ios - Creando y reproduciendo un sonido en forma rápida
objective-c audio (19)
Aquí hay un poco de código que he agregado a FlappySwift que funciona:
import SpriteKit
import AVFoundation
class GameScene: SKScene {
// Grab the path, make sure to add it to your project!
var coinSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("coin", ofType: "wav"))
var audioPlayer = AVAudioPlayer()
// Initial setup
override func didMoveToView(view: SKView) {
audioPlayer = AVAudioPlayer(contentsOfURL: coinSound, error: nil)
audioPlayer.prepareToPlay()
}
// Trigger the sound effect when the player grabs the coin
func didBeginContact(contact: SKPhysicsContact!) {
audioPlayer.play()
}
}
Entonces, lo que quiero hacer es crear y reproducir un sonido rápido que toque cuando presiono un botón, sé cómo hacerlo en Objective-C, pero ¿alguien sabe cómo hacerlo en Swift?
Sería así para Objective-C:
NSURL *soundURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"mysoundname" ofType:@"wav"]];
AudioServicesCreateSystemSoundID((__bridge CFURLRef)soundURL, &mySound);
Y luego para jugarlo haría:
AudioServicesPlaySystemSound(Explosion);
¿Alguien sabe cómo podría hacer esto?
Con una clase y AudioToolbox:
import AudioToolbox
class Sound {
var soundEffect: SystemSoundID = 0
init(name: String, type: String) {
let path = NSBundle.mainBundle().pathForResource(name, ofType: type)!
let pathURL = NSURL(fileURLWithPath: path)
AudioServicesCreateSystemSoundID(pathURL as CFURLRef, &soundEffect)
}
func play() {
AudioServicesPlaySystemSound(soundEffect)
}
}
Uso:
testSound = Sound(name: "test", type: "caf")
testSound.play()
De acuerdo con el nuevo Swift 2.0 deberíamos usar do try catch. El código se vería así:
var badumSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("BadumTss", ofType: "mp3"))
var audioPlayer = AVAudioPlayer()
do {
player = try AVAudioPlayer(contentsOfURL: badumSound)
} catch {
print("No sound found by URL:/(badumSound)")
}
player.prepareToPlay()
Este código funciona para mí. Utilice Try and Catch para AVAudioPlayer
import UIKit
import AVFoundation
class ViewController: UIViewController {
//Make sure that sound file is present in your Project.
var CatSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Meow-sounds.mp3", ofType: "mp3")!)
var audioPlayer = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: CatSound)
audioPlayer.prepareToPlay()
} catch {
print("Problem in getting File")
}
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func button1Action(sender: AnyObject) {
audioPlayer.play()
}
}
Este código funciona para mí:
class ViewController: UIViewController {
var audioFilePathURL : NSURL!
var soundSystemServicesId : SystemSoundID = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
audioFilePathURL = NSBundle.mainBundle().URLForResource("MetalBell", withExtension: "wav")
AudioServicesCreateSystemSoundID( audioFilePathURL, &soundSystemServicesId)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func PlayAlertSound(sender: UIButton) {
AudioServicesPlayAlertSound(soundSystemServicesId)
}
}
Esto crea un SystemSoundID
desde un archivo llamado Cha-Ching.aiff
.
import AudioToolbox
let chaChingSound: SystemSoundID = createChaChingSound()
class CashRegisterViewController: UIViewController {
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
AudioServicesPlaySystemSound(chaChingSound)
}
}
func createChaChingSound() -> SystemSoundID {
var soundID: SystemSoundID = 0
let soundURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), "Cha-Ching", "aiff", nil)
AudioServicesCreateSystemSoundID(soundURL, &soundID)
CFRelease(soundURL)
return soundID
}
Esto es similar a algunas otras respuestas, pero tal vez un poco más "Swifty":
// Load "mysoundname.wav"
if let soundURL = NSBundle.mainBundle().URLForResource("mysoundname", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
Tenga en cuenta que este es un ejemplo trivial que reproduce el efecto del código en la pregunta. Tendrá que asegurarse de import AudioToolbox
, además el patrón general para este tipo de código sería cargar sus sonidos cuando se inicie su aplicación, guardarlos en variables de instancia de SystemSoundID
en alguna parte, usarlos en toda la aplicación y luego llamar a AudioServicesDisposeSystemSoundID
cuando has terminado con ellos.
