Prompting AVAudioPlayer to play based on a timer - objective-c

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];
}

Related

AVAudioPlayer Play/Pause/Stop local audio file on three different buttons

I want to play/pause/stop local audio file. Buttons for all functionalities are different. Check attached screenshot for reference.
Below is my click events,
-(IBAction)click_Play:(id)sender {
NSString *path;
NSURL *url;
//where you are about to add sound
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory:AVAudioSessionCategoryPlayback error:nil];
path =[[NSBundle mainBundle] pathForResource:#"MySong" ofType:#"mp3"];
url = [NSURL fileURLWithPath:path];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:NULL];
[player setVolume:1.0];
[player prepareToPlay];
[player play];
}
-(IBAction)click_Pause:(id)sender {
[player pause];
}
-(IBAction)click_Stop:(id)sender {
[player stop];
}
Here, I am facing issue in pause functionality. After pausing the audio when I click on play button again. It start playing from starting and not at the point where I pause it. Any solution?
Thanks in advance!
Change your code to this:
-(IBAction)click_Play:(id)sender {
if (!player)
{
NSString *path;
NSURL *url;
//where you are about to add sound
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory:AVAudioSessionCategoryPlayback error:nil];
path =[[NSBundle mainBundle] pathForResource:#"MySong" ofType:#"mp3"];
url = [NSURL fileURLWithPath:path];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:NULL];
[player setVolume:1.0];
[player prepareToPlay];
[player play];
}
else {
[player play];
}
}
Don't create instance of AVAudioSession and AVAudioPlayer again and again in play button action. So, keep it simple, create instance of AVAudioSession and AVAudioPlayer in viewDidLoad
- (void)viewDidLoad {
[super viewDidLoad];
NSString *path;
NSURL *url;
//where you are about to add sound
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory:AVAudioSessionCategoryPlayback error:nil];
path =[[NSBundle mainBundle] pathForResource:#"MySong" ofType:#"mp3"];
url = [NSURL fileURLWithPath:path];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:NULL];
[player setVolume:1.0];
[player prepareToPlay];
}
-(IBAction)click_Play:(id)sender {
[player play];
}
-(IBAction)click_Pause:(id)sender {
[player pause];
}
-(IBAction)click_Stop:(id)sender {
[player stop];
}
Edit:
Call this method when you what to change track. I'll never recommend to create instance of object again and again
-(void)changeTrackWithPath:(NSString *)path{
AVPlayerItem *playerItem = [[AVPlayerItem alloc] initWithURL:[NSURL fileURLWithPath:path]];
[player replaceCurrentItemWithPlayerItem:playerItem];
[player play];
}

Play sound when app is in background or screen is locked

I have a timer that plays a sound when time reaches 0, but now I can't understand how to fire the event in order to play the sound if the app is in background mode or the screen is locked, What I found searching on the web was to set "UIBackgroundModes" in my .plist file, and add "audio" as array member.
UIBackgroundModes Array
Item0 String audio
Then add in the app delegate the following code:
NSError *setCategoryErr = nil;
NSError *activationErr = nil;
[[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayback error:&setCategoryErr];
[[AVAudioSession sharedInstance] setActive:YES error:&activationErr];
But the sound doesn't get played.. So I was wondering if it's possible to do something like this or I should change method
EDIT:
I imported:
#import <AudioToolbox/AudioToolbox.h>
#import <AVFoundation/AVFoundation.h>
And this is the code I use to create the sound:
AVAudioPlayer *player;
NSString *soundFilePath = [NSString stringWithFormat:#"%#/clock.mp3",
[[NSBundle mainBundle] resourcePath]];
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL
error:nil];
player.numberOfLoops = -1;
dispatch_async(dispatch_get_main_queue(), ^{
[player prepareToPlay];
});
Then to play it:
[player play];
I have just a snippet of Swift code but it should be easy to convert it to Obj-C
Try to use AVPlayerItem init with URL and then set AVPlayer init with PlayerItem
let assetUrl = self.nowPlayingItem!.associatedItem!.valueForProperty(MPMediaItemPropertyAssetURL) as! NSURL
let playerItem = AVPlayerItem(URL: assetUrl)
if let player = self.player {
player.replaceCurrentItemWithPlayerItem(playerItem)
} else {
self.player = AVPlayer(playerItem: playerItem)
}
self.player!.play()
and for this line of code:
NSString *soundFilePath = [NSString stringWithFormat:#"%#/clock.mp3",
[[NSBundle mainBundle] resourcePath]];
Have you tried:
[[NSBundle mainBundle] URLForResource:#"song" withExtension:#"mp3"];
// Create a new player item
NSURL *assetUrl = [nowPlayingItem valueForProperty:MPMediaItemPropertyAssetURL];
AVPlayerItem *playerItem = [AVPlayerItem playerItemWithURL:assetUrl];
// Either create a player or replace it
if (self.player) {
[self.player replaceCurrentItemWithPlayerItem:playerItem];
} else {
self.player = [AVPlayer playerWithPlayerItem:playerItem];
}
nowPlayingItem is here a MPMediaItem but just replace NSURL *assetUrl = [nowPlayingItem valueForProperty:MPMediaItemPropertyAssetURL]; by NSURL *assetUrl =[[NSBundle mainBundle] URLForResource:#"song" withExtension:#"mp3"];

