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  • iOS 5.0 AVAudioPlayer Error loading audio clip: The operation couldn’t be completed. (OSStatus error -50.)

    - by Jason Catudal
    So I'm trying to test out the audio player on the iPhone, and I went off Troy Brant's iOS book. I have the Core Audio, Core Foundation, AudioToolbox, and AVFoundation frameworks added to my project. The error message I get is in the subject field. I read like 20 pages of Google search results before resorting to asking here! /sigh. Thanks if you can help. Here's my code, pretty much verbatim out of his book: NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:@"Yonah" ofType:@"caf"]; NSLog(@"%@", soundFilePath); NSURL *fileURL = [NSURL URLWithString:soundFilePath]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:&error]; if (!error) { audioPlayer.delegate = self; //audioPlayer.numberOfLoops = -1; [audioPlayer play]; } else { NSLog(@"Error loading audio clip: %@", [error localizedDescription]); } EDIT: Holy Shinto. I figured out what it was. I changed NSURL *fileURL = [NSURL URLWithString:soundFilePath]; to NSURL *fileURL = [NSURL fileURLWithPath:soundFilePath]; to the latter and I was getting a weird error, weirder than the one in the subject BUT I googled that and I changed my OS input device from my webcam to my internal microphone and guess what, it worked under the fileURLWithPath method. I'll be. Damned.

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  • why AVAudioplayer doesn't stop/pause when viewWillDisappear?

    - by Rahul Vyas
    I am using avaudioplayer in my app. on viewwilldisappear i want to pause/stop the sound and on viewwill appear i want to play sound again.how do i do this? i'm using this code on viewWillAppear:- if(self.TickPlayer) { [self.TickPlayer play]; } if(self.TickPlayer.volume<0) { self.TickPlayer.volume=1.0; } and this on viewWillDisAppear if(self.TickPlayer) { [self.TickPlayer stop]; } here is the method which plays the sound -(void)PlayTickTickSound:(NSString*)SoundFileName { //Get the filename of the sound file: NSString *path = [NSString stringWithFormat:@"%@%@",[[NSBundle mainBundle] resourcePath],[NSString stringWithFormat:@"/%@",SoundFileName]]; //Get a URL for the sound file NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO]; NSError *error; if(self.TickPlayer==nil) { self.TickPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:filePath error:&error]; // handle errors here. self.TickPlayer.delegate=self; [self.TickPlayer setNumberOfLoops:-1]; // repeat forever [self.TickPlayer play]; } if(self.TickPlayer) { [self.TickPlayer play]; } } and i'm calling it in method which fires every second using a timer in viewDidLoad- self.timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateCountdown) userInfo:nil repeats:YES]; -(void) updateCountdown { [self PlayTickTickSound:@"tick.caf"]; } i'm also playing a beep sound using avaudioplayer at a specific condition when alert appears.that works fine but this is not working as expected

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  • Core Data Migration - "Can't add source store" error

    - by Tofrizer
    Hi, In my iPhone app I'm using Core Data and I've made changes to my data model that cannot be automatically migrated over (i.e. added new relationships). I added the data model version (Design - Data Model - Add Model Version) and applied my new data model changes to the new version 2. I then created a mapping object model and set the Source and Destination models to their correct data models (old and new respectively). When I run the app and call the persistentStoreCoordinator, my app barfs with the following: 2010-02-27 02:40:30.922 XXXX[73578:20b] Unresolved error Error Domain=NSCocoaErrorDomain Code=134110 UserInfo=0xfc2240 "Operation could not be completed. (Cocoa error 134110.)", { NSUnderlyingError = Error Domain=NSCocoaErrorDomain Code=134130 UserInfo=0xfbb3a0 "Operation could not be completed. (Cocoa error 134130.)"; reason = "Can't add source store"; } FWIW (not much i think) I've also made the usual code changes in persistentStoreCoordinator to use the NSMigratePersistentStoresAutomaticallyOption and NSInferMappingModelAutomaticallyOption (for future data model changes that can be automatically migrated). More relevantly, my managedObjectModel is created by calling initWithContentsOfURL where the file/resource type is "momd". I've tried updating both the source and destination model in the mapping model (Design - Mapping Model - Update XXX Model) as well as deleted the mapping model and recreated it. I've cleaned and re-built but all to no avail. I still get the above error message. Any pointers/thoughts on how I can further debug or resolve this problem please? I haven't posted any code snippets because this feels much more like a build environment issue (and my code is very standard - just the usual core data code to handle migrations using a mapping model but I'm happy to show the code if it helps). Appreciate any help. Thanks

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  • Can AVAudioSession do full duplex?

