问题
I’m trying to make a small iPhone application with some buttons to play WAV sounds. My buttons works, but I have a small latency (~ 0,5 sec).
This is my .m file :
#import "buttonSoundViewController.h"
@implementation buttonSoundViewController
//@synthesize player;
-(IBAction) playSoundA:(id)sender{
NSString *path = [[NSBundle mainBundle] pathForResource:@"a" ofType:@"wav"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
-(IBAction) playSoundB:(id)sender{
NSString *path = [[NSBundle mainBundle] pathForResource:@"b" ofType:@"wav"];
AVAudioPlayer* theAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate = self;
[theAudio play];
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
[player release];
}
-(void)audioPlayerDecodeErrorDidOccur:(AVAudioPlayer *)player error:(NSError *)error {
}
-(void)audioPlayerBeginInterruption:(AVAudioPlayer *)player {
}
-(void)audioPlayerEndInterruption:(AVAudioPlayer *)player {
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
- (void)viewDidUnload {
}
- (void)dealloc {
[audioPlayer release];
[super dealloc];
}
@end
How can I avoid this latency between playing different sounds?
回答1:
Using AudioServices is indeed much quicker for small sounds (less than 30 seconds). The required code isn't very long either (but it requires some good old C).
#import <AudioToolbox/AudioServices.h>
SystemSoundID soundID = 0;
NSString* str = [[NSBundle mainBundle] pathForResource:fileName ofType:nil];
CFURLRef soundFileURL = (CFURLRef)[NSURL URLWithString:str ];
OSStatus errorCode = AudioServicesCreateSystemSoundID(soundFileURL, &soundID);
if (errorCode != 0) {
// Handle failure here
}
else
AudioServicesPlaySystemSound(soundID);
Also you can optimize your sounds (reduce their size) with the following terminal command:
afconvert mysound.caf mysoundcompressed.caf -d ima4 -f caff
回答2:
You could simplify things a lot by using system sounds. Look up: AudioServicesCreateSystemSoundID
in the documentation. There is also a "System Sound Services Reference Document" that talks about that and other related functions. This is a simple and efficient way to play short sounds. Not sure if it will solve your latency issues but its a good start. You may also try using some different sound file types. Perhaps there is an issue with how it was or was not compressed.
回答3:
Maybe you could look at AppSoundEngine. It addresses latency and greatly simplifies using of System Sound Services, because it is objective-c wrapper for SystemSoundID and associated C functions.
You can not get acceptable latency (<10 ms) from AVAudioPlayer. System Sound Services is the way to go.
回答4:
From the Apple Docs grab the SoundEffect class in project BubbleLevel
SoundEffect is a simple Objective-C wrapper around Audio Services functions that allow the loading and playing of sound files.
Classes/SoundEffect.m
this will make playing files as easy as
SoundEffect *soundEffect = [SoundEffect soundEffectWithContentsOfFile:@""]
[soundEffect play];
it will also handle memory deallocation. AudioServicesDisposeSystemSoundID(soundID);
回答5:
One simple fix would just be to do the AVAudioPlayer alloc init for the 2 sounds in your buttonSoundViewController's init method. Then those 2 audio players will already be ready to play in your button delegates.
The fastest way to play sounds is to use the RemoteIO Audio Unit, but that's a far more advanced and complicated looking API.
来源:https://stackoverflow.com/questions/6195581/latency-between-different-sounds-in-iphone-application