sound should start again when over - objective-c

i've got a sound which is started when the app starts, it's 30 seconds long. how can I repeat the song when it's over no matter in which viewcontroller i am?
my code:
-(void)playBgMusic {
NSString *path = [[NSBundle mainBundle] pathForResource:#"bgmusic" ofType:#"aif"];
theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play]; }
-(id)initWithCoder:(NSCoder *)coder {
self = [super initWithCoder:coder];
if(self)
{
[self playBgMusic];
}
return self; }

Try
theAudio.numberOfLoops = -1
Look at Apple's Documentation for more info.
The owner of the audioPlayer instance should be the appDelegate then to let it play wherever the user is in the app.

Related

NSSound stop function

Thanks for the help.
This activates basic playback of referenced file:
NSSound *sound = [[NSSound alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"ping" ofType:#"aiff"] byReference:NO];
[sound play];
What's the proper way to terminate playback? No luck implementing the following:
NSSound *sound = [[NSSound alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"ping" ofType:#"aiff"] byReference:NO];
if([sound isPlaying]) {
[sound stop];
Thanks for the assistance.
From the couple code snippets you included in your question, it looks like you are doing this:
// create new sound object
NSSound *sound = [[NSSound alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"ping" ofType:#"aiff"] byReference:NO];
// start it playing
[sound play];
and then you create another new sound object:
// create new sound object
NSSound *sound = [[NSSound alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"ping" ofType:#"aiff"] byReference:NO];
// this cannot be true - you just created the sound object
if([sound isPlaying]) {
[sound stop];
}
Try this very simple example (just add Play and Stop buttons to a view controller and connect them):
#import "ViewController.h"
#interface ViewController() {
NSSound *sound;
}
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// instantiate sound object with file from bundle
sound = [[NSSound alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"1162" ofType:#"aiff"] byReference:NO];
}
- (IBAction)playClicked:(id)sender {
if (sound) {
[sound play];
}
}
- (IBAction)stopClicked:(id)sender {
if (sound && [sound isPlaying]) {
[sound stop];
}
}
- (void)setRepresentedObject:(id)representedObject {
[super setRepresentedObject:representedObject];
}
#end

playing video in objective c

I try this but not work I can hear the sound but I can't see the image..How can I solve this??
in app delegate class:
- (IBAction)tanitimVideo:(id)sender {
// create our UnifeyeMobileViewController and present it
video* unifeyeMobileViewController = [[video alloc] initWithNibName:#"video" bundle:nil];
unifeyeMobileViewController.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
[viewController presentModalViewController:unifeyeMobileViewController animated:YES];
[unifeyeMobileViewController release];
}
in video.m class:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath = [bundle pathForResource:#"debutteaser" ofType:#"mp4"];
NSURL *movieURL = [[NSURL fileURLWithPath:moviePath] retain];
MPMoviePlayerController *theMovie = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
theMovie.scalingMode = MPMovieScalingModeAspectFill;
[theMovie play];
MPMoviePlayerViewController *moviePlayer = [[MPMoviePlayerViewController alloc] initWithContentURL:movieURL];
[self presentMoviePlayerViewControllerAnimated:moviePlayer];
}
Try using MPMoviePlayerViewController instead, very little code to get it working and you can do it all from your app delegate ;)
- (IBAction)tanitimVideo:(id)sender {
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath = [bundle pathForResource:#"debutteaser" ofType:#"mp4"];
MPMoviePlayerViewController *mp = [[MPMoviePlayerViewController alloc] initWithContentURL:[NSURL URLWithString:moviePath]];
mp.moviePlayer.scalingMode = MPMovieScalingModeAspectFill;
[self presentMoviePlayerViewControllerAnimated:mp];
[mp release];
}
Look at your .m file-
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath = [bundle pathForResource:#"debutteaser" ofType:#"mp4"];
NSURL *movieURL = [[NSURL fileURLWithPath:moviePath] retain];
MPMoviePlayerController *theMovie = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
theMovie.scalingMode = MPMovieScalingModeAspectFill;
[theMovie play];
////////// <<<<<>>>>>>>>>> //////////
MPMoviePlayerViewController *moviePlayer = [[MPMoviePlayerViewController alloc]
initWithContentURL:movieURL];
[self presentMoviePlayerViewControllerAnimated:moviePlayer];
}
why do you make 2 controllers (theMovie , moviePlayer) and you setting all in theMovie but running the moviePlayer.
it's should be like this:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath = [bundle pathForResource:#"debutteaser" ofType:#"mp4"];
NSURL *movieURL = [[NSURL fileURLWithPath:moviePath] retain];
MPMoviePlayerController *theMovie = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
theMovie.scalingMode = MPMovieScalingModeAspectFill;
[theMovie setShouldAutoplay:YES];
[self presentMoviePlayerViewControllerAnimated:theMovie];
}
hope it's help.