    - by Eric Christensen
    It would seem like it should be able to, but the following breakout test code can't do both: //play a file: NSArray *pathsArray = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [pathsArray objectAtIndex:0]; NSString* playFilePath=[documentsDirectory stringByAppendingPathComponent:@"testplayfile.wav"]; AVAudioPlayer *tempplayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:playFilePath] error:nil]; [tempplayer prepareToPlay]; [tempplayer play]; //and record a file: NSString* recFilePath=[documentsDirectory stringByAppendingPathComponent:@"testrecordfile.wav"]; AVAudioRecording *soundrecording = [[AVAudioRecorder alloc] initWithURL:[NSURL fileURLWithPath:recFilePath] settings:nil error:nil]; [soundrecording prepareToRecord]; [soundrecording record]; This is the minimum I can think of to individually play one file and record another. And this works just fine in the simulator. I can play back a file and record at the same time. But it doesn't work on the iphone itself. If I comment out either function, the other performs fine. The playback plays fine either alone or with both, if it's first. If I comment out the playback, the record records fine. (There's additional code to stop the recording not shown here.) So each works fine, but not together. I know audioQueue has a setting to allow both, but I don't see an analogue for AVAudioSessions. Any idea if it's possible, and if so, what I need to add? Thanks!

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  • AVAudioPlayer making noise when playing multiple sounds at the same time

    - by Rob
    I am having an issue where AVAudioPlayer is introducing noise into playback ONLY when I play multiple sound files at the same time. If I play them each individually, they all sound perfect. But, if I play sound clip B while sound clip A is still playing, the speakers start crackling like there is noise. I have tried both m4a files AND caf files and both make the same noise, so it has to be something with how I am implementing this method or a quirk with AVAudioPlayer. Any insights? code I am using: UITouch* touch = [[event allTouches] anyObject]; NSString* filename = [soundArray objectAtIndex:[touch view].tag]; NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:@"m4a"]; AVAudioPlayer * newAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; self.theAudio = newAudio; // automatically retain audio and dealloc old file if new m4a file is loaded [newAudio release]; // release the audio safely theAudio.delegate = self; [theAudio prepareToPlay]; [theAudio setNumberOfLoops:0]; [theAudio setVolume: volumeLevel]; [theAudio play];

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  • AVAudioRecorder Won't Record On Device

    - by Dyldo42
    This is my method: -(void) playOrRecord:(UIButton *)sender { if (playBool == YES) { NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileUrl error:&error]; [player setNumberOfLoops:0]; [player play]; } else if (playBool == NO) { if ([recorder isRecording]) { [recorder stop]; [nowRecording setImage:[UIImage imageNamed:@"NormalNormal.png"] forState:UIControlStateNormal]; [nowRecording setImage:[UIImage imageNamed:@"NormalSelected.png"] forState:UIControlStateSelected]; } if (nowRecording == sender) { nowRecording = nil; return; } nowRecording = sender; NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; [sender setImage:[UIImage imageNamed:@"RecordingNormal.png"] forState:UIControlStateNormal]; [sender setImage:[UIImage imageNamed:@"RecordingSelected.png"] forState:UIControlStateSelected]; recorder = [[AVAudioRecorder alloc] initWithURL:fileUrl settings:recordSettings error:&error]; [recorder record]; } } Most of it is self explanatory; playBool is a BOOL that is YES when it is in play mode. Everything works in the simulator however, when I run it on a device, [recorder record] returns NO. Does anyone have a clue as to why this is happening?

