.mp3 and .wav files works on simulator, but not on device - objective-c

I have very common question as i searched for it but cant get the correct answer for me.
here is the piece of code on which I m trying hard to play Audio files.
in viewDidLoad method:
NSURL *buttonSound = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/button4.wav", [[NSBundle mainBundle] resourcePath]]];
NSURL *correctSound = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/key_drop1.wav", [[NSBundle mainBundle] resourcePath]]];
NSURL *wrongSound = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/sound8.mp3", [[NSBundle mainBundle] resourcePath]]];
NSError *error;
ButtonPressedSound = [[AVAudioPlayer alloc] initWithContentsOfURL:buttonSound error:&error];
ButtonPressedSound.numberOfLoops = 0;
correctAnsweredSound = [[AVAudioPlayer alloc] initWithContentsOfURL:correctSound error:&error];
correctAnsweredSound.numberOfLoops = 0;
wrongAnsweredSound = [[AVAudioPlayer alloc] initWithContentsOfURL:wrongSound error:&error];
wrongAnsweredSound.numberOfLoops = 0;
in IBAction of pressing a button m calling "play" in this way.
[ButtonPressedSound play];
[self performSelector:#selector(stop) withObject:nil afterDelay:0.50];
[correctAnsweredSound play];
[self performSelector:#selector(stop) withObject:nil afterDelay:0.50];
[wrongAnsweredSound play];
[self performSelector:#selector(stop) withObject:nil afterDelay:1.0];
my play and stop methods are :
-(IBAction)play
{
self.ButtonPressedSound.currentTime = 0;
[self.ButtonPressedSound play];
self.correctAnsweredSound.currentTime = 0;
[self.correctAnsweredSound play];
self.wrongAnsweredSound.currentTime = 0;
[self.wrongAnsweredSound play];
}
-(IBAction)stop
{
[self.ButtonPressedSound stop];
[self.correctAnsweredSound stop];
[self.wrongAnsweredSound stop];
}
what I have done so far...
I have searched to these links but not get the answer for my code.
AVAudioPlayer only plays in simulator but not device why?! (iPhone-SDK)
mp3 Sounds Playing on simulator but not on Device (Audio BeatBox)
http://www.icodeblog.com/2009/05/04/iphone-game-programming-tutorial-part-4-basic-game-audio/
...........
I have checked all the names n there is not any typo mistake.
Dont know where m getting wrong , pls help !!!

I've had similar problems before, but this solution is just a random guess that worked for me at the time.
On the real iPhone, file paths are case-sensitive. On the simulator, they are not. So I would check to make sure your file paths are exactly correct, including case.

Related

AVAudioPlayer on OS X not playing any sound

I'm trying to play a sound using AVAudioPlayer on os x (not iOS!). I'm using the following code:
AVAudioPlayer *player;
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:name ofType:#"mp3"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:
soundFileURL error:&err];
if( err ){
NSLog(#"Failed with reason: %#", [err localizedDescription]);
}
else{
player.delegate = self;
player.numberOfLoops = -1;
player.currentTime = 0;
player.volume = 1.0;
[player play];
}
All is ok, and the player calls play function without the errors. However I can't hear any sound after that. I'm sure that my audio file is ok, because I was able to play it using NSSound class. The reason I want to use AVAudioPlayer is that when I'm using NSSound class and I play it in a loop there is short pause in between and that's why I wanted to try AVAudioPlayer.
Define the *player as a property so it gets not evaporated after your method finishes.

