I am trying to play a sound on button click using the AVFoundation framework. Previously, i used audio toolbox however when i use the audioplayer nothing comes out. What is weird is that when i test it on my phone and i press the button, the volume controls aren't the normal ringer volume controls. This suggests that it should be playing but i can't hear anything, on my phone or the simulator. I have used different files, created new project changed the code, nothing has helped.
Here's the code in .h:
#interface MainViewController : UIViewController <AVAudioPlayerDelegate>
- (IBAction)test;
Here's the code in .m:
- (IBAction)test {
NSString *path = [[NSBundle mainBundle] pathForResource:#"sound" ofType:#"mp3"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc]initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
can you do this before you play the sound i think you might have the wrong category:
AudioSessionInitialize (NULL,NULL,NULL,NULL);
UInt32 sessionCategory = kAudioSessionCategory_MediaPlayback;
AudioSessionSetProperty (kAudioSessionProperty_AudioCategory,sizeof (sessionCategory),&sessionCategory);
AudioSessionSetActive(true);
Related
I'm trying to play a sound when a button is clicked. First, I imported the AudioToolbox in the header file, then added the code into the IBAction that fires when the button is pressed, like so:
- (void)viewDidLoad {
[super viewDidLoad];
}
- (IBAction)button1:(id)sender {
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"mySong" ofType:#"wav"];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((__bridge CFURLRef)[NSURL fileURLWithPath:soundPath], &soundID);
AudioServicesPlaySystemSound (soundID);
}
I even threw an NSLog in the method to make sure it's firing. It is. I also but in a foo path in the string to see if it would crash, it did. I made sure that I dragged and dropped the short sound file into the app as well. Tested my speakers, tested audio on the device simulator by going to youtube on the simulator, everything. I can't figure out what I'm doing wrong.
When I changed the code to this:
- (IBAction)button1:(id)sender {
AVAudioPlayer *testAudioPlayer;
// *** Implementation... ***
// Load the audio data
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"3" ofType:#"wav"];
NSData *sampleData = [[NSData alloc] initWithContentsOfFile:soundFilePath];
NSError *audioError = nil;
// Set up the audio player
testAudioPlayer = [[AVAudioPlayer alloc] initWithData:sampleData error:&audioError];
if(audioError != nil) {
NSLog(#"An audio error occurred: \"%#\"", audioError);
}
else {
[testAudioPlayer setNumberOfLoops: -1];
[testAudioPlayer play];
}}
I get the error: WARNING: 137: Error '!dat' trying to set the (null) audio devices' sample rate
Hi as per you question can you please check whether you audio file is present in you project folder.It might happen that u have forgotten to checkmark "copy item if needed" so it might not be there in your project file.
You can also play sounds provided in device. Visit the below link it will be helpful.
https://github.com/TUNER88/iOSSystemSoundsLibrary
I've tested your code and it working fine and not getting crashed. Here's what I did.
As said in #matt's comment, sound playback fails in the Simulator. I had this problem when trying to play back a video.
The funny part is that sound plays just fine for the same video inside the Photos app.
I am using the following code to get a sound on button click.And it works perfect. The problem is this sound is not getting reduced if i reduce the volume on the phone. I want to manage button click sound as per the volume button. I am not using input view.
SystemSoundID soundID;
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"sound1" ofType:#"mp3"];
NSURL *soundUrl = [NSURL fileURLWithPath:soundPath];
AudioServicesCreateSystemSoundID ((CFURLRef) CFBridgingRetain(soundUrl) , &soundID);
AudioServicesPlaySystemSound(soundID);
As Duncan C suggests, try AVAudioPlayer:
Import AVFoundation.framework.
Replace your code snippet with:
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"sound1" ofType:#"mp3"];
NSURL *soundUrl = [NSURL fileURLWithPath:soundPath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundUrl error:nil];
[player play];
What I do is to create an AVAudioPlayer for my button sound and play that. AVAudioPlayer honors the system volume.
I've created a separate IBAction method that plays the sound, and then I link my buttons to both actions. That way it's easy to turn the sound on and off simply by linking the action. If you always want sounds to play then you might want to put a call to a sound play method directly in your IBAction methods.
Check Click here that might help you.
Whenever i play an audio file like below, it is taking few seconds to start playing the audio. I have seen from some forums and understand that, AVAudioPlayer will take few seconds to start playing if we allocate the object there itself. I am thinking to allocate this object much earlier (may be Appdelegate itself), before when i want to play, so that when i want to play it, it will play immediately.
NSURL *audioPathURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:audioName ofType:#"wav"]];
audioP = [[AVAudioPlayer alloc]initWithContentsOfURL:audioPathURL error:NULL];
[appDelegate.audioP play];
but, i am passing audio url dynamically at run time, so i would like to know how can i allocate the object earlier and then be able to pass dynamic audio url path later?
Please note, my question is different from this question Slow start for AVAudioPlayer the first time a sound is played
In the existing question, they are telling about one audio file and play it when required. But, i am having many different audio file and url path is generated randomly and at run time to play, so i do not know what the actual url path to set and play. So, the answer mentioned here->Slow start for AVAudioPlayer the first time a sound is played
won't help for my question.