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  • Testing background audio in the simulator

    - by Cactuar
    I'm experimenting with the new background audio service in iPhone OS 4.0 but I can't get it to work in the simulator. According to this page: iPhone Application Programming Guide: Executing Code in the Background it seems that all I have to do is add the a UIBackgroundModes key with an array containing audio to my Info.plist file and the audio my application plays should automatically continue when I switch to another app. I have done this but the audio still pauses as I switch to another app, when I switch back it continues where it left off. This is the code I'm using to play the sound: NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:@"%@/audio.mp3", [[NSBundle mainBundle] resourcePath]]]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; audioPlayer.numberOfLoops = -1; if (audioPlayer == nil) NSLog(@"%@", [error userInfo]); else [audioPlayer play]; Has anyone gotten this to work? Could it be that it would work on an actual device and it's just a problem with the simulator? I'm a bit hesitant to install 4.0 on my phone since I've heard it's still very buggy. Wish I had another device to use only for development.

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  • Printing Pdf using AirPrint causes cut-off content

    - by Jatin Patel
    Here i am printing pdf with size 'pageSize = CGSizeMake(640, 832);'. this size is larget then A4 size page aspected. so i will cut-off some text(means it will not print whole page). while printing same pdf using MAC, it will print whole page with help of option (scale to fit). so can any one help me to come out from this problem.. is there any option in IOS sdk for scale to fit. here is my code.. -(void)printItem { NSArray *aArrPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) ; NSString *aStr = [[aArrPaths objectAtIndex:0] stringByAppendingPathComponent:[NSString stringWithFormat:@"PropertyReport_%d.pdf",self.propertyId]]; // NSString *aStr = [[NSBundle mainBundle] pathForResource:@"TRADUZIONE HELP SECTIONS REV2" ofType:@"pdf"]; NSURL *url=[[NSURL alloc] initFileURLWithPath:aStr]; NSData *data=[[NSData alloc] initWithContentsOfURL:url]; printController = [UIPrintInteractionController sharedPrintController]; if(printController && [UIPrintInteractionController canPrintData:data]) { printController.delegate = self; UIPrintInfo *printInfo = [UIPrintInfo printInfo]; printInfo.outputType = UIPrintInfoOutputGeneral; //printInfo.jobName = [NSString stringWithFormat:@"New Image"]; printInfo.duplex = UIPrintInfoDuplexLongEdge; printController.printInfo = printInfo; printController.showsPageRange = YES; printController.printingItem = data; void (^completionHandler)(UIPrintInteractionController *, BOOL, NSError *) = ^(UIPrintInteractionController *printController, BOOL completed, NSError *error) { if (!completed && error) { //NSLog(@"FAILED! due to error in domain %@ with error code %u", error.domain, error.code); } }; // aWebViewPDF.hidden=FALSE; [printController presentAnimated:YES completionHandler:completionHandler]; } } Thanks Jatin Patel

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  • AVAudioPlayer working in Simulator, but not on device

    - by cannyboy
    My mp3 playing code is: NSError *error; soundObject = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:audioPathString] error:&error]; if (soundObject == nil) NSLog(@"%@", [error description]); soundObject.delegate = self; soundObject.numberOfLoops = 0; soundObject.volume = 1.0; NSLog(@"about to play"); [soundObject prepareToPlay]; [soundObject play]; NSLog(@"[soundObject play];"); The mp3 used to play fine, and it still does on the simulator. But not on the device. I've recently added some sound recording code (not mine) to the software. It uses AudioQueue stuff which is slightly beyond me. Does that conflict with AVAudioPlayer? Or what could be the problem? I've noticed that as soon as the audiorecording code starts working, I can't adjust the volume on the device anymore, so maybe it blocks the audio playback?. EDIT The solution seems to be to put this in my code. I put it in applicationDidFinishLaunching: [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayAndRecord error: nil]; UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker; AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride); The first line allows both play and record, whilst the other lines apparently reroute things to make the volume louder. All audio code is voodoo to me.

