Hi,
I've reached the point where i want to play some samples in my game/app. My instinct says use openAL ... I will have the situation where I will need to play multiple samples at once (however no more than 2 or 3) and the samples will be short (2 or 3 seconds).
My question is what is the best way of playing samples on the iPhone given that criteria?
Cheers Rich
From stackoverflow
-
This is a piece of sample code I am using:
1st option:
I defined this in my .h file
SystemSoundID topClick;
And in my .m file I firest load the sound (aiff file):
NSBundle* bundle = [NSBundle mainBundle]; NSString *topClickFile = [bundle pathForResource:@"top_click" ofType:@"aiff"];
Then, when I want to play the sound, I use:
AudioServicesPlaySystemSound(topClick);
2nd option:
You could also use the AVAudioPlayer (available since firmware 2.2 I think):
NSString *graffitiSprayFile = [bundle pathForResource:@"sound_effect" ofType:@"aiff"]; AVAudioPlayer* sprayAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:graffitiSprayFile] error:NULL]; sprayAudio.delegate = self; [sprayAudio prepareToPlay]; [sprayAudio setNumberOfLoops:999];
The first option is very usable for relatively short sound effect.
John Fricker : Just a point of information - AVAudioPlayer can play multiple caf, aiff, wav files but only one mp3 can play at a time (so don't use mp3 for game effects).Rich : Also setting the number of loops to -1 will make the sample repeat forever.Bill : Is a call to AudioServicesCreateSystemSoundID required?Rocker : Can I ask a question? how can I maximize the volum of the sound by code? thanks a lot
0 comments:
Post a Comment