Play Audio iOS Objective-C

I'm trying to get an audio file playing in my iOS app. This is my current code
NSString *soundFilePath = [NSString stringWithFormat:#"%#/test.m4a", [[NSBundle mainBundle] resourcePath]];
NSLog(#"%#",soundFilePath);
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
[[AVAudioSession sharedInstance] setActive: YES error: nil];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
[audioPlayer setVolume:1.0];
audioPlayer.delegate = self;
[audioPlayer stop];
[audioPlayer setCurrentTime:0];
[audioPlayer play];
I've being checking a bunch of other posts but they all generally do the same thing. I'm not getting an error, but I don't hear any audio playing on the simulator or device.
This is the path I get for the audio file on the simulator
/Users/username/Library/Application Support/iPhone Simulator/5.1/Applications/long-numbered-thing/BookAdventure.app/test.m4a
Any help is appreciated!
Maybe you should try using the NSBundle method pathForResource:ofType: method to create the path to the file.
The following code should successfully play an audio file. I have only used it with an mp3, but I imagine it should also work with m4a. If this code does not work, you could try changing the format of the audio file. For this code, the audio file is located in the main project directory.
/* Use this code to play an audio file */
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"test" ofType:#"m4a"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops = -1; //Infinite
[player play];
EDIT
Ok, so try this:
NSString *soundFilePath = [NSString stringWithFormat:#"%#/test.m4a",[[NSBundle mainBundle] resourcePath]];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops = -1; //Infinite
[player play];
Also, make sure you do the proper imports:
#import <AudioToolbox/AudioToolbox.h>
#import <AVFoundation/AVFoundation.h>
You need to store a strong reference to 'AVAudioPlayer'
#property (strong) AVAudioPlayer *audioPlayer;
And if you are sure that your audio file is in following Bundle Resources, it should play.
Project>Build Phases>Copy
To play file with extension .caf, .m4a, .mp4, .mp3,.wav, .aif
Download following two files from GitHub
SoundManager.h
SoundManager.m
Add these files to your project
Also add audio files to resource folder (sample files)
mysound.mp3, song.mp3
Import header file in desired file
#import "SoundManager.h"
And add following two lines in -(void)viewDidLoad
[SoundManager sharedManager].allowsBackgroundMusic = YES;
[[SoundManager sharedManager] prepareToPlay];
Use following line to play sound (mysound.mp3)
[[SoundManager sharedManager] playSound:#"mysound" looping:NO];
Use following line to stop the sound (mysound.mp3)
[[SoundManager sharedManager] stopSound:#"mysound"];
Also you can play music (song.mp3) as
[[SoundManager sharedManager] playMusic:#"song" looping:YES];
And can be stop music as
[[SoundManager sharedManager] stopMusic];
Complete Documentation is on GitHub
First import this framework to your file
#import <AVFoundation/AVFoundation.h>
Then declare an instance of AVAudioPlayer.
AVAudioPlayer *audioPlayer;
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"Name of your audio file"
ofType:#"type of your audio file example: mp3"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
audioPlayer.numberOfLoops = -1;
[audioPlayer play];
To play your bundle audio file using below code if you generate the system sound ID
for(int i = 0 ;i< 5;i++)
{
SystemSoundID soundFileObject;
NSString *audioFileName = [NSString stringWithFormat:#"Alarm%d",i+1];
NSURL *tapSound = [[NSBundle mainBundle] URLForResource: audioFileName
withExtension: #"caf"];
// Store the URL as a CFURLRef instance
CFURLRef soundFileURLRef = (__bridge CFURLRef) tapSound;
// Create a system sound object representing the sound file.
AudioServicesCreateSystemSoundID (
soundFileURLRef,
&soundFileObject
);
[alarmToneIdList addObject:[NSNumber numberWithUnsignedLong:soundFileObject]];
}
You can play the sound by using below code
AudioServicesPlaySystemSound([[alarmToneIdList objectAtIndex:row]unsignedLongValue]);
To achieve this below framework need to add in your Xcode
AudioToolbox
Finally below header files are needs to be import in controller
#import AudioToolbox/AudioToolbox.h
#import AudioToolbox/AudioServices.h
Updated for Swift 4
Playing from main bundle
- iOS 11 only
import AVFoundation
var player: AVAudioPlayer?
The following code loads the sound file and plays it, returning an error if necessary.
guard let url = Bundle.main.url(forResource: "test", withExtension: "m4a") else { return }
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
guard let player = player else { return }
player.play()
} catch let error {
// Prints a readable error
print(error.localizedDescription)
}
Swift 4.2
var soundFilePath = "\(Bundle.main.resourcePath ?? "")/test.m4a"
var soundFileURL = URL(fileURLWithPath: soundFilePath)
var player = try? AVAudioPlayer(contentsOf: soundFileURL)
player?.numberOfLoops = -1 //Infinite
player?.play()