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  • iphone-AVAudio Player Crashes

    - by user2779450
    I have an app that uses an avaudio player for two things. One of them is to play an explosion sound when a uiimageview collision is detected, and the other is to play a lazer sound when a button is pressed. I declared the audioplayer in the .h class, and I call it each time the button is clicked by doing this: NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"/lazer" ofType:@"mp3"]]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; if (error) { NSLog(@"Error in audioPlayer: %@", [error localizedDescription]); } else { [audioPlayer prepareToPlay]; } [audioPlayer play]; This works fine, but after many uses of the game, the audio will stop play when i hit the button, and when a collision is detected, the game crashes. Here is my crash log: 2013-09-18 18:09:19.618 BattleShip[506:907] 18:09:19.617 shm_open failed: "AppleAudioQueue.41.2619" (23) flags=0x2 errno=24 (lldb) Suggestions? Could there be something to do with repeatedly creating an audio player? Alternatives maybe?

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  • How to find the leaky faucet that loads into Malloc 32kb

    - by Rob
    I have been messing around with Leaks trying to find which function is not being deallocated (I am still new to this) and could really use some experienced insight. I have this bit of code that seems to be the culprit. Every time I press the button that calls this code, 32kb of memory is additionally allocated to memory and when the button is released that memory does not get deallocated. What I found was that everytime that AVAudioPlayer is called to play an m4a file, the final function to parse the m4a file is MP4BoxParser::Initialize() and this in turn allocates 32kb of memory through Cached_DataSource::ReadBytes My question is, how do I go about deallocating that after it is finished so that it doesn't keep allocating 32kb every time the button is pressed? Any help you could provide is greatly appreciated! - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //stop playing theAudio.stop; // cancel any pending handleSingleTap messages [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(handleSingleTap) object:nil]; UITouch* touch = [[event allTouches] anyObject]; NSString* filename = [g_AppsList objectAtIndex: [touch view].tag]; NSString *path = [[NSBundle mainBundle] pathForResource: filename ofType:@"m4a"]; theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; theAudio.delegate = self; [theAudio prepareToPlay]; [theAudio setNumberOfLoops:-1]; [theAudio setVolume: g_Volume]; [theAudio play]; }

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  • xcode may not respond to warning

    - by Frames84
    Hi all, Can't seem to get rid of a warning. The warning is: 'UIImage' may not respond to '-scaleToSize' above the @implmentation MyViewController I have this @implementation: @implementation UIImage (scale) -(UIImage*)scaleToSize:(CGSize)size { UIGraphicsBeginImageContext(size); [self drawInRect:CGRectMake(0, 0, size.width, size.height)]; UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return scaledImage; } @end Then I have MyViewController implementation @implementation TodayNewsTableViewController @synthesize dataList; ...... - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *MainNewsCellIdentifier = @"MainNewsCellIdentifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier: MainNewsCellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier: MainNewsCellIdentifier] autorelease]; } NSUInteger row = [indexPath row]; NSDictionary *stream = (NSDictionary *) [dataList objectAtIndex:row]; NSString *title = [stream valueForKey:@"title"]; if( ! [title isKindOfClass:[NSString class]] ) { cell.textLabel.text = @""; } else { cell.textLabel.text = title; } cell.textLabel.numberOfLines = 2; cell.textLabel.font =[UIFont systemFontOfSize:10]; cell.detailTextLabel.numberOfLines = 1; cell.detailTextLabel.font= [UIFont systemFontOfSize:8]; cell.detailTextLabel.text = [stream valueForKey:@"created"]; NSString *i = [NSString stringWithFormat:@"http://www.mywebsite.co.uk/images/%@", [stream valueForKey:@"image"]]; NSData *imageURL = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:i]]; UIImage *newsImage = [[UIImage alloc] initWithData:imageURL] ; UIImage *scaledImage = [newsImage scaleToSize:CGSizeMake(50.0f, 50.0f)]; // warning is appearing here. cell.imageView.image = scaledImage; [imageURL release]; [newsImage release]; return cell; } Thanks for your time in advance. Frames

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  • iPhone: Cell imageViews repeating when loaded from url

