In my application. I get a bunch of image URLs on the main thread like this:
- (void)viewDidLoad
{
[super viewDidLoad];
[self populateCollection];
}
- (void)populateCollection
{
NSDictionary *json = [NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfURL:[MTGJSONBridge JSONURLWithSetCode:#"LEA"]]
options:kNilOptions
error:nil];
NSLog(#"Json: %#", json);
NSArray *cards = json[#"cards"];
_URLs = [NSMutableArray arrayWithCapacity:cards.count];
for (NSDictionary *card in cards)
{
NSURL *imageURL = [MTGJSONBridge URLWithSetCode:#"LEA" cardName:card[#"imageName"]];
if (imageURL)
[_URLs addObject:imageURL];
}
}
This gets me about 300 URLs in 0.2 seconds. Then I try to load the images from each URL asynchronously like this:
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *identifier = #"reuseIdentifier";
MTGCardCollectionCell *cell = (MTGCardCollectionCell *)[collectionView dequeueReusableCellWithReuseIdentifier:identifier forIndexPath:indexPath];
NSURL *url = _URLs[indexPath.row];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// No explicit autorelease pool needed here.
// The code runs in background, not strangling
// the main run loop.
UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:url]];
dispatch_sync(dispatch_get_main_queue(), ^{
// This will be called on the main thread, so that
// you can update the UI, for example.
cell.imageView.image = image;
});
});
return cell;
}
I also have this:
- (NSInteger)numberOfSectionsInCollectionView:(UICollectionView *)collectionView
{
return 1;
}
- (NSInteger)collectionView:(UICollectionView *)collectionView numberOfItemsInSection:(NSInteger)section
{
return _URLs.count;
}
The collection loads really quickly, and asynchronously too (I can scroll while things are loading, and I see new images pop up). The problem is that as I scroll up and down, even after all the images have loaded, the thing keeps rearranging itself in a random order: I'll be looking at one cell, and then it'll have its image switched with another for no apparent reason. Why is this happening?
I've discovered a very easy solution:
if (cell.imageView.image == nil)
{
NSURL *url = _URLs[indexPath.row];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// No explicit autorelease pool needed here.
// The code runs in background, not strangling
// the main run loop.
UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:url]];
dispatch_sync(dispatch_get_main_queue(), ^{
// This will be called on the main thread, so that
// you can update the UI, for example.
cell.imageView.image = image;
});
});
}
else
{
NSLog(#"Cell image isn't nil");
}
All I have to do is check if the cell isn't already loaded. Turns out the - (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath method is called whenever a cell comes into view. Even if it was just in the view.
Related
I'm trying to save a list of assets to upload in a sqllite3 db, but when i parse the database and set the assets to an array, then try to use the asset i get a SIGABRT error.
ALAsset *asset = (ALAsset *) assets[indexPath.row];
cell.textLabel.text = [NSString stringWithFormat:#"image%d: ready to upload.",indexPath.row];
cell.detailTextLabel.text = #"1.3MB to folder <server folder>";
[[cell imageView] setImage:[UIImage imageWithCGImage:[asset thumbnail]]];// SIGABRT ERROR
Im saving the ALAsset to the database as a string (TEXT) with UTF8formatting
NSMutableArray *tmpArray = [NSMutableArray alloc]init];
///get sql
[tmpArray addObject:someStringFromSQL];
///end sql loop
assets = [tmpArray mutableCopy];
in the code above I tried:
[[cell imageView] setImage:[UIImage imageWithCGImage:[(ALAsset *) asset thumbnail]]];// SIGABRT ERROR
and that didn't work.
This is the error:
Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSCFString thumbnail]: unrecognized selector sent to instance 0xc0a7800'
Any suggestions?
Also as a side question: Does anyone know how to get the file size (i.e. 1.3MB) from the asset?
