Is there an easy way to load, play and control an mp3 file from cocoa? Tried googling it, but, as all things apple, i get messy results and have no idea where to start. As i understand, there's and NSSound, but it has lots of limitations and then there's CoreAudio, but it's very difficult. So can someone point me in a right direction with this? Thanks.
Use AVFoundation! According to apple, it has been integrated with Mac OS X Lion (I think), so.. Here is how to play mp3 painlessly:
1- link the AVFoundation Framework.
2- import it wherever you want to play your awesome mp3
#import <AVFoundation/AVFoundation.h>
3- Add an audioPlayer instance variable to play the sound (That's how I like to do it, at least)
#interface WCMainWindow : ... {
...
AVAudioPlayer* audioPlayer;
}
4- In you init, make sure you initialize your audioPlayer:
NSString* path = [[NSBundle mainBundle] pathForResource:#"myFile" ofType:#"mp3"];
NSURL* file = [NSURL fileURLWithPath:path];
// thanks #gebirgsbaerbel
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:file error:nil];
[audioPlayer prepareToPlay];
5- Play your awesome Mp3!!
if ([audioPlayer isPlaying]) {
[audioPlayer pause];
} else {
[audioPlayer play];
}
Finally, credit goes to this guy.
I've written a framework in C++ that might help: http://github.com/sbooth/SFBAudioEngine
It supports multiple audio formats and has a fairly benign API and comes with a Cocoa sample.
If you're not interested in third-party frameworks, your bet would probably be to use an AudioQueue to take care of the playback. To do this, you'd probably use AudioFile to decode the MP3 and AudioQueue for the playback. Apple has an example at http://developer.apple.com/mac/library/samplecode/AudioQueueTools/Introduction/Intro.html
Use NSSound.
You didn't specify what you mean by “lots of limitations”, so I don't know why this won't work for you. Note that it has a lot fewer limitations since Leopard; you can now play to any device, for example.
#import <Cocoa/Cocoa.h>
#import <QTKit/QTKit.h>
#interface SoundPlayer : NSObject {
NSSound *sound;
IBOutlet NSWindow *window;
IBOutlet NSSlider *progress;
BOOL loop;
}
- (IBAction)open: (id)sender;
- (IBAction)setLoop: (id)sender;
- (IBAction)play: (id)sender;
- (IBAction)stop: (id)sender;
- (IBAction)takeCurrentTimeFrom: (id)sender;
#end
#import "SoundPlayer.h"
#implementation SoundPlayer
- (IBAction)open: (id)sender
{
NSOpenPanel *openPanel = [NSOpenPanel openPanel];
[openPanel runModalForTypes: [NSArray arrayWithObjects: #"aiff", #"mp3", #"m4a", nil]];
[sound release];
sound = [[QTMovie movieWithFile: [openPanel filename]
error: NULL] retain];
[sound setAttribute: [NSNumber numberWithBool: loop]
forKey: QTMovieLoopsAttribute];
[window setTitle: [[openPanel filename] lastPathComponent]];
}
- (IBAction)setLoop: (id)sender
{
loop = ([sender state] == NSOnState);
[sound setAttribute: [NSNumber numberWithBool: loop]
forKey: QTMovieLoopsAttribute];
}
- (IBAction)play: (id)sender
{
NSTimeInterval duration;
QTGetTimeInterval([sound duration], &duration);
[progress setMaxValue: duration];
[NSTimer scheduledTimerWithTimeInterval: 0.1
target: self
selector: #selector(updateIndicator:)
userInfo: sound
repeats: YES];
[sound play];
}
- (void)updateIndicator: (NSTimer*)aTimer
{
QTMovie *playingSound = [aTimer userInfo];
if (!(sound == playingSound && ([sound rate] != 0)))
{
[aTimer invalidate];
return;
}
NSTimeInterval currentTime;
QTGetTimeInterval([sound currentTime], ¤tTime);
[progress setDoubleValue: currentTime];
}
- (IBAction)stop: (id)sender
{
[sound stop];
}
- (IBAction)takeCurrentTimeFrom: (id)sender
{
[sound setCurrentTime: QTMakeTimeWithTimeInterval([sender doubleValue])];
}
#end
Besides NSSound, you could consider QTMovieView. It sounds odd, but you can have a hidden QTMovieView in your window and use it to play an MP3.