Play music in the background using AVAudioplayer

I want to play music even if the app goes in background. I checked all stackoverflow links but none of them worked. Please help need to do it today.
I had used following code:-
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"Day At The Beach" ofType: #"mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath];
NSError *error;
playerTemp = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:&error];
playerTemp.numberOfLoops = 0;
AudioSessionSetActive(true);
[playerTemp play];
I had solved this question by referring iOS Application Background tasks
and make some changes in .plist file of our application..
Update
write this code in your controller's view did load method like this
- (void)viewDidLoad
{
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"in-the-storm" ofType:#"mp3"]];
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
[[AVAudioSession sharedInstance] setActive: YES error: nil];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
[audioPlayer play];
[super viewDidLoad];
}
I just wanted to add a note to Mehul's answer. This line:
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
is actually very important. I used other tutorials to get my AVAudioPlayer up and running. Everything worked fine except my audio would not START if the app was in the background. To clarify, my audio was fine if it was already playing when the app went into the background...but it would not start if the app was already in the background.
Adding the above line of code made it so my audio would start even if the app was in the background.
You need to set 'audio' as one of your UIBackgroundModes in Info.plist. Apple has documentation on the issue.
Write this line in to plist for background run...
<key>UIBackgroundModes</key>
<array>
<string>audio</string>
</array>
Write this code Where you want to use
AVAudioPlayer* audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:self.urlForConevW error:&error];
audioPlayer.delegate = self;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
[[AVAudioSession sharedInstance] setActive: YES error: nil];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
audioPlayer.numberOfLoops = 1;
[audioPlayer play];
Step1
Make the following changes in info.plist
Application does not run in background : NO
Required background modes
item0 :App plays audio or streams audio/video using AirPlay
Step 2
Don't forget to add the following things in MainViewController.h file
#import <'AVFoundation/AVAudioPlayer.h>
#interface MainViewController:<'AVAudioPlayerDelegate>
AVAudioPlayer *H_audio_player;
Step 3
Add the following code inside the play action of your MainViewController class.
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"%d-%d",C_CID, C_SID] ofType:#"mp3"];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
H_audio_player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
H_audio_player.delegate = self;
H_audio_player.numberOfLoops = -1;
Also important here if you are using MPMusicPlayerController:
You must use:
[MPMusicPlayerController iPodMusicPlayer]
And Not
[MPMusicPlayerController applicationMusicPlayer]
Also if you don't want your app to stop music which was playing when your app is started, look here:
AVAudioPlayer turns off iPod - how to work around?
You can use MPMoviePlayerController even to play solo-audio movies. If you like it, read this detailed Apple Library Technical Q&A:
iOS Developer Library Technical Q&A QA1668
I use the below code. It work for me, and call on the button click of audio player instance method.
NSError *error; NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"music" ofType:#"mp3"]];
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:&error];
[[AVAudioSession sharedInstance] setActive:YES error: &error];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
[self.player prepareToPlay];
From all answers is missing this code to control the player when user is waking the device:
- (BOOL)canBecomeFirstResponder {
return YES;
}
- (void)remoteControlReceivedWithEvent:(UIEvent *)event {
switch (event.subtype) {
case UIEventSubtypeRemoteControlPlay:
[_audioPlayer play];
break;
case UIEventSubtypeRemoteControlPause:
[_audioPlayer pause];
break;
default:
break;
}
}
And you have all these options:
UIEventSubtypeRemoteControlPlay = 100,
UIEventSubtypeRemoteControlPause = 101,
UIEventSubtypeRemoteControlStop = 102,
UIEventSubtypeRemoteControlTogglePlayPause = 103,
UIEventSubtypeRemoteControlNextTrack = 104,
UIEventSubtypeRemoteControlPreviousTrack = 105,
UIEventSubtypeRemoteControlBeginSeekingBackward = 106,
UIEventSubtypeRemoteControlEndSeekingBackward = 107,
UIEventSubtypeRemoteControlBeginSeekingForward = 108,
UIEventSubtypeRemoteControlEndSeekingForward = 109,
If even after setting audio as one of your UIBackgroundModes in the plist the audio stops when going to background, try setting your application's audio session to media playback.
Here's the related reference:
https://developer.apple.com/library/ios/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/Introduction/Introduction.html
Here's about what the code's gonna look like:
NSError *activationError = nil;
[[AVAudioSession sharedInstance] setActive: YES error: &activationError];
NSError*setCategoryError = nil;
[[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayback error: &setCategoryError];
To play your audio in background
Step 1 :Just add in your info.plistmake an array
step2 :
- (void)applicationDidEnterBackground:(UIApplication *)application
{
__block UIBackgroundTaskIdentifier task = 0;
task=[application beginBackgroundTaskWithExpirationHandler:^{
NSLog(#"Expiration handler called %f",[application backgroundTimeRemaining]);
[application endBackgroundTask:task];
task=UIBackgroundTaskInvalid;
}];
}
step3 :
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"iNamokar" ofType:#"mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:soundFilePath];
AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
[[AVAudioSession sharedInstance] setActive: YES error: nil];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
[player prepareToPlay];
[self.player play];
From Apple's sample code: Audio Mixer (MixerHost)
// If using a nonmixable audio session category, as this app does, you must activate reception of
// remote-control events to allow reactivation of the audio session when running in the background.
// Also, to receive remote-control events, the app must be eligible to become the first responder.
- (void) viewDidAppear: (BOOL) animated {
[super viewDidAppear: animated];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
[self becomeFirstResponder];
}
I think remote control events are not needed for the following case:
AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryMixWithOthers,
sizeof(value), &value);

