Audio Playback Not Working (AudioToolbox/AudioServices) - iPad 3 - objective-c

I have a short method which plays an audio notification using the AudioToolbox/AudioServices library (i've removed most of the functional code for brevity):
- (IBAction)thatWasEasy:(id)sender {
NSBundle *mainBundle = [NSBundle mainBundle];
NSString *filePath = [mainBundle pathForResource:#"easy" ofType:#"mp3"];
NSURL *aFileURL = [NSURL fileURLWithPath:filePath isDirectory:NO];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((__bridge_retained CFURLRef)aFileURL, &soundID) ;
AudioServicesPlaySystemSound(soundID);
}
The audio plays correctly in the simulator as well as on iPad 1 and iPad 2 devices, however on the iPad 3 (Verizon LTE version) the sound is not heard. I've checked the devices sound settings thoroughly, and also converted the audio file type to wav, and caf with no difference in behavior.
Any suggestions on troubleshooting this a bit deeper? I unfortunately do not have another iPad 3 lying around for comparison. Appreciate the help!

Figured it out. When you go to [Settings] and select [Sounds] under the [General] tab you can verify that your ringer and alerts volume level is above zero, and when moving the slider the device will chime at the newly set level. In addition you will note that all of your specific tones are enabled in the list below. This is what threw me off when checking the device settings. I launched YouTube and other applications and was able to play sound just fine.
What I didn't realize until I spoke to another guy (who knows the product a little better), is that there is another method to mute system sounds. By pressing the circle button twice an icon bar is revealed on the bottom of the screen. If you drag the icons to the right with your finger a speaker icon is revealed. This happened to be muted for some reason...presumably after I performed a system restore recently. Tap it to un-mute and your back in business. Not sure why Apple designed it this way, but it would have been helpful (and saved me a few hours of tinkering) if it had been accessible under the device settings.

I don't think you can play an mp3 file on the device using AudioServicesPlaySystemSound
AudioServicesPlaySystemSound apple document
-(void)playAif:(NSString *)filename {
// NSLog(#"play: %#", filename);
SystemSoundID soundID;
NSString *path = [[NSBundle mainBundle]
pathForResource:filename ofType:#"aif"];
if (path) { // test for path, to guard against crashes
UInt32 sessionCategory = kAudioSessionCategory_AmbientSound; // 1
AudioSessionSetProperty (
kAudioSessionProperty_AudioCategory, // 2
sizeof (sessionCategory), // 3
&sessionCategory // 4
);
AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:path],&soundID);
AudioServicesPlaySystemSound (soundID);
}
}

Related

Issues Playing A Sound Multiple Times

I'm using SpriteKit for my Mac OS project with Objective C and I'm trying to play a certain sound over and over again when contact between two nodes occurs. I don't want the player to wait for the sound to complete before playing it again. The sound is only about 1 second long, but it repeats as fast as every 0.5 seconds. I've tried two different methods and they both have issues. I'm probably not setting something up correctly.
Method #1 - SKAction
I tried getting one of the sprites to play the sound using the following code:
[playBarNode runAction:[SKAction playSoundFileNamed:#"metronome" waitForCompletion:NO]];
The sound plays perfectly on time, but the sound is modified. It sounds like reverb (echo) was applied to it and it has lost a lot of volume as well.
Method #2 - AVAudioPlayer
Here's the code I used to set this up:
-(void) initAudio {
NSString *path = [NSString stringWithFormat:#"%#/metronome.mp3", [[NSBundle mainBundle] resourcePath]];
NSURL *metronomeSound = [NSURL fileURLWithPath:path];
_audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:metronomeSound error:nil];
[_audioPlayer prepareToPlay];
}
Later on in code it is called like this:
[_audioPlayer play];
The issue with this one is that it seems to wait until it's completed playing the first time before playing the sound again. Basically it fails to play many times.
Am I setting this up incorrectly? How can I fix this? Thanks in advance.
Retry method 1, but instead of having the sprite play the sound, have the scene play the sound via
[self runAction:[SKAction playSoundFileNamed:#"metronome" waitForCompletion:NO]];
inside the game SKScene class

iOS MPMoviePlayerController does not play audio after the app was relaunched on iPad

