I'm working on an iOS app with Swift and Xcode 6. What I would like to do is play an audio file using an AVAudioEngine, and until this point everything OK. But how can I play it without stopping, I mean, that when it ends playing it starts again?
This is my code:
/*==================== CONFIGURATES THE AVAUDIOENGINE ===========*/
audioEngine.reset() //Resets any previous configuration on AudioEngine
let audioPlayerNode = AVAudioPlayerNode() //The node that will play the actual sound
audioEngine.attachNode(audioPlayerNode) //Attachs the node to the audioengine
audioEngine.connect(audioPlayerNode, to: audioEngine.outputNode, format: nil) //Connects the applause playback node to the sound output
audioPlayerNode.scheduleFile(applause.applauseFile, atTime: nil, completionHandler: nil)
audioEngine.startAndReturnError(nil)
audioPlayerNode.play() //Plays the sound
Before saying me that I should use AVAudioPlayer for this, I can't because later I will have to use some effects and play three audio files at the same time, also repeatedly.
I found the solution in another question, asked and also auto-answered by @CarveDrone , so I've just copied the code he used:
class aboutViewController: UIViewController {
var audioEngine: AVAudioEngine = AVAudioEngine()
var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode()
override func viewDidLoad() {
super.viewDidLoad()
let filePath: String = NSBundle.mainBundle().pathForResource("chimes", ofType: "wav")!
println("\(filePath)")
let fileURL: NSURL = NSURL(fileURLWithPath: filePath)!
let audioFile = AVAudioFile(forReading: fileURL, error: nil)
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
let audioFileBuffer = AVAudioPCMBuffer(PCMFormat: audioFormat, frameCapacity: audioFrameCount)
audioFile.readIntoBuffer(audioFileBuffer, error: nil)
var mainMixer = audioEngine.mainMixerNode
audioEngine.attachNode(audioFilePlayer)
audioEngine.connect(audioFilePlayer, to:mainMixer, format: audioFileBuffer.format)
audioEngine.startAndReturnError(nil)
audioFilePlayer.play()
audioFilePlayer.scheduleBuffer(audioFileBuffer, atTime: nil, options:.Loops, completionHandler: nil)
}
The only thing you have to change is the filePath
constant. Here is the link to the original answer: Having AVAudioEngine repeat a sound