*This is my first stackoverflow question so apologies if I am doing something wrong.
I am trying to create a simple sound board app. I'm having trouble getting my AVAudioPlayer on xCode 4.1 (iOS 6.1.2) to update where the sound file to play is located. I wanted to avoid having multiple audio players (audioPlayer2, audioPlayer3, etc) so I am trying to use the same audio player but instead, update where the sound file is located. I only want one sound playing at a time so multiple sounds is obviously not an issue. Here is my code:
- (IBAction)play {
if (audioPlayer.playing == NO) {
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/k.mp3", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.numberOfLoops = 0;
//I added the next two lines to allow me to play AVAudio with MPiPodPlayer (which I found on this site, too) simultaneously.
AVAudioSession *audiosession = [AVAudioSession sharedInstance];
[audiosession setCategory:AVAudioSessionCategoryAmbient error:nil];
[audioPlayer play];
[start setTitle:#"Stop" forState:UIControlStateNormal];
}
else
if (audioPlayer.playing == YES) {
[audioPlayer stop];
[start setTitle:#"Start" forState:UIControlStateNormal];
}
}
- (IBAction)play2 {
if (audioPlayer.playing == NO) {
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/chicken.mp3", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.numberOfLoops = 0;
AVAudioSession *audiosession = [AVAudioSession sharedInstance];
[audiosession setCategory:AVAudioSessionCategoryAmbient error:nil];
[audioPlayer play];
[start2 setTitle:#"Stop" forState:UIControlStateNormal];
clicked = 1;
clicked2 = 0;
} else
if (audioPlayer.playing == YES) {
[audioPlayer stop];
[start2 setTitle:#"Start" forState:UIControlStateNormal];
clicked = 0;
}
}
My IBActions are linked to UIButtons and the 'start's are UIButton references. Whenever I click on 'start' it plays 'k.mp3' fine, however if I then click on 'start2' AFTER it starts to play the 'k.mp3' file, and not the chicken file. Whichever button I click on first is what the url is set to. This is my first iPhone OS application project so I realize there are probably some embarrassing coding mistakes in there (feel free to correct me). I'd like an answer that would be applicable to multiple buttons, even for some 30 buttons so I do not have to copy and paste stop audio player 1, 2, and 3 for each button.
To summarize: I have multiple buttons that play one sound each, I would like no more than one sound playing at a time; when I click on a button it plays 1 sound and all other audio players stop. I would prefer having only one AVAudioPlayer instance for simplicity. Thanks in advance!
Check if application control goes into - (IBAction)play2
And if control goes in it and it is still not working then you might try [audioPlayer release] before
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
that might do the trick for you
Related
I am trying to make a background music in my game with AVAudioPlayer, so I set this code at the initWithSize method of my SKScene:
//SETTING BACKGROUND MUSIC//
NSError * err = nil;
NSURL * musicFile = [[NSBundle mainBundle] URLForResource:#"Cosmic Rush" withExtension:#"m4a"];
music = [[AVAudioPlayer alloc] initWithContentsOfURL:musicFile error:&err];
if(err)
{
NSLog(#"%#", [err userInfo]);
return;
}
[music prepareToPlay];
music.numberOfLoops = -1;
[music setVolume:0.5];
//SETTING BACKGROUND MUSIC//
Then, in another method: [music play]; However, the sound never plays, and I have tried all sort of extensions: .mp3, .caf, .mp4 etc. I have also checked people who had the same problem, but none of the solutions that solved their problems worked with mine.
there is a easier way to add background music to your scene. i use the following steps and works just as good as any other methods and it is easier.
import the #import AVFoundation; at the top of your scene.
add it as a property right after your #implementation.
AVAudioPlayer *_backgroundMusicPlayer;
then declare a method for the music
- (void)playBackgroundMusic:(NSString *)filename
{
NSError *error;
NSURL *backgroundMusicURL =
[[NSBundle mainBundle] URLForResource:filename
withExtension:nil];
_backgroundMusicPlayer =
[[AVAudioPlayer alloc]
initWithContentsOfURL:backgroundMusicURL error:&error];
_backgroundMusicPlayer.numberOfLoops = -1;
[_backgroundMusicPlayer prepareToPlay];
[_backgroundMusicPlayer play];
}
after that create a reference to that method in your -(id)initWithSize:(CGSize)size like the following
[self playBackgroundMusic:#"bgMusic.mp3"];
that should take care of the background music for you.
Hi in my application, audio is playing when user press the button but now I have two audio buttons like audio1 and audio2, now I want to play second audio after a time interval once the audio1 is completed by clicking the same button.
- (IBAction)btn1:(id)sender {
NSString *audioPath = [[NSBundle mainBundle] pathForResource:#"audio" ofType:#"mp3" ];
NSURL *audioURL = [NSURL fileURLWithPath:audioPath];
NSError *error;
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:audioURL error:&error];
[self.audioPlayer play];
}
The above code I have used for play one audio now I want to play second audio once the first audio completed please tell me how to make it.
Thanks.
