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.
Related
I want to play a audio on Button click. I have tried this code but audio is not playing:-
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"sound" ofType:#"mp3"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithData:soundFileURL error:nil];
audioPlayer.delegate = self;
audioPlayer.volume=1.0;
[audioPlayer setNumberOfLoops:1];
[audioPlayer play];
you haven't created a player item
//declare in .h file
AVPlayerItem *playerItem;
//then in .m file
player = [AVPlayer playerWithPlayerItem:playerItem];
after that play it
[player play];
First, it appears you are using initWithData to access an audio file pointed to by a URL.
You should instead use initWithContentsOfU‌RL.
Another issue could be due to a common error in implementing the audio player.
If the AVAudioPlayer you are creating is inside a function, it will be released, or deallocated, at the end of the function. This is why the audio does not play.
To fix this problem, make the AVAudioPlayer a property or instance variable in your class so that it does not get immediately deallocated.
For example, a property is declared in your header as
#property(strong, nonatomic) AVAudioPlayer *audioPlayer;
and initialized in your implementation with
self.audioPlayer = [[AVAudioPlayer alloc] initWithData:soundFileURL error:nil];
If this does not solve your problem, then the issue is likely to do with the file pointed to by your URL.
NSString *soundFilePath = [NSString stringWithFormat:#"%#/test.mp3",
[[NSBundle mainBundle] resourcePath]];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops = -1; //Infinite
[player play];
print "soundFileURL" . check whether it is null(in case soundFileURL contains spaces it results/prints null ) and if it not a null value check the file name is spelled exactly correct or not(i.e., here your file name is "sound")
var asyncaAudioPlayer: AVAudioPlayer!
let audioFilePath = NSBundle.mainBundle().pathForResource(fileName, ofType: "mp3")
let audioFileUrl = NSURL.fileURLWithPath(audioFilePath!)
asyncaAudioPlayer = AVAudioPlayer(contentsOfURL: audioFileUrl, fileTypeHint: nil)
audioPlayerArray.append(asyncaAudioPlayer)
asyncaAudioPlayer.prepareToPlay()
asyncaAudioPlayer.play()
Your problem is you set NSURL for initWithData -> Wrong.
in case it sound play multi time, you should prepare your sound Data and keep it as strong ref.
and you should use CGD and global queue instead of main queue.
-(void)onTouchUpInside{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0), ^{
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithData:self.soundFileData error:nil];
audioPlayer.delegate = self;
audioPlayer.volume=1.0;
[audioPlayer setNumberOfLoops:1];
if ([audioPlayer prepareToPlay] && [audioPlayer play])
{
NSLog(#"play Success!");
}
else
{
NSLog(#"Failed to play the audio file.");
}
});
}
I have a series of sound files ranging from 0.3s to 3.0s.
When trying to play with AVAudioPlayer, I get nothing, unless I add a sleep(4) call after to ensure the sound can play. Really weird.
Apart from that, no errors with the error param that gets passed in, and the [player play] returns YES every time. The delegate methods are not called, though, oddly enough.
Here's my code.
(.m file)
#interface MyClass ()
#property (nonatomic, strong) AVAudioPlayer *soundPlayer;
#end
#implementation SLInspireKit
//view did load here
- (void)playRandomSound {
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayback error:nil];
NSError *error;
NSString *musicFileName = [NSString stringWithFormat:#"my-sound-%d.aiff", arc4random_uniform(8)];
NSString *path = [NSString stringWithFormat:#"%#/%#", [[NSBundle mainBundle] resourcePath], musicFileName];
NSURL *soundUrl = [NSURL fileURLWithPath:path];
self.soundPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundUrl error:&error];
self.soundPlayer.delegate = self;
[self.soundPlayer setVolume:1.0];
[self.soundPlayer prepareToPlay];
if ([self.soundPlayer play]){
NSLog(#"Played fine");
} else {
NSLog(#"Did not play fine");
}
sleep(1); //uncomment this out, and nothing. Set to 1, first second of each sound, 2, 2 seconds and so on.