BLOCK:
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier];
}
//do stuff in cell
NSURL *aURL =[NSURL URLWithString:[assets objectAtIndex:indexPath.row]];
[assetsLibrary assetForURL:aURL resultBlock:^(ALAsset *asset){
dispatch_async(dispatch_get_main_queue(), ^{
cell.imageView.image = [UIImage imageWithCGImage:[asset thumbnail]];
});
[[NSNotificationCenter defaultCenter] postNotificationName:#"newAssetImageRetrieved" object:nil];
//in this notificaton I'm reloading the data; its putting the tableview in an infinite loop - but the images display...
}
failureBlock:^(NSError *error){
// error handling
NSLog(#"Can't get to assets: FAILED!");
}];
//cell.imageView.image = [UIImage imageWithCGImage:[asset thumbnail]];
cell.textLabel.text = [NSString stringWithFormat:#"image%d: ready to upload.",indexPath.row];
cell.detailTextLabel.text = [NSString stringWithFormat:#"1.3MB to folder %#", [destinations objectAtIndex:indexPath.row]];
//[[cell imageView] setImage:[UIImage imageWithCGImage:[asset thumbnail]]];
return cell;
}
There are a couple of issues with your code sample:
The image retrieval is happening asynchronously, so when you try to update the image, you want to make sure the cell is still visible (and not reused for another NSIndexPath).
In this case, the retrieval from the ALAssetsLibrary will probably be so fast that this isn't critical, but it's a good pattern to familiarize yourself with, because if you're ever retrieving images over the Internet, this issue becomes increasingly important.
Because cells are being reused, if you don't find the image immediately and have to update it asynchronously, make sure you reset the UIImageView before initiating the asynchronous process. Otherwise, you'll see a "flickering" of replacing old images with new ones.
You are using UITableViewCell for your cell. The problem with that is that it will layout the cell based upon the size of the image present by the time cellForRowAtIndexPath finishes.
There are two easy solutions to this. First, you could initialize the cell's imageView to be a placeholder image of the correct size. (I usually have an image called placeholder.png that is all white or all transparent that I add to my project, which is what I used below.) This will ensure that cell will be laid out properly, so that when you asynchronously set the image later, the cell will be laid out properly already.
Second, you could alternatively use a custom cell whose layout is fixed in advance, bypassing this annoyance with the standard UITableViewCell, whose layout is contingent upon the initial image used.
I'd suggest using a NSCache to hold the thumbnails images. That will save you from having to constantly re-retrieve the thumbnail images as you get them from your ALAssetsLibrary as you scroll back and forth. Unfortunately, iOS 7 broke some of the wonderful NSCache memory-pressure logic, so I'd suggest a cache that will respond to memory pressure and purge itself if necessary.
Anyway, putting that all together, you get something like:
#interface ViewController ()
#property (nonatomic, strong) NSMutableArray *assetGroups;
#property (nonatomic, strong) ALAssetsLibrary *library;
#property (nonatomic, strong) ThumbnailCache *imageCache;
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.imageCache = [[ThumbnailCache alloc] init];
self.assetGroups = [NSMutableArray array];
self.library = [[ALAssetsLibrary alloc] init];
[self.library enumerateGroupsWithTypes:ALAssetsGroupAll usingBlock:^(ALAssetsGroup *group, BOOL *stop) {
if (!group) {
[self.tableView reloadData];
return;
}
CustomAssetGroup *assetGroup = [[CustomAssetGroup alloc] init];
assetGroup.name = [group valueForProperty:ALAssetsGroupPropertyName];
assetGroup.assetURLs = [NSMutableArray array];
[group enumerateAssetsUsingBlock:^(ALAsset *result, NSUInteger index, BOOL *stop) {
if (result) {
[assetGroup.assetURLs addObject:[result valueForProperty:ALAssetPropertyAssetURL]];
}
}];
[self.assetGroups addObject:assetGroup];
} failureBlock:^(NSError *error) {
NSLog(#"%s: enumerateGroupsWithTypes error: %#", __PRETTY_FUNCTION__, error);
}];
}
#pragma mark - UITableViewDataSource
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView
{
return self.assetGroups.count;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
CustomAssetGroup *group = self.assetGroups[section];
return [group.assetURLs count];
}
- (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section
{
CustomAssetGroup *group = self.assetGroups[section];
