Music Scale : loop function to play different notes
I am making an iPhone app which includes tutorials on guitar scales. The goal is that I have many sounds that my function plays, until the scale is done.
Here is a random scale: F G A B C D E. I recorded sounds like C.mp3, D, E, F, G, A, B, C2, D2, E2... 2 being an higher note. Here is the code I use :
- (IBAction) playScale {
NSLog(@"s: %i", s);
NSLog(@"p: %i", pressed);
[self.player prepareToPlay];
components = [self.scale componentsSeparatedByString:@", "];
ns_NoteToPlay = [components objectAtIndex:s];
NSString *path = [[NSBundle mainBundle] pathForResource:ns_NoteToPlay ofType:@"m4a"];
NSLog(@"Path : %@", path);
self.player.delegate = self;
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[self.player play];
mChord.text = ns_NoteToPlay;
NSLog(@"Nombre de notes ds Array : %i", components.count);
if ( s == 0) {
int clean;
clean = components.count + 1;
[NSTi开发者_运维知识库mer scheduledTimerWithTimeInterval:clean target:self selector:@selector(cleanDots) userInfo:nil repeats:NO];
}
nsNowPlayingNote = ns_NoteToPlay;
[self instrument];
s = s+1;
if ((s < components.count) && (pressed == 0)) {
[self performSelector:@selector(playScale) withObject:nil afterDelay:0.8];
}
}
This works. The function plays the scale, but I can't find a way to tell when to call the higher note C2. In consequence, when it plays D then C, C should be C2, but still calls C, which is lower.
You could keep around an array of NSStrings which contain the name of your files, something like:
[NSArray arrayWithObjects:@"C", @"D"..., @"C2", @"D2", nil]
And then you could keep an int
variable around that you use to iterate through the array.
As a side note, are you sure AVAudioPlayer
is the right choice to play your sounds? You should at least have a look into AudioServicesPlaySystemSound()
, which is more appropriate to play short sounds.
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