Prompting AVAudioPlayer to play based on a timer

I am trying to setup a stopwatch alarm that is enabled via UISwitch. I want the alarm to be triggered after an x amount of secs after the timer has started. I have an ivar int variable (timerCount) that holds the amount of secs that has passed and I want to play a sound based on that ivar. When the timer begins and I enable the switch I would hope that the player would fire at 10 secs, but that is not the case. I know the "if statement" is the culprit because when I remove it the AVPlayer will play the wav file when the switch is enabled. I just need another set of eyeballs to look at this and figure out what I missed.
Here is the code snippet:
- (IBAction)timerSound{
if (voiceSwitch.on){
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"horn"
ofType:#"wav"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:soundFilePath];
player = [[AVAudioPlayer alloc] initWithContentsOfURL: fileURL error: nil];
if (timerCount == 10)
[self.player play];
}
else {
[self.player stop];
}
}
You are looking for playAt:.
Example based on yours –
- (IBAction)valueChanged:(id)sender {
UISwitch *aSwitch = (UISwitch*)sender;
if ( aSwitch.on ) {
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:#"horn"
ofType:#"wav"];
NSURL *fileURL = [NSURL fileURLWithPath:soundFilePath];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL
error:nil];
[audioPlayer playAtTime:(audioPlayer.deviceCurrentTime + 3)];
} else {
[audioPlayer stop];
}
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
[self.theSwitch setOn:NO animated:YES];
[player release];
}

Audio playback does not start

NSError *err;
// Initialize audio player
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&err];
audioPlayer.delegate = self;
[audioPlayer play];
With the code above, I'm trying to initialize playback of a .mp3 file, however the playback does not start at all. There is no sound. What am I doing wrong? I have inspected 'err' and there is nothing there.
Edit: After adding AVAudioSession, I'm getting the following error from AVAudioPlayer
The operation couldn’t be completed. (OSStatus error -43.)
Apparently AVAudioPlayer does not support streaming via. HTTP as I was trying to do, so by using AVPlayer instead, I got it working.
Did you initialize a AVAudioSession?
The following works fine for me. Might give you a hint of whats not working for you.
Initializing:
AVAudioSession* session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryAmbient error:nil];
[session setActive:TRUE error:nil];
Loading:
AVAudioPlayer* audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileUrl error:nil];
audioPlayer.numberOfLoops = 0;
[audioPlayer prepareToPlay];
audioPlayer.volume = 1.0;
Playing:
[audioPlayer play];
Update
To find the right NSRUL for fileUrl, I used this code:
NSURL* fileUrl = [NSURL fileURLWithPath:
[[NSBundle mainBundle] pathForResource:#"MySound" ofType:#"wav"] isDirectory:NO];
And then I added MySound.wav to the project (bundle).