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MCSoundBoard

Goal of the project

Create a singleton class to make playing audio extremely within an iOS app simpler.

License

This code is available under the MIT license.

Installation

  1. Drag files from the Classes folder to your project;
  2. Add AudioToolbox and AVFoundation frameworks;
  3. #import "MCSoundBoard.h" wherever you want to use it.

Usage

Here's how you initialize and play a "short sound" (30s or shorter .caf, .air or .wav snippets):

	[MCSoundBoard addSoundAtPath:[[NSBundle mainBundle] pathForResource:@"ding.wav" ofType:nil] forKey:@"ding"];

	[MCSoundBoard playSoundForKey:@"ding"];

For longer AAC, MP3 and ALAC (Apple Lossless) audio, use:

    [MCSoundBoard addAudioAtPath:[[NSBundle mainBundle] pathForResource:@"play.mp3" ofType:nil] forKey:@"play"];
    
    [MCSoundBoard playAudioForKey:@"play"];

For a nice fede in effect, you can use

	[MCSoundBoard playAudioForKey:@"play" fadeInInterval:2.0];

Similar metods are available for stopping and pausing the audio:

	+ (void)stopAudioForKey:(id)key fadeOutInterval:(NSTimeInterval)fadeOutInterval;
	+ (void)stopAudioForKey:(id)key;
	
	+ (void)pauseAudioForKey:(id)key fadeOutInterval:(NSTimeInterval)fadeOutInterval;
	+ (void)pauseAudioForKey:(id)key;

For longer audio, this class uses AVAudioPlayer and, if you need to set volume, number of loops and so on, you can get access to the underlying player by calling:

    AVAudioPlayer *player = [MCSoundBoard audioPlayerForKey:@"play"];
    player.numberOfLoops = -1;  // Endless looping

Alternatively, if number of loops is all you want to change there is a convenience method for that:

    [MCSoundBoard loopAudioForKey:@"play" numberOfLoops:-1];

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Make playing audio from an iOS app simpler

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