AVAudioPlayer causing memory leak

Not sure if this is a simulator issue or I am missing something, the following code gives me a memory leak although theAudio is released as in dealloc. I am playing a .wav file and the sound will change depending on the value of an integer. The App runs ok but 16 bit leak is flagged whwn I test this in xcode
Any suggestion is greatly appreciated:
#import <UIKit/UIKit.h>
#import <AVFoundation/AVFoundation.h>
#interface Water : UIViewController
<AVAudioPlayerDelegate>
{
}
#property (nonatomic,retain) AVAudioPlayer *theAudio;
-(IBAction) goButMenu: (id) sender;
-(IBAction) goDrinkMenu: (id) sender;
-(IBAction) playwater;
#end
#implementation Water
#synthesize theAudio;
-(IBAction) goDrinkMenu: (id) sender{
ButDrinkMenu *butdrinkmenu1 = [[ButDrinkMenu alloc] initWithNibName:nil bundle:nil];
[self presentModalViewController:butdrinkmenu1 animated:YES];
}
-(void) viewDidLoad {
if (BoyOrGirl == 1) {
NSString *path = [[NSBundle mainBundle] pathForResource:#"Applause" ofType:#"wav"];
theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
else {
NSString *path = [[NSBundle mainBundle] pathForResource:#"bongo" ofType:#"wav"];
theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
}
-(IBAction) playwater{
if (BoyOrGirl == 1) {
NSString *path = [[NSBundle mainBundle] pathForResource:#"Applause" ofType:#"wav"];
theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
else {
NSString *path = [[NSBundle mainBundle] pathForResource:#"bongo" ofType:#"wav"];
theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
}
Definitely test on the device directly; testing for leaks with the simulator may return inaccurate results.
That said, there are several memory-related concerns with this code sample. You may wish to include your dealloc method here as that may offer some insight, but here's a problem (that appears in several of your allocations):
Your AVAudioPlayer isn't being assigned to your property, nor is it being released in scope. Ideally a player allocation would look more like:
AVAudioPlayer *myPlayer = [[AVAudioPlayer alloc] initWithContents....
[myPlayer setDelegate:self];
[self setTheAudio:myPlayer];
[myPlayer release];
As opposed to how you've implemented it, which assigns the player directly the instance variable:
theAudio = [[AVAudioPlayer alloc] initWith...
Because you assign the player directly to your instance variable, your player isn't being retained. This is likely to result in either premature release and a dangling pointer if you try and balance your calls properly, or it will result in leaking.

Sound stops working in soundboard (Xcode)

In my soundboard app, after some time the sound will stop working until the app is closed and opened again. Can't figure out what is wrong! here is my code:
In the .h file :
(imported files here)
#interface MainView : UIView {
}
- (IBAction)pushButton2:(id)sender;
#end
In the .m file:
(imported files here)
#implementation MainView
- (IBAction)pushButton2:(id)sender {
NSString *path = [[NSBundle mainBundle] pathForResource:#"sound1" ofType:#"mp3"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
#end
I'm not sure it would cause the behavior you're seeing, but you're definitely leaking the AVAudioPlayer each time the button is pressed. Additionally, I would just load it once (say, in viewDidLoad), rather than on each button press. Perhaps something like:
#interface MainView : UIView
{
AVAudioPlayer* audioPlayer;
}
- (IBAction)pushButton2:(id)sender;
#end
#implementation MainView
- (void) viewDidLoad
{
NSString *path = [[NSBundle mainBundle] pathForResource:#"sound1" ofType:#"mp3"];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
audioPlayer.delegate = self;
}
- (void) viewDidUnload
{
[audioPlayer release], audioPlayer = nil;
}
- (IBAction)pushButton2:(id)sender
{
[audioPlayer play];
}
#end

i have two mpmovieplayercontrollers and two separate subviews that they utilze... except that only one video will play at a time

I would like to have both movies playing at once in their two separate sub views. They are both accessing different media.
this is on an ipad with a superview and two little views 320x240 right by eachother on the xib.
-(IBAction)playLeft:(id)sender{
if ([self.playerRight playbackState] == MPMoviePlaybackStatePlaying);
[self.playerRight stop];
[self.playerLeft play];
}
-(IBAction)playRight:(id)sender{
if ([self.playerLeft playbackState] == MPMoviePlaybackStatePlaying);
[self.playerLeft stop];
[self.playerRight play];
}
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
self.playerLeft = [[MPMoviePlayerController alloc] init];
self.playerLeft.contentURL = [self movieURL];
NSLog(#"self.playerLeft %#", self.playerLeft);
self.playerRight = [[MPMoviePlayerController alloc] init];
self.playerRight.contentURL = [self movieURL2];
NSLog(#"self.playerRight %#", self.playerRight);
// START_HIGHLIGHT
self.playerLeft.view.frame = self.leftView.bounds;
self.playerLeft.view.autoresizingMask =
UIViewAutoresizingFlexibleWidth |
UIViewAutoresizingFlexibleHeight;
self.playerRight.view.frame = self.rightView.bounds;
self.playerRight.view.autoresizingMask =
UIViewAutoresizingFlexibleWidth |
UIViewAutoresizingFlexibleHeight;
[self.rightView addSubview:playerRight.view];
[self.leftView addSubview:playerLeft.view];
//[self.playerRight play];
//[self.playerLeft play];
//[self clickedOpenMovie:nil];
}
-(NSURL *)movieURL
{
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath =
[bundle
pathForResource:#"720p5994-prores-hq_iPhone_320x240 two"
ofType:#"m4v"];
//NSString *moviePath = [NSString stringWithFormat:#"http://localhost:1935/live/aStream/playlist.m3u8"];
if (moviePath) {
return [NSURL fileURLWithPath:moviePath];
//return [NSURL URLWithString:moviePath];
} else {
return nil;
}
}
-(NSURL *)movieURL2
{
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath =
[bundle
pathForResource:#"720p5994-prores-hq_iPhone_320x240"
ofType:#"m4v"];
if (moviePath) {
return [NSURL fileURLWithPath:moviePath];
} else {
return nil;
}
}
so the problem is that somewhere in the background MPMoviePlayerController responds to notifications and turns itself off if another MPMoviewPlayerController broadcasts that its going to start. Thus one can not have multiple MPMoviePlayerControllers playing at the same time.
you can see this by printing out the MPMoviePlayerPlaybackStateDidChangeNotification