SwiftySound | simple library that lets you play sounds | Audio Utils library
kandi X-RAY | SwiftySound Summary
kandi X-RAY | SwiftySound Summary
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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SwiftySound Key Features
SwiftySound Examples and Code Snippets
Community Discussions
Trending Discussions on SwiftySound
QUESTION
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 20:57I 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]?)
QUESTION
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 12:57As @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:
QUESTION
My Podfile look like this
...ANSWER
Answered 2018-Sep-19 at 04:16i have the same problem and the following worked for me. Change your Podfile:
from:
QUESTION
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 09:18Your 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:
QUESTION
Basically, im making this app in xcode using swift, latest versions, and the problem is here:
...ANSWER
Answered 2018-Apr-14 at 15:33Play the sound in AppDelegate
's didFinishedLaunchingWithOptions
as follows :
QUESTION
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 16:36Make 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
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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No vulnerabilities reported
Install SwiftySound
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.
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