    - by araid
    I'm developing a demo RSS reader for iPhone. I obviously have a tableview to display the feeds, and then a detailed view. Some of this feeds have a thumbnail that I want to display on cell.imageview of the table, and some don't. The problem is that when scrolling the table, loaded thumbnails start repeating on other cells, and I end up with a thumbnail on every cell. Here's a piece of my code. I may upload screenshots later - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{ UITableViewCell * cell = [tableView dequeueReusableCellWithIdentifier: @"rssItemCell"]; if(nil == cell){ cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:@"rssItemCell"]autorelease]; } BlogRss *item = [[[self rssParser]rssItems]objectAtIndex:indexPath.row]; cell.textLabel.text = [item title]; cell.detailTextLabel.text = [item description]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; // Thumbnail if exists if(noticia.imagePath != nil){ NSData* imageData; @try { imageData = [[NSData alloc]initWithContentsOfURL:[NSURL URLWithString:item.imagePath]]; } @catch (NSException * e) { //Some error while downloading data } @finally { item.image = [[UIImage alloc] initWithData:imageData]; [imageData release]; } } if(item.image != nil){ [[cell imageView] setImage:item.image]; } return cell; } Any help will be very appreciated.

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  • Memory allocation in detached NSThread to load an NSDictionary in background?

    - by mobibob
    I am trying to launch a background thread to retrieve XML data from a web service. I developed it synchronously - without threads, so I know that part works. Now I am ready to have a non-blocking service by spawning a thread to wait for the response and parse. I created an NSAutoreleasePool inside the thread and release it at the end of the parsing. The code to spawn and the thread are as follows: Spawn from main-loop code: . . [NSThread detachNewThreadSelector:@selector(spawnRequestThread:) toTarget:self withObject:url]; . . Thread (inside 'self'): -(void) spawnRequestThread: (NSURL*) url { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; parser = [[NSXMLParser alloc] initWithContentsOfURL:url]; [self parseContentsOfResponse]; [parser release]; [pool release]; } The method parseContentsOfResponse fills an NSMutableDictionary with the parsed document contents. I would like to avoid moving the data around a lot and allocate it back in the main-loop that spawned the thread rather than making a copy. First, is that possible, and if not, can I simply pass in an allocated pointer from the main thread and allocate with 'dictionaryWithDictionary' method? That just seems so inefficient. Are there perferred designs?

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  • iPhone - Memory Management - Using Leaks tool and getting some bizarre readings.

    - by Robert
    Hey all, putting the finishing touches on a project of mine so I figured I would run through it and see if and where I had any memory leaks. Found and fixed most of them but there are a couple of things regarding the memory leaks and object alloc that I am confused about. 1) There are 2 memory leaks that do not show me as responsible. There are 8 leaks attributed to AudioToolbox with the function being RegisterEmbeddedAudioCodecs(). This accounts for about 1.5 kb of leaks. The other one is detected immediately when the app begins. Core Graphics is responsible with the extra info being open_handle_to_dylib_path. For the audio leak I have looked over my audio code and to me it seems ok. self.musicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:songFilePath] error:NULL]; [musicPlayer prepareToPlay]; [musicPlayer play] is called later on in a function. 2) Is it normal for there to be a spike in Object Allocation whenever a new view or controller is presented? My total memory usage is very, very low except for whenever I present a view controller. It spikes then immediately goes back down. I am guessing that this is just the phone handling all the information for switching or something. Blegh. Wall of text. Thanks in advance to anyone who helps! =)

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  • Sound does not working in Device

    - by diana
    In my app i write for record NSArray *filePaths = NSSearchPathForDirectoriesInDomains (NSDocumentDirectory, NSUserDomainMask, YES); NSString *recordingDirectory = [filePaths objectAtIndex: 0]; NSString *resourcePath = [recordingDirectory stringByAppendingString:@"/sound.caf"]; self.soundFileURL = [NSURL fileURLWithPath:resourcePath]; AVAudioSession *audioSession = [AVAudioSession sharedInstance]; audioSession.delegate = self; [audioSession setActive: YES error: nil]; [[AVAudioSession sharedInstance] setCategory : AVAudioSessionCategoryRecorderror: nil]; NSDictionary *recordSettings = [[NSDictionary alloc] initWithObjectsAndKeys: [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil]; AVAudioRecorder *newRecorder = [[AVAudioRecorder alloc] initWithURL: soundFileURL settings: recordSettings error: nil]; [recordSettings release]; self.soundRecorder = newRecorder; [newRecorder release]; soundRecorder.delegate = self; [soundRecorder prepareToRecord]; [soundRecorder record]; recording = YES; I write for stop recording [soundRecorder stop]; recording = NO; self.soundRecorder = nil; I write for play AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: self.soundFileURL error: nil]; [fileURL release]; self.player = newPlayer; [newPlayer release]; [player prepareToPlay]; [player setDelegate: self]; [button setTitle : @"Pause"forState: UIControlStateHighlighted]; [button setTitle : @"Pause"forState: UIControlStateNormal]; [player play]; In iPhone Simulator all ok I record then stop then play and all work fine. But in my iPhone device no sound. Any help will be greatly apprecieated

