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Audio files don't play in QML app on iPhone

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  • tomyT Offline
    tomyT Offline
    tomy
    wrote on last edited by
    #3

    @raven-worx
    Thanks so much for the answer. But the examples are huge in that sense we just merely want to play a simple audio file with a button. Also, they are beyond my QML knowledge, unfortunately.

    For instance, we have a simple audio file called win.mp3 or win.aac, and we want to play that file when we hit the green rectangle in the program on the iOS mobile. Please take a look at the QML program below:

    soundTest.pro:

    QT += quick
    CONFIG += c++11
    
    # The following define makes your compiler emit warnings if you use
    # any Qt feature that has been marked deprecated (the exact warnings
    # depend on your compiler). Refer to the documentation for the
    # deprecated API to know how to port your code away from it.
    DEFINES += QT_DEPRECATED_WARNINGS
    
    # You can also make your code fail to compile if it uses deprecated APIs.
    # In order to do so, uncomment the following line.
    # You can also select to disable deprecated APIs only up to a certain version of Qt.
    #DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000    # disables all the APIs deprecated before Qt 6.0.0
    
    SOURCES += \
            main.cpp
    
    RESOURCES += qml.qrc
    
    # Additional import path used to resolve QML modules in Qt Creator's code model
    QML_IMPORT_PATH =
    
    # Additional import path used to resolve QML modules just for Qt Quick Designer
    QML_DESIGNER_IMPORT_PATH =
    
    # Default rules for deployment.
    qnx: target.path = /tmp/$${TARGET}/bin
    else: unix:!android: target.path = /opt/$${TARGET}/bin
    !isEmpty(target.path): INSTALLS += target
    

    main.cpp:

    #include <QGuiApplication>
    #include <QQmlApplicationEngine>
    
    int main(int argc, char *argv[])
    {
        QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
    
        QGuiApplication app(argc, argv);
    
        QQmlApplicationEngine engine;
        engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
        if (engine.rootObjects().isEmpty())
            return -1;
    
        return app.exec();
    }
    

    main.qml:

    import QtQuick 2.12
    import QtQuick.Window 2.12
    
    Window {
        visible: true
        width: 640
        height: 480
        title: qsTr("Hello World")
    
        Rectangle {
                id: voice
                width: 50; height: 50
                color: "green"
                anchors.centerIn: parent
            }
    }
    

    What is the easiest way to modify this code to do the task of plying that audio file on the iDevice, please?

    J.HilkJ 1 Reply Last reply
    0
    • tomyT tomy

      @raven-worx
      Thanks so much for the answer. But the examples are huge in that sense we just merely want to play a simple audio file with a button. Also, they are beyond my QML knowledge, unfortunately.

      For instance, we have a simple audio file called win.mp3 or win.aac, and we want to play that file when we hit the green rectangle in the program on the iOS mobile. Please take a look at the QML program below:

      soundTest.pro:

      QT += quick
      CONFIG += c++11
      
      # The following define makes your compiler emit warnings if you use
      # any Qt feature that has been marked deprecated (the exact warnings
      # depend on your compiler). Refer to the documentation for the
      # deprecated API to know how to port your code away from it.
      DEFINES += QT_DEPRECATED_WARNINGS
      
      # You can also make your code fail to compile if it uses deprecated APIs.
      # In order to do so, uncomment the following line.
      # You can also select to disable deprecated APIs only up to a certain version of Qt.
      #DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000    # disables all the APIs deprecated before Qt 6.0.0
      
      SOURCES += \
              main.cpp
      
      RESOURCES += qml.qrc
      
      # Additional import path used to resolve QML modules in Qt Creator's code model
      QML_IMPORT_PATH =
      
      # Additional import path used to resolve QML modules just for Qt Quick Designer
      QML_DESIGNER_IMPORT_PATH =
      
      # Default rules for deployment.
      qnx: target.path = /tmp/$${TARGET}/bin
      else: unix:!android: target.path = /opt/$${TARGET}/bin
      !isEmpty(target.path): INSTALLS += target
      

      main.cpp:

      #include <QGuiApplication>
      #include <QQmlApplicationEngine>
      
      int main(int argc, char *argv[])
      {
          QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
      
          QGuiApplication app(argc, argv);
      
          QQmlApplicationEngine engine;
          engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
          if (engine.rootObjects().isEmpty())
              return -1;
      
          return app.exec();
      }
      

      main.qml:

      import QtQuick 2.12
      import QtQuick.Window 2.12
      
      Window {
          visible: true
          width: 640
          height: 480
          title: qsTr("Hello World")
      
          Rectangle {
                  id: voice
                  width: 50; height: 50
                  color: "green"
                  anchors.centerIn: parent
              }
      }
      

      What is the easiest way to modify this code to do the task of plying that audio file on the iDevice, please?

