macOS NSSound
│ English (en) │
This article applies to macOS only.
See also: Multiplatform Programming Guide
NSSound Encoding and file format support
NSSound supports any audio encodings and file formats that QuickTime does (as it still uses QuickTime for certain things) and, as of macOS 10.3 (Panther), it also uses CoreAudio for playback. The NSSound initializer first tries to use CoreAudio with the file it is initialized with. If that fails, NSSound tries to use QuickTime. If that fails, NSSound initialization will fail.
NSSound will use CoreAudio for any files supported by the CoreAudio AudioFile APIs as long as the file type is supported in <AudioToolbox/AudioFile.h> and the encoding format has codec support (with the exception of Linear PCM which is always supported). The table below shows CoreAudio support.
Sound File Format | Sound Data Formats |
---|---|
AAC (.aac, .adts) | 'aac ' |
AC3 (.ac3) | 'ac-3' |
AIFC (.aif, .aiff,.aifc) | BEI8, BEI16, BEI24, BEI32, BEF32, BEF64, 'ulaw', 'alaw', 'MAC3', 'MAC6', 'ima4' , 'QDMC', 'QDM2', 'Qclp', 'agsm' |
AIFF (.aiff) | BEI8, BEI16, BEI24, BEI32 |
Apple Core Audio Format (.caf) | '.mp3', 'MAC3', 'MAC6', 'QDM2', 'QDMC', 'Qclp', 'Qclq', 'aac ', 'agsm', 'alac', 'alaw', 'drms', 'dvi ', 'ima4', 'lpc ', BEI8, BEI16, BEI24, BEI32, BEF32, BEF64, LEI16, LEI24, LEI32, LEF32, LEF64, 'ms\x00\x02', 'ms\x00\x11', 'ms\x001', 'ms\x00U', 'ms \x00', 'samr', 'ulaw' |
MPEG Layer 3 (.mp3) | '.mp3' |
MPEG 4 Audio (.mp4) | 'aac ' |
MPEG 4 Audio (.m4a) | 'aac ', alac' |
NeXT/Sun Audio (.snd, .au) | BEI8, BEI16, BEI24, BEI32, BEF32, BEF64, 'ulaw' |
Sound Designer II (.sd2) | BEI8, BEI16, BEI24, BEI32 |
WAVE (.wav) | LEUI8, LEI16, LEI24, LEI32, LEF32, LEF64, 'ulaw', 'alaw' |
QuickTime supports the following audio file and data formats:
- A-law
- Advanced Audio Coding (AAC)
- AMR Narrowband
- Apple Lossless
- Au file format
- Audio Interchange File Format (AIFF)
- Apple Core Audio Format (CAF)
- FLAC (since macOS 10.13)
- MACE
- Microsoft Adaptive DPCM (MS ADPCM)
- MIDI
- MPEG-1 Audio Layer 3 (MP3)
- Pulse-code modulation (PCM)
- QCELP (Qualcomm PureVoice)
- QDesign
- Waveform Audio File Format (WAV)
- μ-law
Playing system sounds
Here is the list of macOS system sounds (found in /System/Library/Sounds): Basso, Blow, Bottle, Frog, Funk, Glass, Hero, Morse, Ping, Pop, Purr, Sosumi, Submarine, and Tink.
A system sound can be played very easily using the NSSound class. The process is very simple:
- Create an object based on the NSSound class;
- Load an audio file into the NSSound object using the SoundNamed class method;
- Play the audio file using the Play class method.
Here is the code to do that:
unit Unit1;
{$mode objfpc}{$H+}
{$modeswitch objectivec1}
interface
uses
Classes, SysUtils, Forms, Controls, Graphics, Dialogs, StdCtrls, CocoaAll, CocoaUtils;
...
Var
Form1: TForm1;
mySound: NSSound := Nil; // Create an object based on the NSSound class
...
procedure TForm1.PlayButtonClick(Sender: TObject);
var
status: boolean = false;
begin
mySound := NSSound.soundNamed(NSStringUTF8('Frog')); // Load an audio file into the NSSound object
mySound.play; // Play the audio file
if(not status) then // Play returns true/false for success/failure
ShowMessage('Error!');
end;
...
end.
While the Frog system sound file is named Frog.aiff, you can drop the file extension (.aiff) from the filename as we did in the above example code.
You can also combine the loading of a sound and playing it and omit the creation of a sound object:
NSSound.soundNamed(NSStringUTF8('Frog')).play; // Load and play audio file
Playing sounds from your application bundle
The soundNamed class method searches your application’s main bundle and if no sound file can be located in the application main bundle, the following directories are searched in order:
- ~/Library/Sounds
- /Library/Sounds
- /Network/Library/Sounds
- /System/Library/Sounds
If no data file can be found for the sound name, no object is created and nil is returned.
