Reputation: 621
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!
Upvotes: 24
Views: 74643
Reputation: 1
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()
Upvotes: 0
Reputation: 1487
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)
}
Upvotes: 0
Reputation: 1412
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];
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>
Upvotes: 54
Reputation: 399
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
Upvotes: 0
Reputation: 2633
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];
Upvotes: 6
Reputation: 301
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
Upvotes: 30
Reputation: 14523
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
Upvotes: 21