      J.HilkJ Offline
      J.HilkJ Offline
      J.Hilk
      Moderators
      wrote on last edited by
      #4

      @tomy
      add this to your pro file

      ios{
          APP_Sounds.files = $$PWD/sounds/explosion01.mp3 \
                               $$PWD/sounds/explosion02.mp3
      
      
          APP_Sounds.files = sounds
          QMAKE_BUNDLE_DATA += APP_Sounds
      }
      

      inside your qml file

      AudioEngine {
              id:audioengine
      
              AudioSample {
                  name:"explosion01"
                  source: "sounds/explosion01.mp3"
              }
      
             AudioSample {
                  name:"explosion02"
                  source: "sounds/explosion02.mp3"
              }
      
              Sound {
                  name:"explosion"
                  playType: Sound.Random
                  PlayVariation {
                      sample:"explosion01"
                      minPitch: 0.8
                      maxPitch: 1.1
                  }
                  PlayVariation {
                      sample:"explosion02"
                      minGain: 1.1
                      maxGain: 1.5
                  }
              }
      
       MouseArea {
              anchors.fill: parent
              onPressed: {
                  audioengine.sounds["explosion"].play();
              }
          }
      }
      

      QML is untested adaptation of
      https://doc.qt.io/qt-5/qml-qtaudioengine-sound.html


      Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


      Q: What's that?
      A: It's blue light.
      Q: What does it do?
      A: It turns blue.

      tomyT 1 Reply Last reply
      1
      • J.HilkJ J.Hilk

        @tomy
        add this to your pro file

        ios{
            APP_Sounds.files = $$PWD/sounds/explosion01.mp3 \
                                 $$PWD/sounds/explosion02.mp3
        
        
            APP_Sounds.files = sounds
            QMAKE_BUNDLE_DATA += APP_Sounds
        }
        

        inside your qml file

        AudioEngine {
                id:audioengine
        
                AudioSample {
                    name:"explosion01"
                    source: "sounds/explosion01.mp3"
                }
        
               AudioSample {
                    name:"explosion02"
                    source: "sounds/explosion02.mp3"
                }
        
                Sound {
                    name:"explosion"
                    playType: Sound.Random
                    PlayVariation {
                        sample:"explosion01"
                        minPitch: 0.8
                        maxPitch: 1.1
                    }
                    PlayVariation {
                        sample:"explosion02"
                        minGain: 1.1
                        maxGain: 1.5
                    }
                }
        
         MouseArea {
                anchors.fill: parent
                onPressed: {
                    audioengine.sounds["explosion"].play();
                }
            }
        }
        

        QML is untested adaptation of
        https://doc.qt.io/qt-5/qml-qtaudioengine-sound.html

        tomyT Offline
        tomyT Offline
        tomy
        wrote on last edited by
        #5

        @J.Hilk

        Thanks so much.
        I added a test.mp3 file to the project as below, just to check the work out:

        0_1555082786034_1.png

        And added the lines below to the .pro file:

        ios {
            APP_Sounds.files = $$PWD/sounds/test.mp3
        
            APP_Sounds.files = sounds
            QMAKE_BUNDLE_DATA += APP_Sounds
        }
        

        And here is the Application Output window errors, when ran by the Deskto (Clang) kit:

        QML debugging is enabled. Only use this in a safe environment. default openal device = Built-in Output device list: Built-in Output add QDeclarativeAudioSample[ "test" ] add QDeclarativeSound[ "explosion" ] SoundCone: engine not changeable after initialization. Unknown child type for AudioEngine! AudioEngine begin initialization creating default category init samples 1 creating new StaticSoundBufferOpenAL init sounds 1 AudioEngine ready. QDeclarativeAudioEngine::dtor active = 0 pool = 0 for pool QAudioEngine::dtor QAudioEnginePrivate::dtor QAudioEnginePrivate::dtor: all done