return group.name;
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *cellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellIdentifier];
// note, these following three lines are unnecessary if you use cell prototype in Interface Builder
if (!cell) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier];
}
CustomAssetGroup *group = self.assetGroups[indexPath.section];
NSURL *url = group.assetURLs[indexPath.row];
NSString *key = [url absoluteString];
UIImage *image = [self.imageCache objectForKey:key];
if (image) {
cell.imageView.image = image;
} else {
UIImage *placeholderImage = [UIImage imageNamed:#"placeholder.png"];
cell.imageView.image = placeholderImage; // initialize this to a placeholder image of the right size
[self.library assetForURL:url resultBlock:^(ALAsset *asset) {
UIImage *image = [UIImage imageWithCGImage:asset.thumbnail]; // note, use thumbnail, not fullResolutionImage or anything like that
[self.imageCache setObject:image forKey:key];
// see if the cell is still visible, and if so, update it
// note, do _not_ use `cell` when updating the cell image, but rather `updateCell` as shown below
UITableViewCell *updateCell = (id)[tableView cellForRowAtIndexPath:indexPath]; // not to be confused with similarly named table view controller method ... this one checks to see if cell is still visible
if (updateCell) {
[UIView transitionWithView:updateCell.imageView duration:0.1 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
updateCell.imageView.image = image;
updateCell.textLabel.text = asset.defaultRepresentation.filename;
} completion:nil];
}
} failureBlock:^(NSError *error) {
NSLog(#"%s: assetForURL error: %#", __PRETTY_FUNCTION__, error);
}];
}
return cell;
}
#end
The above uses the following classes:
/** Thumbnail cache
*
* This cache optimizes retrieval of old thumbnails. This purges itself
* upon memory pressure and sets a default countLimit.
*/
#interface ThumbnailCache : NSCache
// nothing needed here
#end
#implementation ThumbnailCache
/** Initialize cell
*
* Add observer for UIApplicationDidReceiveMemoryWarningNotification, so it purges itself under memory pressure
*/
- (instancetype)init
{
self = [super init];
if (self) {
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(removeAllObjects) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
self.countLimit = 50;
};
return self;
}
/** Dealloc
*
* Remove observer before removing cache
*/
- (void)dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
}
#end
and
/** Custom AssetGroup object
*
* This is my model object for keeping track of the name of the group and list of asset URLs.
*/
#interface CustomAssetGroup : NSObject
#property (nonatomic, copy) NSString *name;
#property (nonatomic, strong) NSMutableArray *assetURLs;
#end
#implementation CustomAssetGroup
// nothing needed here
#end
You have to explore all the code base related to the save and retrieve functionality.
However, here are some good tips.
Save the ALAsset Url instead of saving the entire ALAsset as a string.
Retrieve the ALAsset Url from the database and convert it to NSUrlString.
Use ALAsset Library to load the image or thumbnail back.
Hope this will help you.
I'm testing an RSS on my iPhone. It uses 0 nib files. I'll try to describe it as best as I can, and will post code if its required, but I bet its a common phenomena with a common solution. The issue is in a tableviewcontroller, and the solution probably needs to be implemented in the CellForRowAtIndexPath method. If I scroll down, preview images stay in their respective spots until the async queue loads the correct image for that cell. So if I have an image for array item 1, and I scroll down to array item 20, the image for array item 1 will still be there until my queue catches up and loads that image. How can I release the images from cells that I am not viewing? Thank you for your time.
Here is my CellForRow...
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
CustomCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[CustomCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier];
}
ArticleItem *object = _objects[indexPath.row];
cell.primaryLabel.text = object.title;
cell.secondaryLabel.text = object.strippedDescription;
cell.primaryLabel.lineBreakMode = NSLineBreakByWordWrapping;
cell.primaryLabel.numberOfLines = 0;
cell.primaryLabel.lineBreakMode = NSLineBreakByWordWrapping;
cell.secondaryLabel.numberOfLines = 0;
//Async dispatch queue for image preview loading...
