Can I play loops using Audio Toolbox? - objective-c

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.

Related

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"];

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.

How do I play audio when my ios app starts?

I have been following tutorials and looking at other posts but I can't seem to get audio to start playing automatically when my app starts.
I want the wav file to just keep playing in the background and looping. I do NOT want start and stop controls etc...
Below is the code I have in my ViewController.m file (is this the right place?) and I have added the AVFoundation.frameowrk and imported it to my .m file. Additionally I have added my wav file called AlienRoom to my supporting files. Any help would be awesome! I am new so please go step by step or make it real clear if you can. Thank you!!!
p.s. I haven't added the code to make it loop so any help there would be great too!
//play background sound upon opening app
-(void) awakeFromNib
{
NSString *path = [[NSBundle mainBundle] pathForResource: #"AlienRoom" ofType: #"wav"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[theAudio play];
}
Implement AVAudioPlayerDelegate in ViewController.h
#interface ViewController : UIViewController <AVAudioPlayerDelegate>
#property(nonatomic,strong)AVAudioPlayer *theAudio;
ViewController.m file
-(void)viewWillAppear:(BOOL)animated
{
NSString *path = [[NSBundle mainBundle] pathForResource: #"AlienRoom" ofType: #"wav"];
if(!self.theAudio)
self.theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
self.theAudio.delegate = self;
[self.theAudio play];
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)data successfully:(BOOL)flag{
[NSThread detachNewThreadSelector:#selector(playAudioAgain) toTarget:self withObject:nil];
}
- (void)playAudioAgain{
[self.theAudio play];
}
-(void)viewWillDisappear:(BOOL)animated
{
if(self.theAudio.isPlaying)
{
self.theAudio.delegate = nil;
[self.theAudio stop];
}
}

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.

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];
}