        J.HilkJ 1 Reply Last reply
        0
        • tomyT tomy

          @J.Hilk

          Thanks so much.
          I added a test.mp3 file to the project as below, just to check the work out:

          0_1555082786034_1.png

          And added the lines below to the .pro file:

          ios {
              APP_Sounds.files = $$PWD/sounds/test.mp3
          
              APP_Sounds.files = sounds
              QMAKE_BUNDLE_DATA += APP_Sounds
          }
          

          And here is the Application Output window errors, when ran by the Deskto (Clang) kit:

          QML debugging is enabled. Only use this in a safe environment. default openal device = Built-in Output device list: Built-in Output add QDeclarativeAudioSample[ "test" ] add QDeclarativeSound[ "explosion" ] SoundCone: engine not changeable after initialization. Unknown child type for AudioEngine! AudioEngine begin initialization creating default category init samples 1 creating new StaticSoundBufferOpenAL init sounds 1 AudioEngine ready. QDeclarativeAudioEngine::dtor active = 0 pool = 0 for pool QAudioEngine::dtor QAudioEnginePrivate::dtor QAudioEnginePrivate::dtor: all done

          J.HilkJ Offline
          J.HilkJ Offline
          J.Hilk
          Moderators
          wrote on last edited by
          #6

          @tomy well
          in your pro file the iostag means this is only executed if your target is the iOS platform.

          When you compile it for MacOS, which you said you tried, than you need

          macx {
          ....
          }
          

          just to make sure on the point

          $$PWD/sounds/test.mp3

          asumes, that your test.mp3 file is inside the sounds folder, and the sound folder is on the same hierarchy level as your pro file.

          otherwise the files won't be found and therefore won't be put into your app bundle


          Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


          Q: What's that?
          A: It's blue light.
          Q: What does it do?
          A: It turns blue.

          tomyT 1 Reply Last reply
          1
          • J.HilkJ J.Hilk

            @tomy well
            in your pro file the iostag means this is only executed if your target is the iOS platform.

            When you compile it for MacOS, which you said you tried, than you need

            macx {
            ....
            }
            

            just to make sure on the point

            $$PWD/sounds/test.mp3

            asumes, that your test.mp3 file is inside the sounds folder, and the sound folder is on the same hierarchy level as your pro file.

            otherwise the files won't be found and therefore won't be put into your app bundle

            tomyT Offline
            tomyT Offline
            tomy
            wrote on last edited by
            #7

            @J.Hilk
            Thank you.
            Well, the sounds folder, as it's shown on the screenshot above, is on a lower hierarchy level than the .pro file.
            Shouldn't I add the audio file on the qml.qrc file (which makes the sounds folder under it)? If not, so on what file/directory of Project's menu should I add the file, please?

            J.HilkJ 1 Reply Last reply
            0
            • tomyT tomy

              @J.Hilk
              Thank you.
              Well, the sounds folder, as it's shown on the screenshot above, is on a lower hierarchy level than the .pro file.
              Shouldn't I add the audio file on the qml.qrc file (which makes the sounds folder under it)? If not, so on what file/directory of Project's menu should I add the file, please?

              J.HilkJ Offline
              J.HilkJ Offline
              J.Hilk
              Moderators
              wrote on last edited by
              #8

              @tomy
              the links @raven-worx posted post state that you can't use its resource system (qrc-files) for that. So you have to pack them with the app bundle itself.

              your folder should look like this:
              0_1555089283158_79d87e40-98dd-458b-afb4-4ed7d49225d5-image.png


              Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


              Q: What's that?
              A: It's blue light.
              Q: What does it do?
              A: It turns blue.

              tomyT 1 Reply Last reply
              1
              • J.HilkJ J.Hilk

                @tomy
                the links @raven-worx posted post state that you can't use its resource system (qrc-files) for that. So you have to pack them with the app bundle itself.

                your folder should look like this:
                0_1555089283158_79d87e40-98dd-458b-afb4-4ed7d49225d5-image.png

                tomyT Offline
                tomyT Offline
                tomy
                wrote on last edited by tomy
                #9