Try this:
You have to add a bool variable with the name 'firstAudioPlayed' on start the variable should be NO or FALSE.
- (IBAction)btn1:(id)sender {
if (![self.audioPlayer isPlaying]) {
NSString *audioPath;
if (self.firstAudioPlayed) {
audioPath = [[NSBundle mainBundle] pathForResource:#"audio2" ofType:#"mp3" ];
} else {
audioPath = [[NSBundle mainBundle] pathForResource:#"audio1" ofType:#"mp3" ];
}
NSURL *audioURL = [NSURL fileURLWithPath:audioPath];
NSError *error;
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:audioURL error:&error];
[self.audioPlayer play];
self.firstAudioPlayed = !self.firstAudioPlayed;
}
}
I'm not sure if it's working like this, else just ask with a comment...
Explication of the code:
First you check if the player is already playing a song, if he isn't, you check if the first audio already has played (self.firstAudioPlayed) with this you can give the correct path to load the audio file. Now you play this audio file.
(Sorry for my grammar and my english, corrections are welcome)
You probably should use player's delegate. Set audioPlayer.delegate=self; and implement audioPlayerDidFinishPlaying:successfully: method to see when a player finished playing.
Then you can do whatever you want in there, for example start the second audio.
I need to make an application in iOS who make different sound like "beep" during her fonctionnement.
I have implemented interaction to background ipod with MPMusicPlayerController.
The probleme:
I do not hear the "beep" due to the volume of music from ipod.
I need to reduce the volume of the ipod but NOT reduce the volume of my application.
The tomtom application make that when the speaker give information about the direction to take. But I do not know how.
I have try this code:
- (void)playSoundCountDown{
NSError *errorObject = nil;
[[AVAudioSession sharedInstance]setCategory:AVAudioSessionCategoryAmbient error:&errorObject];
if (errorObject) {
NSLog(#"Error setting category! %#",errorObject);
}
NSString *path = [[NSBundle mainBundle] pathForResource:#"countDownFiveToOne" ofType:#"caf"];
theSound = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:nil];
theSound.delegate = self;// (AVAudioPlayer *theSound;)
[theSound setVolume:0.4f];
[theSound play];
float volumeDecrease = 0.2f;
MPMusicPlayerController* iPodMusicPlayer = [MPMusicPlayerController iPodMusicPlayer];
[iPodMusicPlayer setVolume:volumeDecrease];
}
But "setVolume" reduce the volume of all sound of the device, included the sound of my app...
I need your help please.
Thanks.
Instead of decreasing the volume, try enabling ducking:
- (void)playSoundCountDown{
NSError *errorObject = nil;
[[AVAudioSession sharedInstance]
setCategory: AVAudioSessionCategoryAmbient
withOptions: AVAudioSessionCategoryOptionDuckOthers
error: nil];
NSString *path = [[NSBundle mainBundle] pathForResource:#"countDownFiveToOne" ofType:#"caf"];
theSound = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:nil];
theSound.delegate = self;
[theSound setVolume:0.4f];
[theSound play];
}
My client wants to create an app in which user can play 4 audio at once and then start start any audio and then record them as one file.
I have not worked on audio/video apps so i want to know that is that possible in ios sdk?
How many audio file can be played at same time?
You can play many musics at the same time using AVAudioSession.
UInt32 allowMixing = true;
AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryMixWithOthers, sizeof(allowMixing), &allowMixing);
You can play multiple audio file with this code
NSString *songA = [[NSBundle mainBundle] pathForResource:#"songA" ofType:#"mp3"];
NSError *soundError = nil;
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:songA] error:&soundError];
if(self.player == nil)
NSLog(#"%#",soundError);
else
{
[self.player setDelegate:self];
[self.player setVolume:0.75];
[self.player play];
}
NSString *songB = [[NSBundle mainBundle] pathForResource:#"songB" ofType:#"mp3"];
soundError = nil;
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:songB] error:&soundError];
if(self.player == nil)
NSLog(#"%#",soundError);
else
{
[self.player setDelegate:self];
[self.player setVolume:0.25];
[self.player play];
}
To marge more than one audio file you can use ans from this question Combining two .caf files on iPhone
hi does anyone know how to add audio to buttons i have added the framework creatd an action that place the sounds but when i press the button no sound plays?
heres what i have done so far
-(void)buttonSound{
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/ButtonSound.mp3", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
audioPlayer2 = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer2.numberOfLoops = -1;
[audioPlayer2 play];
}
- (IBAction)backToMenu:(id)sender {
[self buttonSound];
[self.navigationController popViewControllerAnimated:YES];
}
For short system sounds, you should use something like:
SystemSoundID sound;
CFURLRef alertURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), (CFStringRef)#"ButtonSound", CFSTR("mp3"), NULL);
OSStatus status = AudioServicesCreateSystemSoundID(alertURL, &sound);
AudioServicesPlayAlertSound(sound);
your audioplayer is getting released by immediately popping up navigation controller.
if you remove this line:
[self.navigationController popViewControllerAnimated:YES];
you should be able to hear the audio file (if the path is correct).