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  • How can I implement a volume meter for a song currently playing? (iPhone OS 3.1.3)

    - by Adam
    Hi i'm very new to core audio and I just would like some help in coding up a little volume meter for whatever's being outputted through headphones or built-in speaker. Like a dB meter. I have the following code, and have been trying to go through the apple source project "SpeakHere", but it's a nightmare trying to go through all that, without knowing how it works first... Could anyone shed some light? Here's the code I have so far... (void)displayWaveForm { while (musicIsPlaying == YES { NSLog(@"%f",sizeof(AudioQueueLevelMeterState)); } } (IBAction)playMusic { if (musicIsPlaying == NO) { NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:@"%@/track7.wav",[[NSBundle mainBundle] resourcePath]]]; NSError *error; music = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; music.numberOfLoops = -1; music.volume = 0.5; [music play]; musicIsPlaying = YES; [self displayWaveForm]; } else { [music pause]; musicIsPlaying = NO; } }

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  • AVAudioPlayer not unloading cached memory after each new allocation

    - by Rob
    I am seeing in Instruments that when I play a sound via the standard "AddMusic" example method that Apple provides, it allocates 32kb of memory via the prepareToPlay call (which references the AudioToolBox framework's Cache_DataSource::ReadBytes function) each time a new player is allocated (i.e. each time a different sound is played). However, that cached data never gets released. This obviously poses a huge problem if it doesn't get released and you have a lot of sound files to play, since it tends to keep allocating memory and eventually crashes if you have enough unique sound files (which I unfortunately do). Have any of you run across this or what am I doing wrong in my code? I've had this issue for a while now and it's really bugging me since my code is verbatim of what Apple's is (I think). How I call the function: - (void)playOnce:(NSString *)aSound { // Gets the file system path to the sound to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:aSound ofType:@"caf"]; // Converts the sound's file path to an NSURL object NSURL *soundURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = soundURL; [soundURL release]; AVAudioPlayer * newAudio=[[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error:nil]; self.theAudio = newAudio; // automatically retain audio and dealloc old file if new m4a file is loaded [newAudio release]; // release the audio safely // this is where the prior cached data never gets released [theAudio prepareToPlay]; // set it up and play [theAudio setNumberOfLoops:0]; [theAudio setVolume: volumeLevel]; [theAudio setDelegate: self]; [theAudio play]; } and then theAudio gets released in the dealloc method of course.

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  • AVAudioPlayer problem regarding song overlaping in iPhone

    - by riteshkumar1905
    I have using AVAudioPlayer in my app but the problem is that when i play the song from list it will played while before stopping the song i am again goes to song list then select another song then both song will start playing simultaneously so please tell me the code which will terminate my first song. i am using avTouchContoller & avTouchViewController in my app. so i am enclosing the code for song which is written in avController.m & avTouchViewController.m as follow for single song avtouchController.m switch (flag) { case 1: //[self stop]; fileURL = [[NSURL alloc] initFileURLWithPath: [[NSBundle mainBundle] pathForResource:@"Aarti Keeje" ofType:@"aac"]]; self._player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil]; //self._player=newplayer; //[newplayer release]; if (self._player) { _fileName.text = [NSString stringWithFormat: @"%@ (%d ch.)", [[self._player.url relativePath] lastPathComponent], self._player.numberOfChannels, nil]; [self updateViewForPlayerInfo]; [self updateViewForPlayerState]; } [fileURL release]; break;

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  • Can I load a UIImage from a URL?

