
_player = newPlayer;
[_player prepareToPlay];
[_player setDelegate: self];
[_player play];
I like simple code and here is my solution : (Remember to add switch button to get music play. Have fun)
#import "ViewController.h"
#import <AVFoundation/AVFoundation.h>
#interface ViewController ()
{
NSURL* bgURL;
AVAudioPlayer* bgPlayer;
}
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
bgURL = [[NSURL alloc] initFileURLWithPath: [[NSBundle mainBundle] pathForResource:#"sample" ofType:#"mp3"]];
bgPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:bgURL error:nil];
}
#pragma mark AVAudioPlayer
- (IBAction)toggleMusic:(UISwitch*)sender {
NSLog(#"togging music %s", sender.on ? "on" : "off");
if (bgPlayer) {
if (sender.on) {
[bgPlayer play];
}
else {
[bgPlayer stop];
}
}
}
The Apple documentation here should have everything you need to know.
DIRAC API is free and quite easy to use.
We've used it in my talking robot app http://itunes.apple.com/us/app/daidai/id484833168 and it has been amazing to me how it manages to change the speed and pitch of voice
http://www.dspdimension.com/download/
The oalTouch sample code on the Apple iOS developer web site does what you want, and is ready to run.
It also shows how to test if another app (eg ipod) is playing a file already, which is handy if you want to allow your users to listen to their own music instead of yours.

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