Added: QTMovieView is deprecated as of OS 10.9. So unless you need to support OS versions before 10.7 (when AVFoundation came to the Mac), you should probably not use this.
import Cocoa
import AVFoundation
class ViewController: NSViewController {
var audio = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
let play = Bundle.main.path(forResource: "A" , ofType: "mb3")
do{
audio = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: play!))
}
catch{
print(error)
}
}
#IBAction func button(_ sender: Any)
{
audio.play()
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
}
Related
I'm trying to implement some simple audio recording functionality in my application and I can't quite figure out to do it. I've been pointed to this example, but I can't get it to run in XCode, and it appears to be written in C++.
What I need to be able to do is record audio to a file, and then be able to get the current timestamp of the recording whilst recording. I would appreciate any help with this. Thanks!
You can record and play audio using the AVFoundation framework. Firstly you will need to implement this within your .h file and add a framework or library's within your xcode project settings like so:
After adding into your project settings import AVFoundation into your .h file like so:
#import <AVFoundation/AVFoundation.h>
Now Implement your delegates within your .h file:
#interface ViewController : UIViewController <AVAudioRecorderDelegate, AVAudioPlayerDelegate>
After this declare your AVAudioRecorder and AVAudioPlayer in your .h file like so:
#interface ViewController () {
AVAudioRecorder *recorder;
AVAudioPlayer *player;
IBOutlet UIButton *stopButton;
IBOutlet UIButton *playButton ;
}
- (IBAction)recordPauseTapped:(id)sender;
- (IBAction)stopTapped:(id)sender;
- (IBAction)playTapped:(id)sender;
Now set up everything in the -(Void)ViewDidLoad{} :
- (void)viewDidLoad
{
[super viewDidLoad];
// Disable Stop/Play button when application launches
[stopButton setEnabled:NO];
[playButton setEnabled:NO];
// Set the audio file
NSArray *pathComponents = [NSArray arrayWithObjects:
[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject],
#"MyAudioMemo.m4a",
nil];
NSURL *outputFileURL = [NSURL fileURLWithPathComponents:pathComponents];
// Setup audio session
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayAndRecord error:nil];
// Define the recorder setting
NSMutableDictionary *recordSetting = [[NSMutableDictionary alloc] init];
[recordSetting setValue:[NSNumber numberWithInt:kAudioFormatMPEG4AAC] forKey:AVFormatIDKey];
[recordSetting setValue:[NSNumber numberWithFloat:44100.0] forKey:AVSampleRateKey];
[recordSetting setValue:[NSNumber numberWithInt: 2] forKey:AVNumberOfChannelsKey];
// Initiate and prepare the recorder
recorder = [[AVAudioRecorder alloc] initWithURL:outputFileURL settings:recordSetting error:NULL];
recorder.delegate = self;
recorder.meteringEnabled = YES;
[recorder prepareToRecord];
}
Now Implement the recording Button Like so...
- (IBAction)recordPauseTapped:(id)sender {
// Stop the audio player before recording
if (player.playing) {
[player stop];
}
if (!recorder.recording) {
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setActive:YES error:nil];
// Start recording
[recorder record];
[recordPauseButton setTitle:#"Pause" forState:UIControlStateNormal];
} else {
// Pause recording
[recorder pause];
[recordPauseButton setTitle:#"Record" forState:UIControlStateNormal];
}
[stopButton setEnabled:YES];
[playButton setEnabled:NO];
}
Now Implement the StopButton IBAction:
- (IBAction)stopTapped:(id)sender {
[recorder stop];
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
[audioSession setActive:NO error:nil];
}
Next Implement the playTapped IBAction like so:
- (IBAction)playTapped:(id)sender {
if (!recorder.recording){
player = [[AVAudioPlayer alloc] initWithContentsOfURL:recorder.url error:nil];
[player setDelegate:self];
[player play];
}
}
Lastly Implement the required AVPlayer Delegate by doing this:
- (IBAction)playTapped:(id)sender {
if (!recorder.recording){
player = [[AVAudioPlayer alloc] initWithContentsOfURL:recorder.url error:nil];
[player setDelegate:self];
[player play];
}
}
And that's it! The Finished Product should look something like this...
