Add Music to iOS programmatically - ios

Let say I want to create an iOS app that download music files from the internet.
Is it possible then to put this music files on the Music Library so that I can play it?

It's not possible. The only way to add music to your library is through iTunes or through the iTunes Store app. Even if you did find a way, it'd probably be through some private API and you'd probably get rejected on the app store.

As Simon said, you won't get music into the native music library. You could however store the audio files and use the AVFoundation Framework (AVAudioPlayer class) to replay them. You could also possibbly use the AudioToolbox framework. Problem is you would have to implement your own music library and your own playback functionality.
Did I mention you have roughly a 0% chance of this app making it into the app store?
It is clearly possible though...even trivial...

Well, in terms of possibility, it is possible if you jailbreak your device, you'd need 2 tweaks to do it:
"Safari download enabler" or manager: to allow you to download files.
"Bride": allows you to import downloaded or saved mp3 files or mp4 video files to your iOS library.
I've been using it for a while and it works like magic

You can have private API/Library. Though I never tried, but you can.
Here is the another similar post:
Programmatically add content to music library

Related

Audiio fiiles inside an iOS application

Is there a way inside an iOS Swift app of mine, to access the sound files I already have available in my itunes library on the same device?
Browsing the net I came accross something called File-Sharing and the UIFileSharingEnabled key, but that does not seem to be quite what I am looking for.
The files? I’m not sure.. if so only those you downloaded or bought on iTunes. For access to Apple Music you probably want to look into MusicKit.
However, there’s a way to get MediaItems via MPMediaPickerController (docs)

Save audio file to a user-friendly location swift 3 avfoundation

I am writing a simple recorder application which can record/play audio (via. AVFoundation) and save it locally to the iOS device. I've found several sources de
Initially, I would have liked to send out multiple of these saved audio files via email (MessageUI) such as with this simple example: https://gist.github.com/kellyegan/49e3e11fe68b5e6b5360 - though recently I have felt maybe I should forego this in favor of simply saving to the device and allowing the user to send out the file somehow.
Considering this, I feel it might be best to try to save the audio file to a more user-friendly destination. Is there any way I can save these files locally that might allow the user to 'share' them via iOS (outside of my application)? Maybe even to their iTunes library? This seemed promising: iOS - Save audio files to iTunes music library - but looks like the solution provided is actually for saving images to the 'photo album'
When I print the audio file's URL I get something like
'file:///var/mobile/Containers/Data/Application/AA3E5177-A8C8-4FFA-8EBC-85A2A6844A88/Documents/recording-2017-03-06-12-54.m4a'
I am a serious noob w/ Swift 3 and definitely with AVFoundation - I'd really appreciate any and all help/advice. Thanks in advance!
The URL 'file:///var/mobile/Containers/Data/Application/AA3E5177-A8C8-4FFA-8EBC-85A2A6844A88/Documents/recording-2017-03-06-12-54.m4a' may look elaborate to you, but in fact it is totally "user-friendly". It's a file in the app's Documents folder! Nothing could be simpler than that.
The URL in question would never be seen by the user; in fact, it won't even be the same between runs of your app.
Your app can certainly provide interface for the user to select one or more files, and can make them available for sharing out by means of UIActivityViewController or UIDocumentInteractionController.
You might also want to look into UIDocumentPickerViewController or even https://developer.apple.com/library/content/documentation/General/Conceptual/ExtensibilityPG/FileProvider.html
iOS apps are heavily sandboxed. The app's Documents directory (at the path you posted) is the typical place for files like this. You can enable file sharing from the app in iTunes (on the user's computer) by adding the UIFileSharingEnabled key (Application supports iTunes file sharing) to your Info.plist file.
The typical way to enable sharing within the app is by using UIDocumentInteractionController or UIActivityViewController.

Is possible to save recorder audio file in musics in swift?

Hi in my app I have one feature to record audio and save it application directory. Client asking me is it possible to save audio file in musics?. That is client need to play recorded audio file without our application. I searched lot but cant find solution
No all iOS applications are sandboxed and the app data generated by the app cannot be used by other apps and can't to saved into other apps. The only way to share data between apps is through UIActivityViewController and it unfortunately does not provide any way of opening a file in music app. It is possible for jailbroken devices however.

ios swift store videos

I am doing a video Library app. I want store 6 videos locally in this app. When user download this app, it already had those 6 videos. Also, those videos might be replaced later by other videos if the app has been updated from server. So where should I put those videos? The sandbox document or other place?
The pre-uploaded videos will always be in your bundle, you have no method to replace it. All the other videos will be in your sandbox as it's the only place you can use.
You can have a look at on-demand-resource introduced in iOS9, which may be what you want.
The Documents folder is indeed the best place to store videos or other files that you want to persist between launches of the application.
Because cellular data can be expensive and to reduce initial download size, I recommend allowing the user to download the video files only after installing your app.
The concept I'm talking about can be seen by looking at this related question (code is in Objective-C, tho).

iOS play file from iTunes library and modify samples on the run

So i am currently starting to develop a iOS app that will need to play audio files from iTunes library and modify audio stream with custom DSP effect that needs to modify RAW data.... I am still trying to decide if i am going to go with swift or objective-c...
I know how to access iTunes library using MediaPlayer framework, but i need a simple way to modify RAW audio data while playing and then play the modified stream back.... So the question is how can i modify the stream and then play it back, and if i use other framework than MediaPlayer framework to play songs with my DSP will my app pass the apple review?
This is exactly what AudioUnits are for. You can start here: https://developer.apple.com/documentation/audiounit

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