SwiftySound | simple library that lets you play sounds | Audio Utils library

 by   adamcichy Swift Version: 1.2.0 License: MIT

kandi X-RAY | SwiftySound Summary

kandi X-RAY | SwiftySound Summary

SwiftySound is a Swift library typically used in Audio, Audio Utils applications. SwiftySound has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

SwiftySound is a simple library that lets you deal with Swift sounds easily. The above will play the sound three times.
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            kandi-support Support

              SwiftySound has a medium active ecosystem.
              It has 1134 star(s) with 93 fork(s). There are 25 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 6 open issues and 44 have been closed. On average issues are closed in 142 days. There are 7 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of SwiftySound is 1.2.0

            kandi-Quality Quality

              SwiftySound has no bugs reported.

            kandi-Security Security

              SwiftySound has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              SwiftySound is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              SwiftySound releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of SwiftySound
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            SwiftySound Key Features

            No Key Features are available at this moment for SwiftySound.

            SwiftySound Examples and Code Snippets

            No Code Snippets are available at this moment for SwiftySound.

            Community Discussions

            QUESTION

            AVAudioPlayer stops playing after playing a lot of audio files: kAudio_TooManyFilesOpenError
            Asked 2019-Sep-13 at 20:58

            I encountered a similar problem mentioned here. From his findings, apparently, there's a limit to how many files you can play per session.

            I tried the method the author posted, but I guess his issue was more to do with simultaneous playback.

            What I'm trying to achieve is, I have tons of mp3 files (over 450 files), I'm trying to play each file at a time.

            here's the code:

            ...

            ANSWER

            Answered 2019-Sep-13 at 20:57

            I tried everything I could find on the internet.

            osstatus was a big help. Apparently, the default limit of audio files AVAudioPlayer can handle is 256.

            In order to change this, I created a function and called it in AppDelegate, func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?)

            Source https://stackoverflow.com/questions/57813638

            QUESTION

            Swift: SwiftySound Initialization Error if more than 49 sound files loaded
            Asked 2019-Feb-22 at 12:57

            I am trying to create a simple Soundboard in Swift with a Collection View, each button representing a sound that can be played. The structure is as follows (I know, it is probably not the smartest way to do it, but it worked earlier until I added some more sounds): I have a SoundFiles.swift with the SoundFiles class, which I declared

            ...

            ANSWER

            Answered 2019-Feb-22 at 12:57

            As @DavidPasztor pointed out, the problem was a memory issue because I opened too many sound files at once. Reducing the playersPerSound property to 1 indeed solved the problem but it would, of course, reoccur at some point. How I solved the issue for me now is as follows:

            I kept 5 players per sound to be able to play sounds more often than once before they are finished (important for my other Storyboards/View Controllers, where the user is supposed to choose a shorter list of sounds from the first Storyboard/View Controller for a quick selection). In the first Storyboard/View Controller, I got rid of the fillSounds function and instead used the following code when a sound is supposed to be played:

            Source https://stackoverflow.com/questions/54796613

            QUESTION

            pod update problem with gRPC-Core 1.14.0 and 1.14.1
            Asked 2018-Sep-20 at 02:56

            My Podfile look like this

            ...

            ANSWER

            Answered 2018-Sep-19 at 04:16

            i have the same problem and the following worked for me. Change your Podfile:

            from:

            Source https://stackoverflow.com/questions/52397642

            QUESTION

            How to solve Use of unresolved identifier 'SetOptions'?
            Asked 2018-May-23 at 09:18

            I have updated Firestore to follows. Now, I can't use it anymore. I removed, reinstalled several times. But there is no change. I am losing my mind. The issue is:

            "Use of unresolved identifier 'SetOptions'".

            ...

            ANSWER

            Answered 2018-May-23 at 09:18

            Your code is okay, you just need to import FirebaseFirestore in your class.

            Edit: After discussion

            pod 'FirebaseFirestore' is also not correct. It should be pod 'Firebase/Firestore'. Have a look at Firebase getting started guide choose iOS tab under Set up your development environment.

            Edit: 2

            In latest documentation it is like:

            Source https://stackoverflow.com/questions/50475721

            QUESTION

            music plays on top of eachother in swift xcode
            Asked 2018-Apr-14 at 15:33

            Basically, im making this app in xcode using swift, latest versions, and the problem is here:

            ...

            ANSWER

            Answered 2018-Apr-14 at 15:33

            Play the sound in AppDelegate's didFinishedLaunchingWithOptions

            as follows :

            Source https://stackoverflow.com/questions/49832796

            QUESTION

            Swift playing sound doesn't seem to work on my app
            Asked 2017-Oct-07 at 17:13

            Iv'e tried using the SwiftySound lib but from some reason it didn't work, Iv'e also tried to play a sound using the AVFoundation but it doesn't seems to work neither (it's wether I get a nil on the url or it's simply doesn't work). the device is not muted and the speakers works fine, does anyone know what it might be?

            ...

            ANSWER

            Answered 2017-Oct-07 at 16:36

            Make sure you are adding your sound files to your project and also to your application target. It may be the case that, AVfoundation or SwiftySound not able to find your sound file. Also check out example project of SwiftySound.

            pod try SwiftySound

            Also check out other similar questions:- iOS Sound not playing in Swift

            Source https://stackoverflow.com/questions/46622586

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install SwiftySound

            CocoaPods is a dependency manager which automates and simplifies the process of using third-party libraries in your projects. See the Get Started section for more details.
            Carthage is a lightweight dependency manager for Swift and Objective-C. It leverages CocoaTouch modules and is less invasive than CocoaPods. To install with carthage, follow the instruction on Carthage.
            The Swift Package Manager is a tool for managing the distribution of Swift code. Just add the url of this repo to your Package.swift file as a dependency:. Then run swift build and wait for SPM to install SwiftySound.
            Drop the Sound.swift file into your project, link against AVFoundation.framework and you are ready to go.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/adamcichy/SwiftySound.git

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            gh repo clone adamcichy/SwiftySound

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            git@github.com:adamcichy/SwiftySound.git

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