For more info take a look at These Links:
Link1
Link2
Link3
Documentation Links:
Link 1
Hope This Helps.
The above mentioned AVFoundation framework is iOS only. Dealing with audio on OS X is quite painful in the beginning. CoreAudio, while it is one of the best components I worked with, does require some time spent learning and understanding. You may want to consider for exampel using https://github.com/syedhali/EZAudio for your task.
I've started a tiny project to get my head around NSViewControllers.
I have an AppController that handles a NSOpenPanel. Once I get a URL to a movie file, I pass it to a NSViewController subclass (NNMovieViewController). This is how I do it:
-(void)openMovieWithURL:(NSURL *)url {
NSError *error;
movie = [[QTMovie alloc] initWithURL:url error:&error];
[startButton setEnabled:YES];
[movieView setMovie:movie];
NSLog(#"button: %#", [startButton isEnabled]?#"YES":#"NO");
// logs "NO"
NSLog(#"movie: %#", movie);
// logs the correct movie object
NSLog(#"movieView: %#", [movieView movie]);
// logs "(null)"
}
The header file looks like this:
#import <Cocoa/Cocoa.h>
#import <QTKit/QTKit.h>
#interface NNMovieViewController : NSViewController {
QTMovie *movie;
BOOL playing;
IBOutlet QTMovieView *movieView;
IBOutlet NSButton *startButton;
}
-(IBAction)clickStart:(id)sender;
-(void)openMovieWithURL:(NSURL*)url;
#end
What am I missing? I re-did the whole thing in a project without a NSViewController and it just worked...
UPDATE
After I received the comments from Kreiri and Parag Bafna I tinkered a little bit more and found out that at the time I call [movieViewController openMovieWithURL:url]; inside my AppController the Outlets are not hooked up yet.
This is my AppController implementation:
#import "AppController.h"
#implementation AppController
#synthesize movieViewController;
- (void)awakeFromNib {
movieViewController = [[NNMovieViewController alloc] initWithNibName:#"NNMovieViewController" bundle:nil];
NSView *viewControllerView = [movieViewController view];
[view addSubview:viewControllerView];
}
- (IBAction)clickOpen:(id)sender {
NSOpenPanel *dialog = [NSOpenPanel openPanel];
[dialog setCanChooseFiles:TRUE];
[dialog setCanChooseDirectories:FALSE];
[dialog setAllowsMultipleSelection:FALSE];
[dialog setAllowedFileTypes:[QTMovie movieFileTypes:0]];
if ([dialog runModal] == NSOKButton) {
NSURL *movieFileURL = [[dialog URLs] objectAtIndex:0];
[self openMovie:movieFileURL];
}
}
- (void)openMovie:(NSURL *)url {
NSLog(#"startButton: %#", [movieViewController movieView]);
// logs "null"
NSLog(#"startButton: %#", [movieViewController startButton]);
// logs "null"
NSLog(#"---------------------------------");
[movieViewController openMovieWithURL:url];
}
#end
Yes, silly me. In Interface Builder I hooked up my controls with the wrong object. I should have used File's Owner but instead I dragged in an NSObject and set its class to NNMovieViewController and connected the widgets to it.
I'v googled the problem but couldn't find a similar case.
I've used this tutorial to play the testSound.mp3 - File when hitting a button on the iPad-Simulator:
http://mobileorchard.com/easy-audio-playback-with-avaudioplayer/
It works that way (it plays the sound), if the playSound-Method is in my ViewController.m, but not in my Sound.m (which has a identical method).
The Code gets executed (NSLog says: "Sound.m playSound executed"), but there is no sound at all.
