iOS audio playing (both local and streaming) and recording made easy through a complete and block-driven Objective-C class. AFSoundManager uses AudioToolbox and AVFoundation frameworks to serve the audio.
##Installation
###CocoaPods
AFSoundManager is available on CocoaPods so you can get it by adding this line to your Podfile:
pod 'AFSoundManager'
###Manual
If you don't use CocoaPods, you will have to import these files into your project:
AFSoundManager.h
AFSoundPlayback.h
AFSoundPlayback.m
AFSoundItem.h
AFSoundItem.m
AFSoundQueue.h
AFSoundQueue.m
AFSoundRecord.h
AFSoundRecord.m
NSTimer+AFSoundManager.h
NSTimer+AFSoundManager.m
Also, you need to import AVFoundation, AudioToolbox and MediaPlayer frameworks.
##Roadmap
Since the v2.0 is a very first version, there's a lot of work remaining. This is a sneak peek of what's coming soon:
- Integration with Control Center and Locked Screen controls
- Improve data returning to give the developer more data about the current playing
- A brand new class to let AFSoundPlayback handle real time effects like delay, a customized EQ, etc.
- AFSoundManager-ready UI controls to integrate a fulfilled play control in your app at a glance, powered by AFSoundManager.
##Usage
###Playing a sound
AFSoundItem
will take care of any sound item, and it will be handled by AFSoundPlayback
. The AFSoundItem
will contain the location and the metadata of each sound, song, chapter, etc.
AFSoundItem *item = [[AFSoundItem alloc] initWithLocalResource:@"demo.mp3" atPath:nil];
AFSoundPlayback *player = [[AFSoundPlayback alloc] initWithItem:item];
[player play];
[_queue listenFeedbackUpdatesWithBlock:^(AFSoundItem *item) {
NSLog(@"Item duration: %ld - time elapsed: %ld", (long)item.duration, (long)item.timePlayed);
} andFinishedBlock:^(void) {
NSLog(@"Track finished playing");
}];
###Playing a queue
So, an AFSoundItem
object can be played individually, but it can also be part of a queue, managed by AFSoundQueue
.
AFSoundItem *item1 = [[AFSoundItem alloc] initWithLocalResource:@"demo1.mp3" atPath:nil];
AFSoundItem *item2 = [[AFSoundItem alloc] initWithLocalResource:@"demo2.mp3" atPath:nil];
AFSoundItem *item3 = [[AFSoundItem alloc] initWithLocalResource:@"demo3.mp3" atPath:nil];
AFSoundQueue *queue = [[AFSoundQueue alloc] initWithItems:@[item1, item2, item3]];
[queue playCurrentItem];
[_queue listenFeedbackUpdatesWithBlock:^(AFSoundItem *item) {
NSLog(@"Item duration: %ld - time elapsed: %ld", (long)item.duration, (long)item.timePlayed);
} andFinishedBlock:^(AFSoundItem *nextItem) {
NSLog(@"Finished item, next one is %@", nextItem.title);
}];
The block will be executed each 1 second, returning a dictionary with info about the current item. Expect more info returned by the block in future releases, like the current item object (AFSoundItem
), current queue index, etc.
###Current playing actions
####Standard
-(void)play;
-(void)pause;
-(void)restart;
-(void)playAtSecond:(NSInteger)second;
####Queue
-(void)playCurrentItem;
-(void)pause;
-(void)playNextItem;
-(void)playPreviousItem;
-(void)playItem:(AFSoundItem *)item;
-(void)playItemAtIndex:(NSInteger)index;
###Managing a queue
To manage a queue, you can both add items with -addItem:
or addItem:atIndex:
or remove items from the current queue with -removeItem:
and -removeItemAtIndex:
###Fetching metadata
Since you'll be working with AFSoundItem
to manage your tracks, you can obtain the metadata related like the title
, album
, artist
and artwork
.
[_queue listenFeedbackUpdatesWithBlock:^(AFSoundItem *item) {
NSLog(@"Item duration: %ld - time elapsed: %ld", (long)item.duration, (long)item.timePlayed);
} andFinishedBlock:^(AFSoundItem *nextItem) {
NSLog(@"Finished item, next one is %@, by %@ album from the album %@", nextItem.title, nextItem.artist, nextItem.album);
[self updateArtwork:nextItem.artwork];
}];
###Recording a sound
As the previous version, AFSoundManager
lets you record sound quickly thanks to AFSoundRecord
:
AFSoundRecord *recorder = [[AFSoundRecord alloc] initWithFilePath:[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]];
[recorder startRecording];
##License AFSoundManager is under MIT license so feel free to use it!
##Author Made by Alvaro Franco. If you have any question, feel free to drop me a line at [email protected]