                @J.Hilk
                That folder, sounds, beforehand appeared that way. But this time I removed it from the qml.qrc file. Still the error messages exist, unfortunately. The screenshot below includes all windows and results:

                0_1555100328240_Screen Shot 2019-04-12 at 1.16.25 PM.png

                J.HilkJ 1 Reply Last reply
                0
                • tomyT tomy

                  @J.Hilk
                  That folder, sounds, beforehand appeared that way. But this time I removed it from the qml.qrc file. Still the error messages exist, unfortunately. The screenshot below includes all windows and results:

                  0_1555100328240_Screen Shot 2019-04-12 at 1.16.25 PM.png

                  J.HilkJ Offline
                  J.HilkJ Offline
                  J.Hilk
                  Moderators
                  wrote on last edited by J.Hilk
                  #10

                  @tomy
                  ok, a couple of errors on my side. One should test before post actual code.

                  the path in the profile should be a bit different to be relative to the executable.

                  macx {
                      APP_Sounds.files = $$PWD/sounds/Explosion_1.MP3 
                  
                      APP_Sounds.path = Contents/MacOS/sounds
                  
                      QMAKE_BUNDLE_DATA += APP_Sounds
                  }
                  

                  you also need to add file:/// to tell Qt to use actual local files and not to search in the resource system.

                  3rd I was unable to load a mp3 file from out of the appBundle, no matter what I tried. Maybe I'm missing something.
                  So I hacked my way around it, by copying to the AppDataLocation in c++ .....

                  It works, but I would encourage you to look for other/better solutions. Maybe someone else has more experience here.

                  //pro
                  QT += quick multimedia
                  CONFIG += c++11
                  
                  SOURCES += \
                          main.cpp
                  
                  RESOURCES += qml.qrc
                  
                  macx {
                      APP_Sounds.files = $$PWD/sounds/Explosion_1.MP3 
                      APP_Sounds.path = Contents/MacOS/sounds
                      QMAKE_BUNDLE_DATA += APP_Sounds
                  }
                  # Default rules for deployment.
                  qnx: target.path = /tmp/$${TARGET}/bin
                  else: unix:!android: target.path = /opt/$${TARGET}/bin
                  !isEmpty(target.path): INSTALLS += target
                  
                  
                  //main
                  #include <QGuiApplication>
                  #include <QQmlApplicationEngine>
                  #include <QQmlContext>
                  
                  #include <QStandardPaths>
                  #include <QFile>
                  #include <QDir>
                  
                  int main(int argc, char *argv[])
                  {
                      QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
                  
                      QGuiApplication app(argc, argv);
                  
                      QQmlApplicationEngine engine;
                  
                      QString AppDataLocaltion = QStandardPaths::writableLocation(QStandardPaths::AppDataLocation);
                  
                      if(!QFile::exists(AppDataLocaltion)){
                          QDir d; d.mkdir(AppDataLocaltion);
                      }
                  
                      QFile f("/sounds/Explosion_1.mp3");
                      f.copy(AppDataLocaltion + "/Explosion_1.mp3");
                  
                      engine.rootContext()->setContextProperty("AppDataLocaltion", AppDataLocaltion);
                      engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
                      if (engine.rootObjects().isEmpty())
                          return -1;
                  
                      return app.exec();
                  }
                  
                  //main.qml
                  import QtQuick 2.12
                  import QtQuick.Window 2.12
                  import QtMultimedia 5.12
                  
                  Window {
                      visible: true
                      width: 640
                      height: 480
                      title: qsTr("Hello World")
                  
                      Text {
                          anchors.fill: parent
                          text: qsTr("Click me for sound")
                  
                          MouseArea {
                              anchors.fill: parent
                              onClicked: playExplosion.play()
                          }
                      }
                  
                      Audio{
                          id: playExplosion
                          source: "file://"+ AppDataLocaltion + "/Explosion_1.mp3"
                          onErrorStringChanged: console.log("errorString",errorString, source.toString())
                          onError: console.log(error)
                      }
                  }
                  

                  Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                  Q: What's that?
                  A: It's blue light.
                  Q: What does it do?
                  A: It turns blue.

                  tomyT 1 Reply Last reply
                  2
                  • J.HilkJ J.Hilk

                    @tomy
                    ok, a couple of errors on my side. One should test before post actual code.

                    the path in the profile should be a bit different to be relative to the executable.

                    macx {
                        APP_Sounds.files = $$PWD/sounds/Explosion_1.MP3 
                    
                        APP_Sounds.path = Contents/MacOS/sounds
                    
                        QMAKE_BUNDLE_DATA += APP_Sounds
                    }
                    

                    you also need to add file:/// to tell Qt to use actual local files and not to search in the resource system.