I'm trying to use MPMoviePlayerController to create an audio player without having to implement my own scrubbing and play/pause button.
I have code that records audio into NSData and saves it to disk. The method below tests audio by playing it with the MPMoviePlayerController.
The code below works (plays audio, it is heard) if I execute the method immediately after recording is done. It also works if I press home button, then return to the app.
However, when I kill the app and restart, or hit "run" from xCode, I do not hear any audio. Here are the symptoms:
The code below lists that the NSData exists on disk and has length
The path to NSData is the same both times
NSData is kAudioFormatMPEG4AAC format
The media player displays correct duration
Media player's scrubber moves from start to finish
Speaker volume is set to maximum in both cases.
No audio is heard after the app was killed and restarted.
What could be causing my MPMoviePlayerController to not provide any audio upon app relaunch? I'm writing the audio length into the file's extended attributes, could this be messing with the "Playability" of the file?
-(void)testPlayback:(AudioNote*)note
{
NSString* path = [note filepath];
if(note == nil || path.length == 0)
{
return;
}
NSURL* url = [NSURL fileURLWithPath:path];
//file exists, and data exists on disk in both cases
NSString* exists = ([note fileExists]? #"YES":#"NO");
NSUInteger length = note.fileData.length;
DLog(#"Playing note (exists: %#, data length:%i), duration: %.2f",exists,length,note.durationSeconds);
self.moviePlayer=[[MPMoviePlayerController alloc] initWithContentURL:url];
self.moviePlayer.controlStyle=MPMovieControlStyleDefault;
[self.view addSubview:self.moviePlayer.view];
[self.moviePlayer prepareToPlay];
[self.moviePlayer play];
}

Sound only plays in iPhone Simulator, Not on Device [duplicate]

I created a simple audio app which plays a mp3 file. It works with no problem on Simulator(iOS 5 and 6) and iPod3GS (with iOS 5.1). But when I tried on my iPhone4S(iOS 6), it seems to work but doesn't sound anything.
"[audioPlayer duration]" gives me right value, and even "audioPlayerDidFinishPlaying" message of delegate shows the right finishing of play after duration time.
My iPhone4S works with no problem in other sound apps like Music, Video or Podcast.
Only it can't sound with my own custom app.
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"banana" ofType:#"mp3"]];
NSError *error;
if (error) {
NSLog(#"error in audioPlayer:%#", [error localizedDescription]);
}
else {
self.audioPlayer.delegate = self;
[self.audioPlayer prepareToPlay];
}
Is it simply a device problem or is there any clue about this problem?
Anyone had the similar experience?
I reset setting values on my phone and I rebooted it, but still the same problem.
I tested with mp3, wav and aiff files.
Turn the silencer off.
And double-check that you have both volumes turned up.

Audio and vibrate working in simulator not on ios device

First off, I'm fairly new with objective C. I want to play a sound and vibrate under a certain condition. My iPhone 4 is not on mute, I've checked case sensitivity and used both AVAudioPlay and SystemSound to try and play the file but even the vibrate will not work. AudioToobox and AVfoundation are imported in .h. The audio plays with both methods on the iOS simulator.
Heres the code using SystemSound:
if (al == 1){
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef soundFileURLRef;
soundFileURLRef =CFBundleCopyResourceURL(mainBundle, (CFStringRef) #"Alarm", CFSTR ("wav"), NULL);
UInt32 soundID;
AudioServicesCreateSystemSoundID(soundFileURLRef, &soundID);
AudioServicesPlaySystemSound(soundID);
AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);}
And with AVAudioPlayer:
if (al == 1) {NSString *path = [[NSBundle mainBundle] pathForResource:#"alarmtwo" ofType:#"wav"];
AVAudioPlayer *theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.numberOfLoops = 0;
theAudio.volume = 1.5;
[theAudio prepareToPlay];
[theAudio play];}
By the way, the variable al sets to 0 after it plays. Is my coding wrong to have the sound and vibrate work on the device itself? Is there a specific type of .wav file that needs to be played? Any help would be appreciated.
I was running into this same issue. There is actually a second volume setting specially for alerts that at least in my case was set to mute, even though my regular volume was up. Take a look under the sounds menu in the Settings app on the device and turn that up.
You probably don't want to use the alerts for an actual released app though if it is important that the sound actually play, since it will require users to make sure this separate audio setting is up.

maximize the sound effect in iPhone game by code?

I just built a game. It already has all the sounds. But for some reasons the sound effect of the click button is still small. How could I maximize the volume. I am not sure it is because of the quality of the sound files itself or because I din't increase the volume by code? could you guys help me out. Thanks in advance. Here is my code.
-(void) play
{
NSString *path = [NSString stringWithFormat:#"%#%#",[[NSBundle mainBundle] resourcePath],#"/menu_button_2.wav"];
SystemSoundID soundID;
NSURL *filePath = [NSURL fileURLWithPath:path isDirectory :NO];
AudioServicesCreateSystemSoundID((CFURLRef)filePath ,&soundID);
AudioServicesPlaySystemSound(soundID);
//AudioServicesDisposeSystemSoundID (soundID);
}
From the System Sound Services Reference:
The interface does not provide level, positioning, or timing control
I would assume level implies volume.
If you use AVAudioPlayer you can set the volume from 0.0 to 1.0 with the volume property, but I am sure that opens up a new set of problem tradeoffs.