background music

(using AVFoundation.framework)
#import "AVFoundation/AVFoundation.h"
So I got a problem, I tried this code first in init method of my class (that is the one that is loaded first)
NSString* soundFilePath = [[NSBundle mainBundle] pathForResource:#"music" ofType:#"mp3"];
NSURL* soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer* player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops=-1;
[player play];
But it didn't work, than I decided to do it in thread:
in init method:
[NSThread detachNewThreadSelector:#selector(playMusic) toTarget:self withObject:nil];
and method itself:
-(void) playMusic {
NSString* soundFilePath = [[NSBundle mainBundle] pathForResource:#"music" ofType:#"mp3"];
NSURL* soundFileURL = [NSURL fileURLWithPath:soundFilePath];
AVAudioPlayer* player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
player.numberOfLoops=-1;
[player play];
}
it is declared in *.h file of course. It also didn't work.
I tried to debug, on line
}
of playMusic method the file is played for 2 or 3 seconds and then stops. It isn't played without debug. What is the problem?
The AVAudioPlayer will be deallocated immediately. You need to retain the player.
So make the AVAudioPlayer an instance variable of the class.

Can I play loops using Audio Toolbox?

in my app i use AudioToolbox framework and i need to play a loop can i ?
this is the AVAudioplayer code that goes slowly with 2 touches simultaneously
- (AVAudioPlayer *)getNoteFromFilename:(NSString *)name andoftype:(NSString *)type{
NSString *soundPath = [[NSBundle mainBundle] pathForResource:name
ofType:type];
NSURL *fileURL = [NSURL fileURLWithPath:soundPath];
AVAudioPlayer *note = [[[AVAudioPlayer alloc] initWithContentsOfURL:fileURL
error:nil] autorelease];
return note;
}
in the viewdidload
ViewDidLoad {
self.Note = [self getNoteFromFilename:#"Note" andoftype:#"wav"];
}
calling it by this in IBAction :
[Note prepareToPlay];
[Note play];
NB: i have retaind all the button and the AVAudioPlayer
Use AVAudioPlayer instead. There you can easily loop using the numberOfLoops property.

Cocoa Touch - Loading AVAudioPlayer

I have this code to play a sound but the first time you play it it takes a good 5 seconds to load...
How can I speed this up?
-(IBAction)playSound{ //play the cricket noise
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"Cricket_Sound" ofType:#"mp3"];
audioPlayer =[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:soundPath] error:NULL];
audioPlayer.delegate = self;
[audioPlayer prepareToPlay];
audioPlayer.numberOfLoops = 0;
[audioPlayer play];
}
You can try by putting the following section of your code in viewDidLoad so that the audioPlayer instance is ready to play before it is asked to actually play the audio:
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"Cricket_Sound" ofType:#"mp3"];
audioPlayer =[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:soundPath] error:NULL];
audioPlayer.delegate = self;
[audioPlayer prepareToPlay];
audioPlayer.numberOfLoops = 0;