Reputation: 3762
I've reached the point where i want to play some samples in my game/app. My instinct says use openAL ... I will have the situation where I will need to play multiple samples at once (however no more than 2 or 3) and the samples will be short (2 or 3 seconds).
My question is what is the best way of playing samples on the iPhone given that criteria?
Upvotes: 1
Views: 4086
Reputation: 5998
This is a piece of sample code I am using:
1st option:
I defined this in my .h file
SystemSoundID topClick;
And in my .m file I firest load the sound (aiff file):
NSBundle* bundle = [NSBundle mainBundle];
NSString *topClickFile = [bundle pathForResource:@"top_click" ofType:@"aiff"];
Then, when I want to play the sound, I use:
AudioServicesPlaySystemSound(topClick);
2nd option:
You could also use the AVAudioPlayer (available since firmware 2.2 I think):
NSString *graffitiSprayFile = [bundle pathForResource:@"sound_effect" ofType:@"aiff"];
AVAudioPlayer* sprayAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:graffitiSprayFile] error:NULL];
sprayAudio.delegate = self;
[sprayAudio prepareToPlay];
[sprayAudio setNumberOfLoops:999];
The first option is very usable for relatively short sound effect.
Upvotes: 2