快速地创造和演奏声音

所以我想做的是创建并播放一个声音,当我按下一个按钮,就会播放,我知道如何在 Objective-C 中完成,但有人知道如何在 Swift 中完成吗?

对于 Objective-C 来说是这样的:

NSURL *soundURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"mysoundname" ofType:@"wav"]];
AudioServicesCreateSystemSoundID((__bridge CFURLRef)soundURL, &mySound);

然后我会这样演奏:

AudioServicesPlaySystemSound(Explosion);

有人知道我是怎么做到的吗?

120260 次浏览
var mySound = NSSound(named:"Morse.aiff")
mySound.play()

"Morse.aiff" is a system sound of OSX, but if you just click on "named" within XCode, you'll be able to view (in the QuickHelp pane) where this function is searching the sounds. It can be in your "Supporting files" folder

Here's a bit of code I've got added to FlappySwift that works:

import SpriteKit
import AVFoundation


class GameScene: SKScene {


// Grab the path, make sure to add it to your project!
var coinSound = NSURL(fileURLWithPath: Bundle.main.path(forResource: "coin", ofType: "wav")!)
var audioPlayer = AVAudioPlayer()


// Initial setup
override func didMoveToView(view: SKView) {
audioPlayer = AVAudioPlayer(contentsOfURL: coinSound, error: nil)
audioPlayer.prepareToPlay()
}


// Trigger the sound effect when the player grabs the coin
func didBeginContact(contact: SKPhysicsContact!) {
audioPlayer.play()
}


}

This creates a SystemSoundID from a file called Cha-Ching.aiff.

import AudioToolbox


let chaChingSound: SystemSoundID = createChaChingSound()


class CashRegisterViewController: UIViewController {
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
AudioServicesPlaySystemSound(chaChingSound)
}
}


func createChaChingSound() -> SystemSoundID {
var soundID: SystemSoundID = 0
let soundURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), "Cha-Ching", "aiff", nil)
AudioServicesCreateSystemSoundID(soundURL, &soundID)
CFRelease(soundURL)
return soundID
}

This is similar to some other answers, but perhaps a little more "Swifty":

// Load "mysoundname.wav"
if let soundURL = Bundle.main.url(forResource: "mysoundname", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}

Note that this is a trivial example reproducing the effect of the code in the question. You'll need to make sure to import AudioToolbox, plus the general pattern for this kind of code would be to load your sounds when your app starts up, saving them in SystemSoundID instance variables somewhere, use them throughout your app, then call AudioServicesDisposeSystemSoundID when you're finished with them.

import AVFoundation


var audioPlayer = AVAudioPlayer()


class GameScene: SKScene {


override func didMoveToView(view: SKView) {


let soundURL = NSBundle.mainBundle().URLForResource("04", withExtension: "mp3")
audioPlayer = AVAudioPlayer(contentsOfURL: soundURL, error: nil)
audioPlayer.play()
}
}

Use This Function to make sound in Swift (You can use this function where you want to make sound.)

First Add SpriteKit and AVFoundation Framework.

import SpriteKit
import AVFoundation
func playEffectSound(filename: String){
runAction(SKAction.playSoundFileNamed("\(filename)", waitForCompletion: false))
}// use this function to play sound


playEffectSound("Sound File Name With Extension")
// Example :- playEffectSound("BS_SpiderWeb_CollectEgg_SFX.mp3")

According to new Swift 2.0 we should use do try catch. The code would look like this:

var badumSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("BadumTss", ofType: "mp3"))
var audioPlayer = AVAudioPlayer()
do {
player = try AVAudioPlayer(contentsOfURL: badumSound)
} catch {
print("No sound found by URL:\(badumSound)")
}
player.prepareToPlay()

This code works for me:

class ViewController: UIViewController {


var audioFilePathURL : NSURL!
var soundSystemServicesId : SystemSoundID = 0


override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
audioFilePathURL = NSBundle.mainBundle().URLForResource("MetalBell", withExtension: "wav")


AudioServicesCreateSystemSoundID( audioFilePathURL, &soundSystemServicesId)




}


override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.




}




@IBAction func PlayAlertSound(sender: UIButton) {


AudioServicesPlayAlertSound(soundSystemServicesId)
}
}

Handy Swift extension:

import AudioToolbox


extension SystemSoundID {
static func playFileNamed(fileName: String, withExtenstion fileExtension: String) {
var sound: SystemSoundID = 0
if let soundURL = NSBundle.mainBundle().URLForResource(fileName, withExtension: fileExtension) {
AudioServicesCreateSystemSoundID(soundURL, &sound)
AudioServicesPlaySystemSound(sound)
}
}
}

Then, from anywhere in your app (remember to import AudioToolbox), you can call

SystemSoundID.playFileNamed("sound", withExtenstion: "mp3")

to play "sound.mp3"

With a class & AudioToolbox:

import AudioToolbox


class Sound {


var soundEffect: SystemSoundID = 0
init(name: String, type: String) {
let path  = NSBundle.mainBundle().pathForResource(name, ofType: type)!
let pathURL = NSURL(fileURLWithPath: path)
AudioServicesCreateSystemSoundID(pathURL as CFURLRef, &soundEffect)
}


func play() {
AudioServicesPlaySystemSound(soundEffect)
}
}

Usage:

testSound = Sound(name: "test", type: "caf")
testSound.play()

This code works for me. Use Try and Catch for AVAudioPlayer

import UIKit
import AVFoundation
class ViewController: UIViewController {


//Make sure that sound file is present in your Project.
var CatSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Meow-sounds.mp3", ofType: "mp3")!)
var audioPlayer = AVAudioPlayer()


override func viewDidLoad() {
super.viewDidLoad()


do {


audioPlayer = try AVAudioPlayer(contentsOfURL: CatSound)
audioPlayer.prepareToPlay()