}
Any ideas? I don't think it's an ARC thing, but it could be :/ I have to initiate each time because the sound changes each time.
Quick summary of the comments:
Turns out the sleep(n) was needed since the entire class containing the AVAudioPlayer was deallocated.
Retaining the class fixes the issue.
Cheers!
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.
This code works in a test app, but not in the app in which I want the audio to play.
-(void) playTutorialAudio
{
_theAudioFile = [[NSBundle mainBundle] pathForResource:#"Welcome" ofType:#"mp3"];
NSLog(#"playTutorialAudio _theAudioFile %#",_theAudioFile);
NSURL *playTutorialURL = [NSURL fileURLWithPath:_theAudioFile ];
_audioPlayAlert = [[AVAudioPlayer alloc] initWithContentsOfURL:playTutorialURL error:NULL];
[_audioPlayAlert setDelegate:self];
[_audioPlayAlert prepareToPlay];
_audioPlayAlert.volume = 1.0;
[_audioPlayAlert play];
}
The code works with other audio files.
It will work, You need to change your implementation like this. Please notice your init method.
#property (nonatomic, retain) AVAudioPlayer *cellTapSound;
may be in viewDidLoad
cellTapSound = [[AVAudioPlayer alloc] initWithContentsOfURL:[[NSBundle mainBundle] URLForResource:#"ting" withExtension:#"wav"] error:nil];
[cellTapSound prepareToPlay];
Now may be on click of some button, you can give a shot like this :
if (cellTapSound.isPlaying) [cellTapSound setCurrentTime:0.0];
[cellTapSound play];
hope that helps.
I'm student working on a coding exercise and I am stumped!
I have two instances of AVAudioPlayer in my app - I can load the songs into each player using a direct path no problem.
What I'd like to be able to do is play multiple songs held within an array on each player.
Is this possible? and if so how would I go about doing this?
In my plist I have the key set to "One.mp3" as a string and the value as the path to the file... (was guessing at that part).
Thanks for any insight.
- (void)viewDidLoad {
[super viewDidLoad];
//multiple song array
NSString *soundsPath = [[NSBundle mainBundle] pathForResource:#"soundslist"
ofType:#"plist"];
soundsList = [[NSArray alloc] initWithContentsOfFile:soundsPath];
NSString* filename = [soundsList objectAtIndex:0];
NSString *path = [[NSBundle mainBundle] pathForResource:filename
ofType:#"mp3"];
AVAudioPlayer * newAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path]
error:NULL];
self.audioPlayer = newAudio; // automatically retain audio and dealloc old file if new file is loaded
[newAudio release]; // release the audio safely
audioPlayer.delegate = self;
[audioPlayer prepareToPlay];
[audioPlayer setNumberOfLoops:0];
[audioPlayer play];
}
It sounds like you want to try to play multiple songs on a single player. This isn't possible as stated in the AVAudioPlayer Overview (4th bullet). It is possible to play multiple songs with multiple AVAudioPlayers. Something like this:
NSMutableArray *audioPlayers = [NSMutableArray arrayWithCapacity:[soundsList count]];
for (NSString *soundPath in soundsList) {
NSError *error = nil;
AVAudioPlayer *audioPlayer = [AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:&error];
[audioPlayers addObject:audioPlayer];
audioPlayer.delegate = self;
[audioPlayer prepareToPlay];
[audioPlayer setNumberOfLoops:0];
[audioPlayer play];
}
I would suggest that you hardcode the file path instead of reading it in with a plist. Once you get that working, then you can try reading it in with the plist. Something like this would work:
NSURL *soundURL = [[NSBundle mainBundle] URLForResource:#"One" withExtension:#"mp3"];
AVAudioPlayer *soundPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:&error]
This way, you remove one level of indirection and one point of failure.