I'd really appreciate some help here, guess I'm totally stuck... :(
Best regards,
- Teapot
// ViewController.h
#import <UIKit/UIKit.h>
#import <AVFoundation/AVFoundation.h>
#import "Sound.h"
#interface ViewController : UIViewController {
AVAudioPlayer *audioPlayer;
}
- (IBAction)pressButton:(id)sender;
- (void)playSound: (NSString*) soundFile volume : (NSInteger) volume repeats : (NSInteger) repeats;
#end
// ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading thea view, typically from a nib.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)pressButton:(id)sender {
NSLog (#"Method: pressButton");
[self playSound: #"testSound.mp3" volume: 2 repeats: 2 url : url]; //It works!
Sound *tempSound = [[Sound alloc] init];
[tempSound playSound: #"testSound.mp3" volume: 2 repeats: 2]; // Doesn't work. -> Says "Sound.m playSound executed", but there is no Sound.
}
- (void)playSound: (NSString*) soundFile volume : (NSInteger) volume repeats : (NSInteger) repeats {
NSLog(#"ViewControler playSound");
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.numberOfLoops = -1;
if (audioPlayer == nil){
NSLog([error description]);
NSLog(#"ViewController.m playSound NOT executed");
}
else{
[audioPlayer play];
NSLog(#"ViewController.m playSound executed");
}
}
#end
// Sound.h
#import <Foundation/Foundation.h>
#import <AVFoundation/AVFoundation.h>
#interface Sound : NSObject {
AVAudioPlayer *audioPlayer;
}
- (void) playSound: (NSString*) soundFile volume : (NSInteger) volume repeats : (NSInteger) repeats;
#end
// Sound.m
#import "Sound.h"
#implementation Sound
- (void)playSound: (NSString*) soundFile volume : (NSInteger) volume repeats : (NSInteger) repeats {
NSLog(#"Sound playSound");
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.numberOfLoops = -1;
if (audioPlayer == nil){
NSLog([error description]);
NSLog(#"Sound.m playSound NOT executed");
}
else{
[audioPlayer play];
NSLog(#"Sound.m playSound executed");
}
}
#end
There are some inconsistencies in your code: playSound: has an NSString parameter, but AVAudioPlayer inside that method uses a NSURL. Then you set numberOfLoops = -1 (which means infinite repetition) instead of numberOfLoops = repeat.
But the main problem is that here (assuming that you compile with "Automatic Reference Counting")
Sound *tempSound = [[Sound alloc] init];
[tempSound playSound: #"testSound.mp3" volume: 2 repeats: 2];
the tempSound object is deallocated when the pressButton: is left, because no strong references to that object exist anymore.
If you add an instance variable (or property) sound to the view controller class, and assign to that
sound = [[Sound alloc] init];
[sound playSound: #"testSound.mp3" volume: 2 repeats: 2];
then it should work as expected.
Alternatively, you could prevent the Sound object from being deallocated too early by maintaining a "self reference" inside the object, which is removed only when the sound has finished playing:
#interface Sound () <AVAudioPlayerDelegate>
#property(strong, nonatomic) AVAudioPlayer *audioPlayer;
#property(strong, nonatomic) Sound *selfRef;
#end
#implementation Sound
- (void)playSound:(NSString *)soundFile volume:(NSInteger)volume repeats:(NSInteger)repeats
{
NSLog(#"Sound playSound");
NSURL *soundURL = [[NSBundle mainBundle] URLForResource:soundFile withExtension:nil];
NSError *error;
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:&error];
if (self.audioPlayer == nil) {
NSLog(#"%#", [error description]);
NSLog(#"Sound.m playSound NOT executed");
} else{
self.audioPlayer.numberOfLoops = repeats;
self.audioPlayer.delegate = self;
[self.audioPlayer play];
self.selfRef = self; // self reference to avoid deallocation
NSLog(#"Sound.m playSound executed");
}
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
self.selfRef = nil; // remove self reference
}
#end
Of course, you shouldn't do this with "infinite repetition"!
I have seen a lot questions about AVAudioPlayer, but I haven't found answer to my question.