                    3rd I was unable to load a mp3 file from out of the appBundle, no matter what I tried. Maybe I'm missing something.
                    So I hacked my way around it, by copying to the AppDataLocation in c++ .....

                    It works, but I would encourage you to look for other/better solutions. Maybe someone else has more experience here.

                    //pro
                    QT += quick multimedia
                    CONFIG += c++11
                    
                    SOURCES += \
                            main.cpp
                    
                    RESOURCES += qml.qrc
                    
                    macx {
                        APP_Sounds.files = $$PWD/sounds/Explosion_1.MP3 
                        APP_Sounds.path = Contents/MacOS/sounds
                        QMAKE_BUNDLE_DATA += APP_Sounds
                    }
                    # Default rules for deployment.
                    qnx: target.path = /tmp/$${TARGET}/bin
                    else: unix:!android: target.path = /opt/$${TARGET}/bin
                    !isEmpty(target.path): INSTALLS += target
                    
                    
                    //main
                    #include <QGuiApplication>
                    #include <QQmlApplicationEngine>
                    #include <QQmlContext>
                    
                    #include <QStandardPaths>
                    #include <QFile>
                    #include <QDir>
                    
                    int main(int argc, char *argv[])
                    {
                        QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
                    
                        QGuiApplication app(argc, argv);
                    
                        QQmlApplicationEngine engine;
                    
                        QString AppDataLocaltion = QStandardPaths::writableLocation(QStandardPaths::AppDataLocation);
                    
                        if(!QFile::exists(AppDataLocaltion)){
                            QDir d; d.mkdir(AppDataLocaltion);
                        }
                    
                        QFile f("/sounds/Explosion_1.mp3");
                        f.copy(AppDataLocaltion + "/Explosion_1.mp3");
                    
                        engine.rootContext()->setContextProperty("AppDataLocaltion", AppDataLocaltion);
                        engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
                        if (engine.rootObjects().isEmpty())
                            return -1;
                    
                        return app.exec();
                    }
                    
                    //main.qml
                    import QtQuick 2.12
                    import QtQuick.Window 2.12
                    import QtMultimedia 5.12
                    
                    Window {
                        visible: true
                        width: 640
                        height: 480
                        title: qsTr("Hello World")
                    
                        Text {
                            anchors.fill: parent
                            text: qsTr("Click me for sound")
                    
                            MouseArea {
                                anchors.fill: parent
                                onClicked: playExplosion.play()
                            }
                        }
                    
                        Audio{
                            id: playExplosion
                            source: "file://"+ AppDataLocaltion + "/Explosion_1.mp3"
                            onErrorStringChanged: console.log("errorString",errorString, source.toString())
                            onError: console.log(error)
                        }
                    }
                    
                    tomyT Offline
                    tomyT Offline
                    tomy
                    wrote on last edited by tomy
                    #11

                    @J.Hilk

                    Thanks so much. It worked.
                    Didn't change the main.cpp whatsoever, but just replaced "... + AppDataLocaltion + ..." with the actual address to the file:
                    "file:///Users/ ... /Explosion_1.mp3", in main.qml.
                    It's simpler, now. :)

                    Next, if we want to use the process on iOS, is substituting the macx { ... } in the .pro file for the following version all we need, please?

                    ios {
                        APP_Sounds.files = $$PWD/sounds/Explosion_1.mp3
                    
                        APP_Sounds.path = Contents/iOS/sounds
                        QMAKE_BUNDLE_DATA += APP_Sounds
                    }
                    
                    J.HilkJ 1 Reply Last reply
                    0
                    • tomyT tomy