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0ul);
dispatch_async(queue, ^{
UIImage *preview = nil;
if (object.iG = nil)
{
preview = [UIImage imageNamed:#"CellLogo.png"];
}
else
{
preview = [UIImage imageWithData:object.iG];
}
dispatch_sync(dispatch_get_main_queue(), ^{
[[cell myImageView] setImage:preview];
[cell setNeedsLayout];
});
});
return cell;
}
If you gather, I have an ArticleItem class which pulls the image URLS and turns them into data , and I have a CustomCell class which does what its called.
CustomCell.h
#interface CustomCell : UITableViewCell {
UIImageView *myImageView;
}
#property(nonatomic,strong)UIImageView *myImageView;
#end
=====================================================
CustomCell.m
- (id)initWithFrame:(CGRect)frame reuseIdentifier:(NSString *)reuseIdentifier {
if (self = [super initWithFrame:frame reuseIdentifier:reuseIdentifier]) {
// Initialization code
myImageView = [[UIImageView alloc]init];
[self.contentView addSubview:myImageView];
}
return self;
}
-(void)viewDidUnload {
myImageView = nil;
primaryLabel = nil;
secondaryLabel = nil;
}
Implement a subclass of UITableViewcell, make a property for imageview. As soon as it gets away from visibility, it will be released. Describing just the overview as you may yourself need to see the usage upon scrolling.
I have 23 music files (10-20 seconds in length) that I want to play when the user selects them and presses the play button. It works find on my iPad and on the simulators, with or without earphones. But on the iPhone device without earphones, around 80% of the files sound garbled, the volume is low, and some are barely legible. I can plug the earphones in, and they sound fine. As soon as I unplug the earphones, the sounds are garbled again.
Since some of the files always play fine, I converted all the original mp3's that I was using into the AAC format with a sample rate of 44100. But the same files play fine, while most are distorted when playing on the iphone device.
I've tried several settings for AVAudioSession category: playback, playAndRecord, ambient. I've tried storing the files in core data and using initWithData instead of initWithContentsOfURL. Can anyone suggest what else I might try? Or how I might get clues into why I'm having this problem?
Here is my code. There are 3 relevant files. The ViewController that has a button to play a selected music file, an AVPlaybackSoundController that has all the audio logic, and a Singleton that has an array with the filenames.
My ViewController creates an AVPlaybackSoundController through the Nib.
IBOutlet AVPlaybackSoundController *avPlaybackSoundController;
#property (nonatomic, retain) AVPlaybackSoundController *avPlaybackSoundController;
- (IBAction) playButtonPressed:(id)the_sender
{
self.currentRhythmSampleIndex = arc4random() % [[CommonData sharedInstance].rhythmSampleArray count];
[self.avPlaybackSoundController playMusic:self.currentRhythmSampleIndex];
self.playBtn.hidden=YES;
self.pauseBtn.hidden=NO;
}
AVPlaybackSoundController.m
- (void) awakeFromNib
{
[self initAudioSession:AVAudioSessionCategoryPlayback];
[self initMusicPlayer];
}
- (void) initAudioSession:(NSString *const)audioSessionCategory
{
NSError* audio_session_error = nil;
BOOL is_success = YES;
is_success = [[AVAudioSession sharedInstance] setCategory:audioSessionCategory error:&audio_session_error];
if(!is_success || audio_session_error){
NSLog(#"Error setting Audio Session category: %#", [audio_session_error localizedDescription]);
}
[[AVAudioSession sharedInstance] setDelegate:self];
audio_session_error = nil;
is_success = [[AVAudioSession sharedInstance] setActive:YES error:&audio_session_error];
if(!is_success || audio_session_error){
NSLog(#"Error setting Audio Session active: %#", [audio_session_error
localizedDescription]);
}
}
- (void) initMusicPlayer
{
NSError* file_error = nil;
NSURL* file_url = [[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle]
pathForResource:#"musicFile1" ofType:#"m4a"]
isDirectory:NO];
avMusicPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:file_url
error:&file_error];
if(!file_url || file_error){