    - by progrmr
    I have a URL for an image (got it from UIImagePickerController) but I no longer have the image in memory (the URL was saved from a previous run of the app). Can I reload the UIImage from the URL again? I see that UIImage has a imageWithContentsOfFile: but I have a URL. Can I use NSData's dataWithContentsOfURL: to read the URL? EDIT based on @Daniel's answer I tried the following code but it doesn't work... NSLog(@"%s %@", __PRETTY_FUNCTION__, photoURL); if (photoURL) { NSURL* aURL = [NSURL URLWithString:photoURL]; NSData* data = [[NSData alloc] initWithContentsOfURL:aURL]; self.photoImage = [UIImage imageWithData:data]; [data release]; } When I ran it the console shows: -[PhotoBox willMoveToWindow:] file://localhost/Users/gary/Library/Application%20Support/iPhone%20Simulator/3.2/Media/DCIM/100APPLE/IMG_0004.JPG *** -[NSURL length]: unrecognized selector sent to instance 0x536fbe0 *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSURL length]: unrecognized selector sent to instance 0x536fbe0' Looking at the call stack, I'm calling URLWithString, which calls URLWithString:relativeToURL:, then initWithString:relativeToURL:, then _CFStringIsLegalURLString, then CFStringGetLength, then forwarding_prep_0, then forwarding, then -[NSObject doesNotRecognizeSelector]. Any ideas why my NSString (photoURL's address is 0x536fbe0) doesn't respond to length? Why does it say it doesn't respond to -[NSURL length]? Doesn't it know that param is an NSString, not a NSURL?

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  • iPhone AVAudioPlayer failed to find codec

    - by Anthony
    Hello, I am writing an app that downloads a wav file from a server and needs to play that file. The files use the mulaw codec with 2:1 compression. These wav files are dynamically created by a seperate process so there is no way for me to preconvert the files to a different format or codec, I need to be able to play them as is. I am using an AVAudioPlayer instance initialized as follows: NSURL *audioURL = [[NSURL alloc] initWithString:@"http://xxx.../file.wav"]; NSData *audioData = [[NSData alloc] initWithContentsOfURL:audioURL]; AVAudioPlayer *audio = [[AVAudioPlayer alloc] initWithData:audioData error:nil]; [audio play]; However, when the play method executes, I get the following Console Output when executing on the Simulator: AudioQueue codec policy 1: failed to find a codec of the requested type I also tried saving the downloaded data to a local file and using a file URL, however that yeilds the same results. The downloaded file does play fine on both Mac and Windows based desktop media players. The SDK docs state that the mulaw codec is supported on the iPhone, so I am unsure why it is failing to find it. Any assistance would be greatly appreciated. Thanks.

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  • NSString writeToFile operation couldn't be completed

    - by Chonch
    Hey, I have an xml file in my application bundle. I want to copy it to the documents folder at installation and then, every time the app launches, get the newest version of this file from the Internet. I use this code: // Check if the file exists in the documents folder NSString *documentsPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]; if (![[NSFileManager defaultManager] fileExistsAtPath:[documentsPath stringByAppendingPathComponent:@"fileName.xml"]]) // If not, copy it there (from the bundle) [[NSFileManager defaultManager] copyItemAtPath:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"OriginalFile.xml"] toPath:[documentsPath stringByAppendingPathComponent:@"fileName.xml"] error:nil]; // Get the newest version of the file from the server NSURL *url=[[NSURL alloc] initWithString:@"http://www.sitename.com/webservice.asmx/webserviceName"]; NSString *results = [[NSString alloc] initWithContentsOfURL:url]; // Replace the current version with the newest one, only if it is valid if (results != nil) [results writeToFile:[documentsPath stringByAppendingPathComponent:@"fileName.xml"] atomically:NO encoding:NSStringEncodingConversionAllowLossy error:nil]; The problem is that the writeToFile command always returns NO and the file's contents remain identical to the original file I included in my app bundle. I checked the value of results and it's correct. I also made sure that the app does perform the writeToString command, but still, it always returns NO. Can anybody tell me what I'm doing wrong? Thanks,

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  • Several Objective-C objects become Invalid for no reason, sometimes.