First I describe my problem
I have one class
#interface Ex_1: UIView {
AVAudioPlayer *player;
}
#property(retain, nonatomic) AVAudioPlayer *player;
-(void) playSongByParameters;
#end
#implementation Ex_1
#synthesize player;
-(void) playSongByParameters {
//here i download mp3 from url and then i get NSData *data
//then
NSError *err;
if (player) {
[player stop];
[player release];
}
player = [[AVAudioPlayer alloc] initWithData : data : &err];
if (!err) {
[player prepareToPlay];
[player play];
}
}
#end
So in main class I create object of Ex_1 class and sometimes I call playSongByParameters method. Sometimes song plays completely and it's ok, but sometimes same song is playing during 30( maybe less, maybe more ) seconds and then it slows and then noises appear and then it interrupted.
Onetime I stop program with breakpoint(when its problem appears) and then i continue running program and song plays completely without bugs, noises.
Can you tell me what is problem ? (I use non arc)
New to IOS dev, I'm testing AVAudioplayer to play sound on iPad2 (Xcode 4.2 project, ARC/storyboard enabled). Sound plays ok in simulator and no error. No error on device either but no sound.
Been browsing this fine resource temple, but nothing I've tried based on feedback here has produced anything but deafening iPad silence. Could someone help? My .h:
#import <UIKit/UIKit.h>
#import <AVFoundation/AVFoundation.h>
#interface ViewController : UIViewController
<AVAudioPlayerDelegate>
{
AVAudioPlayer *audioPlayer;
UISlider *volumeControl;
UILabel *timerLabel;
NSTimer *playbackTimer;
}
#property (nonatomic, retain) IBOutlet UISlider *volumeControl;
#property (nonatomic, retain) IBOutlet UILabel *timerLabel;
#property (nonatomic, retain) NSTimer *playbackTimer;
#property (nonatomic, strong) AVAudioPlayer *audioPlayer;
-(IBAction) playAudio;
-(IBAction) stopAudio;
-(IBAction) adjustVolume;
#end
My .m:
#import "ViewController.h"
#implementation ViewController
#synthesize volumeControl, timerLabel, playbackTimer, audioPlayer;
-(void)playAudio
{
playbackTimer = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(updateTime)
userInfo:nil
repeats:YES];
[audioPlayer play];
}
-(void)stopAudio
{
[playbackTimer invalidate];
[audioPlayer stop];
}
-(void)adjustVolume
{
if (audioPlayer != nil)
{
audioPlayer.volume = volumeControl.value;
}
}
-(void)updateTime
{
float minutes = floor(audioPlayer.currentTime/60);
float seconds = audioPlayer.currentTime - (minutes * 60);
float duration_minutes = floor(audioPlayer.duration/60);
float duration_seconds =
audioPlayer.duration - (duration_minutes * 60);
NSString *timeInfoString = [[NSString alloc]
initWithFormat:#"%0.0f.%0.0f / %0.0f.%0.0f",
minutes, seconds,
duration_minutes, duration_seconds];
timerLabel.text = timeInfoString;
}
-(void)audioPlayerDidFinishPlaying:
(AVAudioPlayer *)player successfully:(BOOL)flag
{
}
-(void)audioPlayerDecodeErrorDidOccur:
(AVAudioPlayer *)player error:(NSError *)error
{
}
-(void)audioPlayerBeginInterruption:(AVAudioPlayer *)player
{
}
-(void)audioPlayerEndInterruption:(AVAudioPlayer *)player
{
}
my viewDidLoad:
- (void)viewDidLoad {
[super viewDidLoad];
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:#"song"
ofType:#"mp3"]];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc]
initWithContentsOfURL:url
error:&error];
if (error)
{
NSLog(#"Error in audioPlayer: %#",
[error localizedDescription]);
} else {
audioPlayer.delegate = self;
[audioPlayer prepareToPlay];
}
[super viewDidLoad];
}
Make sure that the file is indeed an mp3 format. Make sure that you are copying the file into the bundle, and not playing off of local path on your desktop. Check the device volume. Check the return BOOL from the play call. all of these are possible explanations.
Is it not playing sounds at all? No sounds even with headphones plugged in? If it's just no sound through the built-in speaker, but sounds through headphones, make sure that your device ring/sounds volume isn't muted. Check the toggle switch on the side (if you have that set to mute vs orientation lock). The bell shouldn't be crossed out. Just because you press the volume up button doesn't mean it's unmuted from the speaker. Have you tested YouTube videos or music files to ensure your iPad isn't having hardware issues?