} catch {


print("Problem in getting File")


}
// Do any additional setup after loading the view, typically from a nib.
}


override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}


@IBAction func button1Action(sender: AnyObject) {


audioPlayer.play()
}
}

For Swift 3:

extension SystemSoundID {
static func playFileNamed(_ fileName: String, withExtenstion fileExtension: String) {
var sound: SystemSoundID = 0
if let soundURL = Bundle.main.url(forResource: fileName, withExtension: fileExtension) {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &sound)
AudioServicesPlaySystemSound(sound)
}
}
}

Matt Gibson's solution worked for me, here is the swift 3 version.

if let soundURL = Bundle.main.url(forResource: "ringSound", withExtension: "aiff") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}

Swift 4

import UIKit
import AudioToolbox


class ViewController: UIViewController{


var sounds : [SystemSoundID] = [1, 2, 3, 4, 5, 6, 7]


override func viewDidLoad() {
super.viewDidLoad()


for index in 0...sounds.count-1 {
let fileName : String = "note\(sounds[index])"


if let soundURL = Bundle.main.url(forResource: fileName, withExtension: "wav") {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &sounds[index])
}
}
}






@IBAction func notePressed(_ sender: UIButton) {
switch sender.tag {
case 1:
AudioServicesPlaySystemSound(sounds[0])
case 2:
AudioServicesPlaySystemSound(sounds[1])
case 3:
AudioServicesPlaySystemSound(sounds[2])
case 4:
AudioServicesPlaySystemSound(sounds[3])
case 5:
AudioServicesPlaySystemSound(sounds[4])
case 6:
AudioServicesPlaySystemSound(sounds[5])
default:
AudioServicesPlaySystemSound(sounds[6])
}
}
}

or

import UIKit
import AVFoundation


class ViewController: UIViewController, AVAudioPlayerDelegate{


var audioPlayer : AVAudioPlayer!


override func viewDidLoad() {
super.viewDidLoad()
}


@IBAction func notePressed(_ sender: UIButton) {


let soundURL = Bundle.main.url(forResource: "note\(sender.tag)", withExtension: "wav")


do {
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
}
catch {
print(error)
}


audioPlayer.play()


}
}

this is working with Swift 4 :

if let soundURL = Bundle.main.url(forResource: "note3", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}

works in Xcode 9.2

if let soundURL = Bundle.main.url(forResource: "note1", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
//Swift 4
import UIKit
import AVFoundation


class ViewController: UIViewController {


var player : AVAudioPlayer?


override func viewDidLoad() {
super.viewDidLoad()
}


@IBAction func notePressed(_ sender: UIButton) {
let path = Bundle.main.path(forResource: "note1", ofType: "wav")!
let url = URL(fileURLWithPath: path)
do {
player = try AVAudioPlayer(contentsOf: url)
player?.play()
} catch {
// error message
}
}
}

Swift code example:

import UIKit
import AudioToolbox


class ViewController: UIViewController {


override func viewDidLoad() {
super.viewDidLoad()
}


@IBAction func notePressed(_ sender: UIButton) {


// Load "mysoundname.wav"


if let soundURL = Bundle.main.url(forResource: "note1", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play


AudioServicesPlaySystemSound(mySound);
}
}

Let us see a more updated approach to this question:

Import AudioToolbox


func noteSelector(noteNumber: String) {


if let soundURL = Bundle.main.url(forResource: noteNumber, withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound)
}

Swift 3 here's how i do it.

{


import UIKit
import AVFoundation


let url = Bundle.main.url(forResource: "yoursoundname", withExtension: "wav")!
do {


player = try AVAudioPlayer(contentsOf: url); guard let player = player else { return }


player.prepareToPlay()
player.play()
} catch let error as Error {
print(error)


}
}

Couldn't you just import AVFoundation, select the audio player (var audioPlayer : AVAudioPlayer!), and play the sound? (let soundURL = Bundle.main.url(forResource: "sound", withExtension: "wav")

You can try this in Swift 5.2

func playSound() {
let soundURL = Bundle.main.url(forResource: selectedSoundFileName, withExtension: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
}
catch {
print(error)
}
audioPlayer.play()
}

swift 4 & iOS 12

var audioPlayer: AVAudioPlayer?


override func viewDidLoad() {
super.viewDidLoad()






}


@IBAction func notePressed(_ sender: UIButton) {


// noise while pressing button


_ = Bundle.main.path(forResource: "note1", ofType: "wav")


if Bundle.main.path(forResource: "note1", ofType: "wav") != nil {
print("Continue processing")
} else {
print("Error: No file with specified name exists")
}


do {
if let fileURL = Bundle.main.path(forResource: "note1", ofType: "wav") {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: fileURL))
} else {
print("No file with specified name exists")
}
} catch let error {
print("Can't play the audio file failed with an error \(error.localizedDescription)")
}




audioPlayer?.play()    }

}

import UIKit
import AudioToolbox


class ViewController: UIViewController {


let toneSound : Array =  ["note1","note2","note3","note4","note5","note6"]


override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.


}


func playSound(theTone : String) {
if let soundURL = Bundle.main.url(forResource: theTone, withExtension: "wav") {
var mySound: SystemSoundID = 0
do {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
catch {
print(error)
}
}
}


@IBAction func anypressed(_ sender: UIButton) {
playSound(theTone: toneSound[sender.tag-1] )
}


}