How do I add background music to my spritekit file - xcode

Could someone give me a quick easy step by step to adding background m4a music once my app has loaded. It is a sprite kit Xcode file, and the music is in m4a format. Thanks

Try with this:
#import AVFoundation;
...
AVAudioPlayer * backgroundMusicPlayer;
NSError *error;
NSURL * backgroundMusicURL = [[NSBundle mainBundle] URLForResource:#"song" withExtension:#"m4a"];
backgroundMusicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:backgroundMusicURL error:&error];
backgroundMusicPlayer.numberOfLoops = -1; //-1 = infinite loop
[backgroundMusicPlayer prepareToPlay];
[backgroundMusicPlayer play];
and to stop simply
[backgroundMusicPlayer stop];
note: I don't use SKAction to play background music because you can't stop it when you want

You can use AVAudioPlayer for this purpose:
In your .h:
#import <AVFoundation/AVFoundation.h>
and add the following to interface
AVAudioPlayer *player;
In .m, initialize player with audio oath url:
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:#"bg_music"
ofType:#"mp3"]];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
player.numberOfLoops = -1;
and when you need to play the audio, you can call:
[player play];
Note:
"numberOfLoops" is the number of times that the sound will return to the beginning upon reaching the end.
A value of zero means to play the sound just once.
A value of one will result in playing the sound twice, and so on...
Any negative number will loop indefinitely until stopped.
Keep Coding................ :)

Related

Looping Through NSArray

This is suppose to play all the songs in the NSArray but it only plays one and stops. What am I doing wrong? The array contains a whole bunch of links to different .mp3 formatted songs.
NSArray *array = [myString componentsSeparatedByString:#"\n"];
int nextTag = 1;
for (soundPath in array) {
NSURL *url = [NSURL URLWithString:soundPath];
asset = [AVURLAsset URLAssetWithURL:url options:nil];
yourMediaPlayer = [[MPMoviePlayerController alloc] initWithContentURL:url];
yourMediaPlayer.controlStyle = MPMovieControlStyleNone;
yourMediaPlayer.currentPlaybackTime = 0;
yourMediaPlayer.shouldAutoplay = FALSE;
[yourMediaPlayer play];
nextTag++;
}
Instead of trying to get MPMoviePlayerController play a list of items use AVQueuePlayer instead. It has a convenient advanceToNextItem method.
You can create a player already loaded with items (class AVPlayerItem) either with initWithItems or queuePlayerWithItems. Then just call play on it (inherited from AVPlayer) and it should play the items one after the other.
See:
AVQueuePlayer docs
AVPlayer docs
AV Foundation Programming Guide
AVPlayerItem docs

how to play an audio file which is not in the main bundle?

this is my code to play mp3 file from the directory of the application, and for some reason it's not working. lease find out what's wrong with this code !
-(IBAction)PlayLesson:(id)sender;
{
NSString *folderAndFile = #"/Users/alaaalfadhel/Library/Application Support/iPhone Simulator/5.1/Applications/1021CF5B-F664-4123-B9CB-529217225B74/Documents/file.mp3";
NSString *audioFilePath = [[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0] stringByAppendingPathComponent:folderAndFile];
NSURL *url = [NSURL fileURLWithPath:audioFilePath];
ofType:#"mp3"]];
AVAudioPlayer *click = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
[click play];
}
Since the NSSearchPathForDirectoriesInDomains supplies everything up to the Documents directory, you don't need to give it a folder/file combination but just the file.
You really want your URL to be /Users/alaaalfadhel/Library/Application Support/iPhone Simulator/5.1/Applications/5515AFBA-1E7D-4B06-A62E-F6FDFD7DD7C7/Documents/file.m‌​p3 instead of the one displayed in your log. This is necessary because the long hex value will change any time you remove the app from the simulator and then launch it again.