NSLog(#"Error loading music file: %#", [file_error
localizedDescription]);
}
self.avMusicPlayer.delegate = self;
self.avMusicPlayer.numberOfLoops = 0xFF;
[file_url release];
}
-(void) playMusic:(NSUInteger)rhythmSampleIdx
{
CommonData *glob = [CommonData sharedInstance];
if (rhythmSampleIdx > [glob.rhythmSampleArray count])
return; // bug if we hit here
// if we were already playing it, just resume
if ((self.avMusicPlayer) && (rhythmSampleIdx == self.currentRhythmSampleIndex)){
[self.avMusicPlayer play];
}
else{ // re-init player with new rhythm
if (self.avMusicPlayer){
[self.avMusicPlayer stop];
[self.avMusicPlayer setCurrentTime:0.0];
}
NSError* error = nil;
RhythmSample *rhythmSample = [glob.rhythmSampleArray objectAtIndex:rhythmSampleIdx];
NSString* rhythm_filename = [self getRhythmFileName:rhythmSampleIdx];
NSURL* file_url = [[[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle]
pathForResource:rhythm_filename ofType:#"m4a"] isDirectory:NO]autorelease];
self.avMusicPlayer = [[[AVAudioPlayer alloc] initWithContentsOfURL:file_url error:&error]autorelease];
[self.avMusicPlayer prepareToPlay]; // shouldn't be needed since we are playing immediately
if(error){
NSLog(#"Error loading music file: %#", [error localizedDescription]);
}else{
self.avMusicPlayer.delegate = self;
self.avMusicPlayer.numberOfLoops = 0xFF; // repeat infinitely
self.currentRhythmSampleIndex = rhythmSampleIdx;
[self.avMusicPlayer play];
}
}
}
I finally decided to obtain the sound files from a different source. The new sound files play fine. I still have no theory as to why the old sound files would play with earphones, but not without them. I really dislike finding solutions without understanding why they work.
I have a little problem, I use this class for load some image asincronusly
#import <UIKit/UIKit.h>
#interface AsyncImageView : UIView {
NSURLConnection* connection;
NSMutableData* data;
}
- (void)loadImageFromURL:(NSURL*)url;
- (UIImage*) image;
#end
#import "AsyncImageView.h"
#implementation AsyncImageView
- (void)dealloc {
[connection cancel]; //in case the URL is still downloading
}
- (void)loadImageFromURL:(NSURL*)url {
//in case we are downloading a 2nd image
NSURLRequest* request = [NSURLRequest requestWithURL:url cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:60.0];
connection = [[NSURLConnection alloc] initWithRequest:request delegate:self]; //notice how delegate set to self object
}
//the URL connection calls this repeatedly as data arrives
- (void)connection:(NSURLConnection *)theConnection didReceiveData:(NSData *)incrementalData {
if (data==nil) { data = [[NSMutableData alloc] initWithCapacity:2048]; }
[data appendData:incrementalData];
}
//the URL connection calls this once all the data has downloaded
- (void)connectionDidFinishLoading:(NSURLConnection*)theConnection {
//so self data now has the complete image
connection=nil;
if ([[self subviews] count]>0) {
//then this must be another image, the old one is still in subviews
[[[self subviews] objectAtIndex:0] removeFromSuperview]; //so remove it (releases it also)
}
//make an image view for the image
UIImageView* imageView = [[UIImageView alloc] initWithImage:[UIImage imageWithData:data]];
imageView.contentMode = UIViewContentModeScaleAspectFit;
[self addSubview:imageView];
imageView.frame = self.bounds;
[imageView setNeedsLayout];
[self setNeedsLayout];
data=nil;
}
- (UIImage*) image {
UIImageView* iv = [[self subviews] objectAtIndex:0];
return [iv image];
}
#end
and this for load the image
AsyncImageView *asyncImage = [[AsyncImageView alloc] initWithFrame:frame];
asyncImage.tag = 999;
NSURL *url = [NSURL URLWithString:indirizzoImmagine];
[asyncImage loadImageFromURL:url];
[self.view addSubView:asyncImage]
with this code all work but when I try to put asyncImage on [cell.imageview setImage:async.image]; the app crash, I think that I need to change the subclass in uiimageview but nothing...the same error
Terminating app due to uncaught exception 'NSRangeException', reason: '* -[__NSArrayI objectAtIndex:]: index 0 beyond bounds for empty array'
How can I geto only the image?