I can't use prepareToPlay, because audio path url is set at run time and not just one audio is being used for all the times to play, there will more than 20 audio file randomly chosen and set to play one at a time. So, i need the right answer for it, it is not a duplicate question.
Thank you!
For a single file here the solution:
in your file.h
#import <AVFoundation/AVFoundation.h>
#interface AudioPlayer : UIViewController <AVAudioPlayerDelegate> {
}
To use with button add - (IBAction)Sound:(id)sender; in your file.h
Now in your file.m
//this is a action but you can use inside a void to start auto
#implementation AudioPlayer {
SystemSoundID soundID;
}
- (IBAction)Sound:(id)sender {
AudioServicesDisposeSystemSoundID(soundID);
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef soundFileURLRef;
//you can use here extension .mp3 / .wav / .aif / .ogg / .caf / and more
soundFileURLRef = CFBundleCopyResourceURL(mainBundle, (CFStringRef) #"sound" ,CFSTR ("mp3") , NULL);
AudioServicesCreateSystemSoundID(soundFileURLRef, &soundID);
AudioServicesPlaySystemSound(soundID);
}
If you want use your code to play audio from URL you can use this:
#import <AVFoundation/AVFoundation.h>
#import <MediaPlayer/MediaPlayer.h>
#interface AudioPlayer : UIViewController <AVAudioPlayerDelegate> {
AVPlayer *mySound;
}
#property (strong, nonatomic) AVPlayer *mySound;
#end
And file.m
- (IBAction)playPause:(id)sender {
if (mySound.rate == 0){
NSURL *url = [NSURL URLWithString:#"http://link.mp3"];
mySound = [[AVPlayer alloc] initWithURL:url];
[mySound setAllowsExternalPlayback:YES];
[mySound setUsesExternalPlaybackWhileExternalScreenIsActive: YES];
[mySound play];
} else {
[mySound pause];
}
}
Hope this can help you!
One thing you can do to reduce the latency of the first load+play is to "spin up" the underlying audio system before you need it by loading and playing a dummy file. For example, in application:didFinishLaunchingWithOptions: add some code like this:
// this won't effect the problem you're seeing, but it's good practice to explicitly
// set your app's audio session category
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
NSURL *audioURL = [[NSBundle mainBundle] URLForResource:#"dummy.wav" withExtension:nil];
AVAudioPlayer *dplayer = [[AVAudioPlayer alloc] initWithContentsOfURL:audioURL error:nil];
// we don't want to hear it (alternatively, the audiofile you use for this purpose can be silence.)
dplayer.volume = 0.f;
[dplayer prepareToPlay];
[dplayer play];
[dplayer stop];
Once this code completes, subsequent instantiations and playback of AVAudioPlayer instances should have pretty low latency (certainly well under 1 second)
I'm trying to figure out why sounds aren't playing in my app, so I created what I think is as simple an implementation as possible:
NSError *error;
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"canary-trills" ofType:#"wav"];
NSLog(#"string=%#", soundFilePath);
NSURL *url = [[NSURL alloc] initFileURLWithPath:soundFilePath];
NSLog(#"URL=%#", url);
AVAudioPlayer *avPlayer = [[AVAudioPlayer alloc]
initWithContentsOfURL:url error:&error];
[avPlayer prepareToPlay];
BOOL success = [avPlayer play];
NSLog(#"The sound %# play", success ? #"did" : #"didn't");
Per the console, it looks like it finds the resource, creates the URL correctly. Even the play call indicates success. However, no sound play in the simulator nor the device.
AVAudioPlayer wasn't being retained & was going out of scope.
Adding:
#property (strong, nonatomic) AVAudioPlayer *audioPlayer;
to the class & using that member solved the issue.
I have always used audio toolbox to play my sounds, but users have saying there is no sound, this is because when you are on silent it doesnt play. I have tried many times to swap instead to av foundation but it never works for me. this is the code i am attempting to use now:
- (IBAction)soundbutton:(id)sender {
NSString *path = [[NSBundle mainBundle] pathForResource:#"EASPORTS" ofType:#"mp3"];
AVAudioPlayer * theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[theAudio play];}
Reason could be that in ARC your audio player is being released by ARC, therefore you need to make a strong reference of the AVAudioPlayer, you can do that by making the AVAudioPlayer as class level property.
here is how you do it, in your .h file like this
#property (strong, nonatomic) AVAudioPlayer *theAudio;
and in .m file synthesize it like this
#synthesize theAudio;
and finally your code would look like this
- (IBAction)soundbutton:(id)sender {
NSString *path = [[NSBundle mainBundle] pathForResource:#"EASPORTS" ofType:#"mp3"];
self.theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:nil];
[self.theAudio play];
}
check also if your delegate methods are responding something
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag;
- (void)audioPlayerDecodeErrorDidOccur:(AVAudioPlayer *)player error:(NSError *)error;