Scaling a QTMovie before appending

Using the QTKit framework, I'm developing a little app.
In the app, I'm trying to append a movie after a other movie, which in essence is already working (most of the time), but I'm having a little trouble with the appended movie. The movie is which I'm appending to is quite big, like 1920x1080, and the appended movie is usually much smaller, but I never know what size it exactly is. The appended movie sort of stays its own size in the previous 1920x1080 frame, as seen here:
Is there anyone familiar with this? Is there a way I can scale the movie which I need to append to, to the size of the appended movie? There is no reference of such a thing in the documentation.
This is are some relevant methods:
`QTMovie *segmentTwo = [QTMovie movieWithURL:finishedMovie error:nil];
QTTimeRange range = { .time = QTZeroTime, .duration = [segmentTwo duration] };
[segmentTwo setSelection:range];
[leader appendSelectionFromMovie:segmentTwo];
while([[leader attributeForKey:QTMovieLoadStateAttribute] longValue] != 100000L)
{
//wait until QTMovieLoadStateComplete
}
NSDictionary *exportAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], QTMovieExport,
[NSNumber numberWithLong:kQTFileTypeMovie], QTMovieExportType, nil];
NSString *outputFile = [NSString stringWithFormat:#"%#.mov", onderwerp];
NSString *filepath = [[#"~/Desktop" stringByExpandingTildeInPath] stringByAppendingFormat:#"/%#", outputFile];
BOOL succes = [leader writeToFile:filepath withAttributes:exportAttributes error:&theError];
Leader is initialized like this:
NSDictionary *movieAttributes = [NSDictionary dictionaryWithObjectsAndKeys:path, QTMovieFileNameAttribute, [NSNumber numberWithBool:YES], QTMovieEditableAttribute, nil];
leader = [QTMovie movieWithAttributes: movieAttributes error:&error];
This contained all the information I need, although without using the QTKit framework. QTKit - Merge two videos with different width and height?

MPMoviePlayerController doesn't work after upgrading to iOS 5

This code works perfectly on iPad 4.3 Simulator:
NSString *source = [mediaObject objectForKey:#"source"];
NSString *videoPath = [NSString stringWithFormat:#"%#/%#", path, source];
NSURL *videoUrl = [NSURL fileURLWithPath:videoPath];
MPMoviePlayerController *videoPlayer = [[MPMoviePlayerController alloc] initWithContentURL:videoUrl];
videoPlayer.shouldAutoplay = NO;
videoPlayer.view.frame = CGRectMake(xPos, yPos, width, height);
[backgroundImageView addSubview:videoPlayer.view];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(videoPlaybackStateDidChange:) name:MPMoviePlayerPlaybackStateDidChangeNotification object:videoPlayer];
but it doesn't work on iPad 5 Simulator. I get a black frame with no movie nor playback controls.
I read the Apple changelog about MPMoviePlayerController, but I didn't found anything about this problem. Can you help me?
I solved the problem in this way: in my header file I wrote:
MPMoviePlayerController *moviePlayer;
with this property:
#property(nonatomic, strong) MPMoviePlayerController *moviePlayer;
and in the method in which I init the moviePlayer:
MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:movieUrl];
self.moviePlayer = player;
It seems that assigning the player to a property "saves" the player. But don't ask me why...
You don't mention what type of URL you are trying to play, however, if it's an HTTP Live Streaming resource (.m3u8 file), then be aware that iOS 5.0 seems to have tightened up on validating the contents of the m3u8 index file.
Specifically, I've discovered that:
No individual segment can be more than twice as long as the #EXT-X-TARGETDURATION value;
The #EXTINF value (segment length in seconds) can, now, only be an integer value.
If one of these is your problem, running your application under the iOS 5.0 simulator should show a warning in the debugger console.
For HLS on iOS5, the TARGETDURATION value is really not the target duration but needs to be the maximum duration. So it should be set to the largest segment in the file.

Audio on TouchesEnded

On TouchesEnded I want to do two things:
1) return the view to its original position - this works fine.
2) I want to play an audio sound if the touch ended on the YES vies and a different sound for the NO views.
How can I do this?
At this moment my sound for NO will play for every touch ended - and this is not good.
I am new to this so please explain the basics :) my current code below.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
yesletter1.frame = keepYesLetter1Place;
yesletter2.frame = keepYesLetter2Place;
yesletter3.frame = keepYesLetter3Place;
yesletter4.frame = keepYesLetter4Place;
notletter1.frame = keepNoLetter1Place;
notletter2.frame = keepNoLetter2Place;
notletter3.frame = keepNoLetter3Place;
notletter4.frame = keepNoLetter4Place;
NSString *path = [[NSBundle mainBundle]
pathForResource:#"no"ofType:#"wav"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc]
initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[theAudio play];
}
Solved this issue not the way i wanted but thing work now.
I have 2 different sounds for some objects one sound and the other another sound.
What i did is added a flag for each object and did if(flag1 == 0 || flag2 == 0 ect...) play sound 1 else play sound 2.
in another method which does something else i played with the flags.
I am sure there is a better solution for this :) but things work now.

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