                      @J.Hilk

                      Thanks so much. It worked.
                      Didn't change the main.cpp whatsoever, but just replaced "... + AppDataLocaltion + ..." with the actual address to the file:
                      "file:///Users/ ... /Explosion_1.mp3", in main.qml.
                      It's simpler, now. :)

                      Next, if we want to use the process on iOS, is substituting the macx { ... } in the .pro file for the following version all we need, please?

                      ios {
                          APP_Sounds.files = $$PWD/sounds/Explosion_1.mp3
                      
                          APP_Sounds.path = Contents/iOS/sounds
                          QMAKE_BUNDLE_DATA += APP_Sounds
                      }
                      
                      J.HilkJ Offline
                      J.HilkJ Offline
                      J.Hilk
                      Moderators
                      wrote on last edited by J.Hilk
                      #12

                      @tomy

                      Didn't change the main.cpp whatsoever, but just replaced "... + AppDataLocaltion + ..." with the actual address to the file:
                      "file:///Users/ ... /Explosion_1.mp3", in main.qml.
                      It's simpler, now. :)

                      it's simpler yes, but my point was it to make it viable for all platforms

                      QStandardPaths::writableLocation(QStandardPaths::AppDataLocation) exists for all platforms, but on some you have to create the folder first ->

                      if(!QFile::exists(AppDataLocaltion)){
                              QDir d; d.mkdir(AppDataLocaltion);
                          }
                      

                      With a fixed local file path it will only work for your particular pc.

                      Next, if we want to use the process on iOS, is substituting the macx { ... } in the .pro file for the following version all we need

                      I'm actually not entirely sure.
                      You may have to test the case :)


                      that said, you could with the copy to appdata just place the mp3 in your qt resource system und copy them from there to local data.
                      A workaround.


                      Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                      Q: What's that?
                      A: It's blue light.
                      Q: What does it do?
                      A: It turns blue.

                      tomyT 1 Reply Last reply
                      0
                      • J.HilkJ J.Hilk

                        @tomy

                        Didn't change the main.cpp whatsoever, but just replaced "... + AppDataLocaltion + ..." with the actual address to the file:
                        "file:///Users/ ... /Explosion_1.mp3", in main.qml.
                        It's simpler, now. :)

                        it's simpler yes, but my point was it to make it viable for all platforms

                        QStandardPaths::writableLocation(QStandardPaths::AppDataLocation) exists for all platforms, but on some you have to create the folder first ->

                        if(!QFile::exists(AppDataLocaltion)){
                                QDir d; d.mkdir(AppDataLocaltion);
                            }
                        

                        With a fixed local file path it will only work for your particular pc.

                        Next, if we want to use the process on iOS, is substituting the macx { ... } in the .pro file for the following version all we need

                        I'm actually not entirely sure.
                        You may have to test the case :)


                        that said, you could with the copy to appdata just place the mp3 in your qt resource system und copy them from there to local data.
                        A workaround.

                        tomyT Offline
                        tomyT Offline
                        tomy
                        wrote on last edited by tomy
                        #13

                        @J.Hilk

                        Before the prior post I tested your (for all platforms) version. It showed some errors. But if we want to make it work for Windows, Mac and Android, the method is very easy and viable.

                        For Windows and Android we use the qrc file, as you know. For Mac I use this way and it works too:

                        1- Leave both main.cpp and .pro files intact (without any changes).
                        2- Add the audio file in a folder and put it inside the project's directory.
                        3- Add the line below to main.qml:

                        Audio {
                                id: playExplosion
                                source: "file:///Users/ ... /soundTest/sounds/Explosion_1.mp3"
                            }
                        

                        Up to now, we have covered three different platforms. Then we go for iOS.
                        I made three different attempts as below:

                        1- At the first attempt, I made no changes and just changed the kit to iOS on Qt Creator and ran the project. Result: Qt Creator installed the app on the iPhone successfully. "But" when pressing the rectangle, the sound won't play!

                        2- At the second attempt I went for the .pro file and made only this change:
                        QT += quick to QT += quick multimedia. Result: Just as the prior stage.

                        3- At the third attempt, I made more changes to the .pro file, as follows:

                        • QT += quick to QT += quick multimedia.
                        • And adding this part at the end:
                        ios {
                            APP_Sounds.files = $$PWD/sounds/Explosion_1.mp3
                        
                            APP_Sounds.path = Contents/iOS/sounds
                            QMAKE_BUNDLE_DATA += APP_Sounds
                        }
                        

                        Result on iOS: two errors:
                        unsealed contents present in the bundle root
                        Xcodebuild failed.