    - by farnsworth
    - (void)loadLocations { NSString *url = @"<URL to a text file>"; NSStringEncoding enc = NSUTF8StringEncoding; NSString *locationString = [[NSString alloc] initWithContentsOfURL:[NSURL URLWithString:url] usedEncoding:&enc error:nil]; NSArray *lines = [locationString componentsSeparatedByString:@"\n"]; for (int i=0; i<[lines count]; i++) { NSString *line = [lines objectAtIndex:i]; NSArray *components = [line componentsSeparatedByString:@", "]; Restaurant *res = [byID objectForKey:[components objectAtIndex:0]]; if (res) { NSString *resAddress = [components objectAtIndex:3]; NSArray *loc = [NSArray arrayWithObjects:[components objectAtIndex:1], [components objectAtIndex:2]]; [res.locationCoords setObject:loc forKey:resAddress]; } else { NSLog([[components objectAtIndex:0] stringByAppendingString:@" res id not found."]); } } } There are a few weird things happening here. First, at the two lines where the NSArray lines is used, this message is printed to the console- *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFDictionary count]: method sent to an uninitialized mutable dictionary object' which is strange since lines is definitely not an NSMutableDictionary, definitely is initialized, and because the app doesn't crash. Also, at random points in the loop, all of the variables that the debugger can see will become Invalid. Local variables, property variables, everything. Then after a couple lines they will go back to their original values. setObject:forKey never has an effect on res.locationCoords, which is an NSMutableDictionary. I'm sure that res, res.locationCoords, and byId are initialized. I also tried adding a retain or copy to lines, same thing. I'm sure there's a basic memory management principle I'm missing here but I'm at a loss.

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  • Querying a database using Cocoa.

    - by S1syphus
    Hello everybody. Before I start a disclaimer, I should add a little disclaimer, that I am relatively new to Cocoa development and C in general. However I do have a copy of 'Cocoa Programming for Mac OS X 3rd edition' by Aaron Hillegass, which I am working through and using as a base, if anybody has a copy I am using the 'AmaZone' example on page 346 as a template and base. I trying to develop a small client app that takes a search string then displays results from a database accordingly. The database will contain a: list of files, their location, description & creation date, so for the moment the field number and types will remain the same. After looking around on SO, I saw something like: NSURL *myURL = [NSURL URLWithString:@"http://www.myserver.com/results.php"]; NSArray *sqlResults = [[NSArray alloc] initWithContentsOfURL:myURL]; I've worked with php before, so my current thinking after seeing this is create a php script on the server that queries the database, and creates an XML output. And with the XML response, just parse it. Would this be ok? as is there any major pitfalls anybody can see, that I can't. I know there are some database bundles, I've had a look at BaseTen for Postgres, but being relatively new to this, didn't want to get in over my head. Or if anybody else has any other suggestions and ideas, they would be greatly appreciated.

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  • how to play an audio soundclip when a nib is loaded - welcome screen - xcode

    - by Pavan
    I would like to do the following two things: 1) I would like to play an audio file qhen a nib is loaded 2) After that i would like to switch views when the audio file has finished playing. This will be easy as i just need to call the event that initiates the change of view by using the delegate method -(void) audioPlayerDidFinishPlaying{ //code to change view } I dont know how to to play the audio file when a nib is loaded. Using the AVFoundation framework, I tried doing the following after setting up the audio player and the variables associated with it in the appropriate places i wrote the following: - (void)viewDidLoad { [super viewDidLoad]; NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: @"sound" ofType: @"mp3"]; NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: fileURL error:nil]; [fileURL release]; self.player = newPlayer; [newPlayer release]; [player prepareToPlay]; [player setDelegate: self]; [player play]; } Although this does not play the file as the viewdidload method gets called before the nib is shown so the audio is never played or heard. What do i need to do so that i can play the audio file AFTER the nib has loaded and is shown on the screen? can someone please help me as ive been working on this for 3 hours now. Thanks in advance.

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