Extensión Handy Swift:
import AudioToolbox
extension SystemSoundID {
static func playFileNamed(fileName: String, withExtenstion fileExtension: String) {
var sound: SystemSoundID = 0
if let soundURL = NSBundle.mainBundle().URLForResource(fileName, withExtension: fileExtension) {
AudioServicesCreateSystemSoundID(soundURL, &sound)
AudioServicesPlaySystemSound(sound)
}
}
}
Luego, desde cualquier lugar de su aplicación (recuerde import AudioToolbox
), puede llamar
SystemSoundID.playFileNamed("sound", withExtenstion: "mp3")
para jugar "sound.mp3"
La solución de Matt Gibson funcionó para mí, aquí está la versión rápida 3.
if let soundURL = Bundle.main.url(forResource: "ringSound", withExtension: "aiff") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
Para Swift 3 :
extension SystemSoundID {
static func playFileNamed(_ fileName: String, withExtenstion fileExtension: String) {
var sound: SystemSoundID = 0
if let soundURL = Bundle.main.url(forResource: fileName, withExtension: fileExtension) {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &sound)
AudioServicesPlaySystemSound(sound)
}
}
}
Swift 4
import UIKit
import AudioToolbox
class ViewController: UIViewController{
var sounds : [SystemSoundID] = [1, 2, 3, 4, 5, 6, 7]
override func viewDidLoad() {
super.viewDidLoad()
for index in 0...sounds.count-1 {
let fileName : String = "note/(sounds[index])"
if let soundURL = Bundle.main.url(forResource: fileName, withExtension: "wav") {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &sounds[index])
}
}
}
@IBAction func notePressed(_ sender: UIButton) {
switch sender.tag {
case 1:
AudioServicesPlaySystemSound(sounds[0])
case 2:
AudioServicesPlaySystemSound(sounds[1])
case 3:
AudioServicesPlaySystemSound(sounds[2])
case 4:
AudioServicesPlaySystemSound(sounds[3])
case 5:
AudioServicesPlaySystemSound(sounds[4])
case 6:
AudioServicesPlaySystemSound(sounds[5])
default:
AudioServicesPlaySystemSound(sounds[6])
}
}
}
o
import UIKit
import AVFoundation
class ViewController: UIViewController, AVAudioPlayerDelegate{
var audioPlayer : AVAudioPlayer!
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func notePressed(_ sender: UIButton) {
let soundURL = Bundle.main.url(forResource: "note/(sender.tag)", withExtension: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
}
catch {
print(error)
}
audioPlayer.play()
}
}
Use esta función para hacer sonido en Swift (Puede usar esta función donde desee hacer sonido).
Primero, agregue SpriteKit y AVFoundation Framework.
import SpriteKit
import AVFoundation
func playEffectSound(filename: String){
runAction(SKAction.playSoundFileNamed("/(filename)", waitForCompletion: false))
}// use this function to play sound
playEffectSound("Sound File Name With Extension")
// Example :- playEffectSound("BS_SpiderWeb_CollectEgg_SFX.mp3")
Veamos un enfoque más actualizado a esta pregunta:
Import AudioToolbox
func noteSelector(noteNumber : String){
if let soundURL = Bundle.main.url(forResource: noteNumber, withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
esto está trabajando con Swift 4:
if let soundURL = Bundle.main.url(forResource: "note3", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
funciona en Xcode 9.2
if let soundURL = Bundle.main.url(forResource: "note1", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
Ejemplo de código Swift :
import UIKit
import AudioToolbox
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func notePressed(_ sender: UIButton) {
// Load "mysoundname.wav"
if let soundURL = Bundle.main.url(forResource: "note1", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
}
//Swift 4
import UIKit
import AVFoundation
class ViewController: UIViewController {
var player : AVAudioPlayer?
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func notePressed(_ sender: UIButton) {
let path = Bundle.main.path(forResource: "note1", ofType: "wav")!
let url = URL(fileURLWithPath: path)
do {
player = try AVAudioPlayer(contentsOf: url)
player?.play()
} catch {
// error message
}
}
}
import AVFoundation
var audioPlayer = AVAudioPlayer()
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let soundURL = NSBundle.mainBundle().URLForResource("04", withExtension: "mp3")
audioPlayer = AVAudioPlayer(contentsOfURL: soundURL, error: nil)
audioPlayer.play()
}
}
var mySound = NSSound(named:"Morse.aiff")
mySound.play()
"Morse.aiff" es un sonido de sistema de OSX, pero si solo hace clic en "named" dentro de XCode, podrá ver (en el panel QuickHelp) donde esta función está buscando los sonidos. Puede estar en su carpeta "Archivos de apoyo"