In AsyncImageView class synthesize imageCache using following code you can get the image
[imageView.imageCache imageForKey:str_ImgUrl];
Here imageView is the object of AsyncImageView.
So I'm almost done with my app and I've hit a wall and cannot get around this final problem.
I basically have 2 view's. A main page and the game play screen.
On the first play the game works fine, but when i leave the main screen and then return to the game screen all the sounds are duplicating and firing the the playerItemDidReachEnd early (because I'm guessing there are 2 instances of it, but it cannot seem to get the player to stop this. Here is the basic code causing this. Any help would go a long way, thanks. I'm not sure if my issue is i'm creating multiple instances of View2 in View1 or if I'm creating multiple player objects in view2 thus duplicating the notification.
I know there is a lot going on in my - (void)playerItemDidReachEnd:(NSNotification *)notification, but it works fine on the first load of the page, its only when I click "go back to view1" and then go back in to View2 that the issue happens.
View1ViewController.h
----------------------
#import "(i know here are arrows here, but can't make them show)UIKit/UIKit.h>
#import "ApplicationViewController.h"
#interface MonsterSpellViewController : UIViewController {
}
-(IBAction)showView1;
View2ViewController.m
----------------------
-(IBAction)showView2{
ApplicationViewController *view2 = [[ApplicationViewController alloc]initWithNibName:#"ApplicationViewController" bundle:nil];
view2.modalTransitionStyle = UIModalTransitionStyleCoverVertical;
[self presentModalViewController:view2 animated:YES];
}
View2ViewController.h
------------------------
#import "(i know here are arrows here, but can't make them show)UIKit/UIKit.h>
#import "(i know here are arrows here, but can't make them show)AVFoundation/AVFoundation.h>
#class AVAudioPlayer;
#interface ApplicationViewController : UIViewController{
AVAudioPlayer *avPlayer;
}
View2ViewController.m
-------------------------
#import "View2ViewController.h"
#synthesize avPlayer;
-(AVAudioPlayer *)avPlayer {
if(!avPlayer) avPlayer = [[AVAudioPlayer alloc]init];
return avPlayer;
}
-(void) viewDidLoad
{
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:avPlayer];
}
-(IBAction)playSoundTest
{
NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:#"%#/monster3.mp3", [[NSBundle mainBundle] resourcePath]]];
self.avPlayer = [AVPlayer playerWithURL:url];
[self.avPlayer play];
}
- (void)playerItemDidReachEnd:(NSNotification *)notification {
//[player seekToTime:kCMTimeZero];
if (playEscape == YES) {
[self btnEscapeSound];
playEscape = NO;
}
if ((startButton.hidden == NO) && (letterCount != -1) && (playFinal == YES))
{
[self btnFinalSound];
playFinal = NO;
playEscape = YES;
}
NSLog(#"Player Check accessed");
if (letterCount == 3) {
if (Winner == letterCount) {
//moveNextSound = YES;
if (intLoopCount < 104)
{
if (intLoopCount<104) {
[self btnStartOver:intLoopCount];
playFinal = NO;
//intLoopCount++;
}
if (intLoopCount==104) {
startButton.hidden=NO;
playFinal = YES;
}
}
}
}
if (letterCount == 4) {
if (Winner == letterCount) {
//moveNextSound = YES;
if (intLoopCount < 105)
{
[self btnStartOver:intLoopCount];
//intLoopCount++;
if (intLoopCount==105) {
startButton.hidden=NO;
playFinal = YES;
}
}
}
}
}
}
-(IBAction)goBack:(id)sender{
[self dismissModalViewControllerAnimated:YES];
}
Try adding [view2 release]; after [self presentModalViewController:view2 animated:YES];