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p until the release of the iOS 30, the iPhone was a difficult platform for developing multimedia applications The capabilities were there, but you had to resort to using low-level C APIs to program audio and video And as for the multimedia on a device that was placed there by iTunes Forget it, off limits Any media you wished playing in your application had to either be packaged as part of your application or be streamed from a server That restriction changed with iOS 30; now you can access and play a user s audio iTunes multimedia, making the iPhone and iPod touch the most programmable portable music players ever released The vast majority of iOS devices currently in use are running iOS 30 or later, so except for a very unusual application, you can assume at least iOS 30 in your build settings and feel free to write your application to take advantage of the new APIs In this chapter, you explore the basic multimedia capabilities of the iPhone and iPod touch You first learn how to play system sounds and longer sounds You then move to the Media Player framework, where you use the framework to select and play a user s iTunes audio multimedia After learning to play iTunes media, you then learn how to play a video using the Media Player framework s video player
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Playing short sounds on an iPhone or iPod touch is easy Simply load the song as a system sound, obtain the sound s id, and use the AudioServicesPlaySystemSound method to play the sound Playing a longer sound using the AVAudioPlayer is not difficult, but a little more involved However, there is one important limitation you must realize when using sound on your device using the AudioServicesPlaySystemSound function or AVAudioPlayer: Any media you play must be packaged as part of your application or must be streamed from a server So, although these two classes are good for adding sound to your application or for developing an interface to a server that streams multimedia, they are not good classes for developing a music player Instead, you should use the Media Player Framework, covered later in this chapter
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AudioServicesPlaySystemSound
The AudioServicesPlaySystemSound function plays a short system sound Although security restrictions prevent your application from playing a device s OS system sounds, you can load and play your own short (30 seconds or less) sounds and play them using this function The AudioServicesPlaySystemSound function can only play a sound with the following format: caf, aif, or wav The sound plays at whatever audio level the device is set to, and the sound plays immediately upon its id being passed to the function There is no pausing, rewinding, fast-forwarding, or other sound manipulation functionality You load a sound, and the function plays it
void AudioServicesPlaySystemSound (SystemSoundID inSystemSoundID);
The function takes a SystemSoundID as a parameter A SystemSoundID is an unsigned integer that uniquely identifies the sound You obtain a SystemSoundID by loading a sound with the AudioServicesCreateSystemSoundID function
OSStatus AudioServicesCreateSystemSoundID (CFURLRef inFileURL, SystemSoundID * outSystemSoundID);
The AudioServicesCreateSystemSoundID function takes a reference to the file s URL and the SystemSoundID to assign the value to A CFURLRef is simply a lower-level pointer to a URL You can ignore creating a CFURL (what the CFURLRef points to) and instead cast an NSURL as a CFURLRef After obtaining a sound s URL, you pass it to the create system sound function It assigns the value to the system sound ID variable you defined; you pass that ID to the system sound player function; and it plays the sound
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