I am creating a music app in Objective C. I need to play multiple sounds simultaneously and I am able to achieve this by using DiracLE audio players.
But the volume control method of this Library - (void) setVolume:(float)volume; doesn't seem to be working.
My Code for initializing DiracAudioPlayer:
DiracAudioPlayer *player1,*player2;
NSURL *url1,*url2;
NSError *error = nil;
url1 = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"song1" ofType:@"mp3"]];
url2 = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"song2" ofType:@"mp3"]];
player1 = [[DiracAudioPlayer alloc] initWithContentsOfURL:mainURL channels:1 error:&error];
[player1 setDelegate:self];
player2 = [[DiracAudioPlayer alloc] initWithContentsOfURL:mainURL channels:1 error:&error];
[player2 setDelegate:self];
Method to set the player volumes:
-(void)setPlayerVolume
{
[player1 setVolume:0.5];
[player2 setVolume:0.2];
}
setVolume: is not working even for single player and there are no exceptions being thrown.
How to solve this?
You could also achieve this by initializing 2 AVAudioPlayers
sequentially, and controlling the volume with [self.player setVolume:volumeFloat];
...
NSString *songA = [[NSBundle mainBundle] pathForResource:@"songA" ofType:@"mp3"];
NSError *soundError = nil;
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:songA] error:&soundError];
if(self.player == nil)
NSLog(@"%@",soundError);
else
{
[self.player setDelegate:self];
[self.player setVolume:0.75];
[self.player play];
}
NSString *songB = [[NSBundle mainBundle] pathForResource:@"songB" ofType:@"mp3"];
soundError = nil;
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:songB] error:&soundError];
if(self.player == nil)
NSLog(@"%@",soundError);
else
{
[self.player setDelegate:self];
[self.player setVolume:0.25];
[self.player play];
}
...
In case you are determined to use DiracAudioPlayer, you could use your own method to reinitialize the AudioUnit with the right volume parameter in DiracAudioPlayerBase.mm
:
-(void)setupInstanceWithUrl:(NSURL*)inUrl numChannels:(int)channels volume:(float)volume
{
mDelegate = nil;
mInUrl = [inUrl copy];
mIsPrepared = NO;
mIsProcessing = NO;
mWorkerThread = nil;
mTotalFramesInFile = 0;
mIsRunning = NO;
mVolume = volume;
mLoopCount = mNumberOfLoops = 0;
mHasFinishedPlaying = YES;
if (channels < 1) channels = 1;
else if (channels > 2) channels = 2;
mNumChannels = channels;
mPeak = new SInt16[mNumChannels];
mPeakOut = new SInt16[mNumChannels];
for (long v = 0; v < mNumChannels; v++) {
mPeakOut[v] = 0;
mPeak[v] = -1;
}
OSStatus status = noErr;
mTimeFactor = 1./kOversample;
mPitchFactor = kOversample;
// This is boilerplate code to set up CoreAudio on iOS in order to play audio via its default output
// Desired audio component
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
#if TARGET_OS_IPHONE
desc.componentSubType = kAudioUnitSubType_RemoteIO;
#else
desc.componentSubType = kAudioUnitSubType_HALOutput;
#endif
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
// Get ref to component
AudioComponent defaultOutput = AudioComponentFindNext(NULL, &desc);
// Get matching audio unit
status = AudioComponentInstanceNew(defaultOutput, &mAudioUnit);
checkStatus(status);
// this is the format we want
AudioStreamBasicDescription audioFormat;
mSampleRate=audioFormat.mSampleRate = 44100.00;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = mNumChannels;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = sizeof(short)*mNumChannels;
audioFormat.mBytesPerFrame = sizeof(short)*mNumChannels;
status = AudioUnitSetProperty(mAudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&audioFormat,
sizeof(audioFormat));
checkStatus(status);
// here we set up CoreAudio in order to call our PlaybackCallback
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = PlaybackCallback;
callbackStruct.inputProcRefCon = (__bridge void*) self;
status = AudioUnitSetProperty(mAudioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
kOutputBus,
&callbackStruct,
sizeof(callbackStruct));
checkStatus(status);
// Initialize unit
status = AudioUnitInitialize(mAudioUnit);
checkStatus(status);
// here we allocate our audio cache
mAudioBuffer = AllocateAudioBufferSInt16(mNumChannels, kAudioBufferNumFrames);
// Avoid delay when hitting play by making sure the graph is pre-initialized
AudioOutputUnitStart(mAudioUnit);
AudioOutputUnitStop(mAudioUnit);
[self prepareToPlay];
}
Double check that your volume is being set by logging:
NSLog(@"Volume P1: %f", [player1 volume]);
NSLog(@"Volume P2: %f", [player2 volume]);
In Addition you can also control the output volume of the mix, by the same method used by the hardware volume buttons: (This will launch the UI of a iOS volume change)
-(void)addVolumeObserver {
MPVolumeView *volumeView = [MPVolumeView new];
volumeView.showsRouteButton = NO;
volumeView.showsVolumeSlider = NO;
AppDelegate *appDelegate = (AppDelegate *) [[UIApplication sharedApplication] delegate];
[appDelegate.window.rootViewController.view addSubview:volumeView];
__weak __typeof(self)weakSelf = self;
[[volumeView subviews] enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
if ([obj isKindOfClass:[UISlider class]]) {
__strong __typeof(weakSelf)strongSelf = weakSelf;
strongSelf->volumeSlider = obj;
[obj addTarget:strongSelf action:@selector(handleVolumeChanged:) forControlEvents:UIControlEventValueChanged];
*stop = YES;
}
}];
}
- (void)handleVolumeChanged:(id)sender
{
NSLog(@"Volume: %f", volumeSlider.value);
}
- (void)setVolumeHandlerTo:(float)volume
{
volumeSlider.value = volume;
}
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