I have a soundboard it's just a screen with about 8 buttons. each individual button will have its own sound which will be played upon button press There are a couple of ways I could play the sound, such as using SystemSound or AVAudioPlayer system sound so far seems have the quickest response times, avaudioplayer is quite slow, it cant keep up if the user taps on the buttons really fast, I created an audio player for each sound which was quite messy. this is how I'm playing the sounds at the moment the .h file
@interface MainScreenViewController : UIViewController <AVAudioPlayerDelegate, UITabBarControllerDelegate> {
AVAudioPlayer *player;
CFURLRef keNURL;
SystemSoundID keNObject;
//KE LOUD
CFURLRef keLURL;
SystemSoundID keLObject;
//GE NORMAL
CFURLRef geNURL;
SystemSoundID geNObject;
//GE LOUD
CFURLRef geLURL;
SystemSoun开发者_开发知识库dID geLObject;
//NA NORMAL
CFURLRef naNURL;
SystemSoundID naNObject;
//NA LOUD
CFURLRef naLURL;
SystemSoundID naLObject;
//RA
CFURLRef raURL;
SystemSoundID raObject;
//DAGGA CLICK
CFURLRef daCURL;
SystemSoundID daCObject;
//TILLI CLICK
CFURLRef tiCURL;
SystemSoundID tiCObject;
}
@property (nonatomic, retain) AVAudioPlayer *player;
@property (readwrite) CFURLRef keNURL;
@property (readonly) SystemSoundID keNObject;
@property (readwrite) CFURLRef keLURL;
@property (readonly) SystemSoundID keLObject;
@property (readwrite) CFURLRef geNURL;
@property (readonly) SystemSoundID geNObject;
@property (readwrite) CFURLRef geLURL;
@property (readonly) SystemSoundID geLObject;
@property (readwrite) CFURLRef naNURL;
@property (readonly) SystemSoundID naNObject;
@property (readwrite) CFURLRef naLURL;
@property (readonly) SystemSoundID naLObject;
@property (readwrite) CFURLRef raURL;
@property (readonly) SystemSoundID raObject;
@property (readwrite) CFURLRef daCURL;
@property (readonly) SystemSoundID daCObject;
@property (readwrite) CFURLRef tiCURL;
@property (readonly) SystemSoundID tiCObject;
}
then the actions that play the individual sounds
then the .m file, after importing the .h file and the right frame works and synthesizing all the variables, write the code for the action and this is what's in the individual actions.
-(IBAction)geSound{
AudioServicesPlaySystemSound (self.geNObject);
}
I just wanted to know if systemsound is the way forward for me to create a soundboard. thanks especially when the user will tap on the board really fast alternating between beats. . if not what is the best way to play the sound which responds really well?
Speaking from experience, AVAudioPlayer works quite well at playing multiple sounds at the same time or very quickly one after the other. The best way to use it is to just create one method that you feed in an NSString
to play some sound with the name held in that NSString
... in that way, you will create a new player for each sound file that you play. Be careful about releasing the allocated players though unless you know you are finished with them.
Unless you have very large sound files which might take a short second to buffer (you'll have to figure out for yourself if you can live with any latency or not), I've never had any issues with it being slow. If it's slow, you're probably doing something against Apple's recommendations in regards to decoding certain files (i.e. for multiple sounds at once, Apple recommends the CAF format since it is hardware decoded versus software decoded): http://developer.apple.com/iphone/library/documentation/AVFoundation/Reference/AVAudioPlayerClassReference/Reference/Reference.html
Update
Here is how I encode my files with a shell script. Put this in a file called batchit.sh
in it's own directory. Then place whatever .WAV files you want to encode as a .CAF file in that directory. Open up the Terminal
on your Mac, cd
to that directory and type sh batchit.sh
and let it do it's thing. It will batch convert all the files... Here's the code:
for f in *; do
if [ "$f" != "batchit.sh" ]
then
/usr/bin/afconvert -f caff -d ima4 $f
echo "$f converted"
fi
done
Notice I didn't do anything in the audioPlayerDidFinishPlaying
method which is a delegate method of AVAudioPlayer
. You will need to add code to properly release the players after each is finished playing (hey, I can't do all the work for you :) so that all the memory is allocated correctly. Otherwise you will eventually run out if you indefinitely keep creating players without releasing them. Since it seems like you're having a rough day.. see below for a big hint.
That's all the help I can give though. You gotta learn & earn the rest
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
// do something here if you want.. you know like maybe release the old players by uncommenting the line below :)
//[player release];
}
22/03/2014 - Update: Got rid of my overly excited post (which was written a long time ago) and updated to portray a more appropriate answer.
I had to achieve fine control over audio so opted to use OpenAL. WOW is one way to sum it up. As soon as I took it upon myself to use OpenAL which required a bit of extra leg work, getting all the required methods implemented and setting everything up; I found myself with practically no noticeable latency at all. I was absolutely pleased with the excellent results.
I was able to achieve both fine control and no latency at all. I remember jumping in joy at the time when I had it working.
Here are the resources I used that helped ease the endeavor of implementing OpenAL for the first time:
- OpenAL on the iPhone
- It was because of
this linkthis video tutorial that I was able to create an excellent sound manager singleton. This allowed me to play all the sounds that I needed from any class that I wanted with little sound management, the singleton took care of everything for me.
I humbly suggest everyone to use OpenAL if you require fine control over your audio, and more importantly if you require a low-latency on-demand audio, specially for games when you need to make sure sound is played there and then when you require and expect it to, an audio based application for example.
Just going to add for the benefit of others, even though this is 2 years after the issue.
I've found that if they are short sounds, you would be ok (ish) on your application load. buffering all your tracks by running an instance of prepare to play for every sound (in a for loop) (then releasing - just enough for your processor to remember where the file is)
This takes away the initial loading time next time you come round to it and lets the sounds start more promptly
you could create AVAudioPlayer for each sound and then just pause/play it.
Have you tried playing back each sound in its own thread? You could try a basic NSOperation
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