                        Result on the Mac: Works properly.

                        Now, do you have any idea why it doesn't work on iOS, please?

                        J.HilkJ 1 Reply Last reply
                        0
                        • tomyT tomy

                          @J.Hilk

                          Before the prior post I tested your (for all platforms) version. It showed some errors. But if we want to make it work for Windows, Mac and Android, the method is very easy and viable.

                          For Windows and Android we use the qrc file, as you know. For Mac I use this way and it works too:

                          1- Leave both main.cpp and .pro files intact (without any changes).
                          2- Add the audio file in a folder and put it inside the project's directory.
                          3- Add the line below to main.qml:

                          Audio {
                                  id: playExplosion
                                  source: "file:///Users/ ... /soundTest/sounds/Explosion_1.mp3"
                              }
                          

                          Up to now, we have covered three different platforms. Then we go for iOS.
                          I made three different attempts as below:

                          1- At the first attempt, I made no changes and just changed the kit to iOS on Qt Creator and ran the project. Result: Qt Creator installed the app on the iPhone successfully. "But" when pressing the rectangle, the sound won't play!

                          2- At the second attempt I went for the .pro file and made only this change:
                          QT += quick to QT += quick multimedia. Result: Just as the prior stage.

                          3- At the third attempt, I made more changes to the .pro file, as follows:

                          • QT += quick to QT += quick multimedia.
                          • And adding this part at the end:
                          ios {
                              APP_Sounds.files = $$PWD/sounds/Explosion_1.mp3
                          
                              APP_Sounds.path = Contents/iOS/sounds
                              QMAKE_BUNDLE_DATA += APP_Sounds
                          }
                          

                          Result on iOS: two errors:
                          unsealed contents present in the bundle root
                          Xcodebuild failed.

                          Result on the Mac: Works properly.

                          Now, do you have any idea why it doesn't work on iOS, please?

                          J.HilkJ Offline
                          J.HilkJ Offline
                          J.Hilk
                          Moderators
                          wrote on last edited by
                          #14

                          @tomy
                          so I checked. On iOS, there is no Content .... stuff

                          In my last app I shipped the translations via app bundle:

                          iOS {
                              APP_Language.files = $$PWD/translations/myApp_de.qm \
                                                                         $$PWD/translations/myApp_en.qm
                          
                              APP_Language.path = translations
                              QMAKE_BUNDLE_DATA += APP_Languages
                          }
                          

                          I than load it directly via:

                          ...
                          QString translationPath = QCoreApplication::applicationDirPath();
                                         translationPath("/translations");
                          
                           m_translator->load("myApp_en.qm", translationPath);
                          qApp->installTranslator(m_translator);
                          

                          works fine. If I adapt this to your situation:

                          APP_Sounds.files = $$PWD/sounds/Explosion_1.MP3 
                              APP_Sounds.path = sounds
                              QMAKE_BUNDLE_DATA += APP_Sounds
                          

                          The file is shipped correctly and I can open it via QFile:

                          QString soundPath = QCoreApplication::applicationDirPath() + QString("/sounds/Explosion_1.mp3");
                          QFile f(soundPath);
                          qDebug() << f.open(QIODevice::readOnly); // returns true
                          f.close;
                          
                          QSound sound(soundPath);
                          sound.play(); // returns QSoundEffect(qaudio): Error decoding source
                          

                          I can't get it to work,
                          sry


                          Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                          Q: What's that?
                          A: It's blue light.
                          Q: What does it do?
                          A: It turns blue.

                          1 Reply Last reply
                          1
                          • tomyT Offline
                            tomyT Offline
                            tomy
                            wrote on last edited by
                            #15

                            @J.Hilk

                            Modifying the ios{ ... } block in the .pro file removed the prior errors.
                            I also added those lines into the code of main.cpp, and installed the project via Qt Creator on the phone, but no voice yet!
                            That is, neither sound.play(); nor onClicked: playExplosion.play() plays the audio file on the phone. :(

                            1 Reply Last reply
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