Copy the sound file from /Applications/iPhoto.app/Contents/Resources/Music/Minuet in G.mp3 to the Resources sub-directory of your application bundle. You can now play that sound file using the code below:
unit Unit1;
{$mode objfpc}{$H+}
{$modeswitch objectivec1}
interface
uses
Classes, SysUtils, Forms, Controls, Graphics, Dialogs, StdCtrls, CocoaAll, CocoaUtils;
...
Var
Form1: TForm1;
mySound: NSSound := Nil; // Create an object based on the NSSound class
...
procedure TForm1.PlayButtonClick(Sender: TObject);
var
status: boolean = false;
begin
mySound := NSSound.soundNamed(NSStringUTF8('Minuet in G')); // Load an audio file into the NSSound object
mySound.play; // Play the audio file
if(not status) then // Play returns true/false for success/failure
ShowMessage('Error!');
end;
...
end.
Note that once again the file extension is not used when loading sound files using the soundNamed class method. Also note that AIFF files must use the .aiff file extension (not .aif) for it to be located by the soundNamed class method.
Playing sounds from elsewhere
If you want to load audio files from somewhere else in the file system other than from the system sounds directory or your application bundle, you can use the NSSound class method initWithContentsOfFile_byReference. As you would expect, this method attempts to initialize a newly allocated NSSound instance with the audio data in the specified file. The following code example shows you how to create an NSSound instance and initialize it with a sound file using a pathname to the file.
unit Unit1;
{$mode objfpc}{$H+}
{$modeswitch objectivec1}
interface
uses
Classes, SysUtils, Forms, Controls, Graphics, Dialogs, StdCtrls, CocoaAll, CocoaUtils;
...
Var
Form1: TForm1;
mySound: NSSound = Nil; // Create an object based on the NSSound class
...
procedure TForm1.PlayButtonClick(Sender: TObject);
var
audioFilePath: NSString;
status: boolean = false;
begin
audioFilePath := NSStringUTF8('/Applications/iPhoto.app/Contents/Resources/Music/Barbeque Blues.m4a');
// mySound := NSSound.alloc;
// mySound := mySound.initWithContentsOfFile_byReference(audioFilePath, True);
// The two lines above can be combined into the single line below
mySound := NSSound.alloc.initWithContentsOfFile_byReference(audioFilePath, True); // Load an audio file into the NSSound object
mySound.Play; // Play the audio file
if(not status) then // Play returns true/false for success/failure
ShowMessage('Error!');
end;
...
end.
As we used NSSound.alloc... in the code above, do not forget to use mySound.Release; mySound :- Nil; mySound.dealloc somewhere appropriate or you'll create a memory leak every time you play the file. This is not necessary when using NSSound.soundNamed(soundName) class method in the previous two examples because that method creates an NSSound object for you using a helper function or, as the Apple documentation states more opaquely the "NSSound instance is initialized with the sound data identified by soundName".
Managing sound playback
This section describes how to manage the playback of a sound using the NSSound class.
Pause
procedure TForm1.PauseButtonClick(Sender: TObject);
begin
mySound.pause;
end;
Resume
procedure TForm1.ResumeButtonClick(Sender: TObject);
begin
mySound.resume;
end;
Stop
procedure TForm1.StopButtonClick(Sender: TObject);
begin
mySound.Stop;
end;
Volume control
mySound.SetVolume(0.5);
The valid range is between 0.0 and 1.0. The value of this property does not affect the systemwide volume. Make sure you set it after loading and before playing the sound file. macOS 10.5+ required.
Loop control
When the value of the loops instance property is True, the sound restarts playback when it finishes and does not send didFinishPlaying message to its delegate when it reaches the end of its content and restarts playback. The default value of this property is False. macOS 10.5+ required.
mySound.setLoops(True); // Set true and the sound will continue looping
Sound duration
The duration instance property provides the duration of the sound in seconds. macOS 10.5+ required.
status := mySound.play;
if(status) then
ShowMessage('Duration: ' + FloatToStrF(mySound.duration, ffFixed, 0, 2) + ' seconds')
else
ShowMessage('Not OK');
Sound progress
The currentTime instance property returns the sound’s playback progress in seconds. A sounds starts with currentTime equal to zero and ends with currentTime equal to sound duration minus one. macOS 10.5+ required.
procedure TForm1.PauseButtonClick(Sender: TObject);
begin
mySound.pause;
ShowMessage('Progress: ' + FloatToStrF(mySound.currentTime, ffFixed, 0, 2)
+ ' of ' + FloatToStrF(mySound.duration, ffFixed, 0, 2) + ' seconds');
end;
Determine if sound is playing
if(mySound.IsPlaying) then
ShowMessage('Sound is playing')
else
ShowMessage('Sound is not playing');
Determine when sound finishes playing
This is somewhat more complicated. First, create a delegate object:
Uses
...
type
{ NSSoundFinishedDelegate }
SoundFinishedDelegate = objcclass(NSObject, NSSoundDelegateProtocol)
public
procedure sound_didFinishPlaying(Sound: NSSound; FinishedPlaying: Boolean);
message 'sound:didFinishPlaying:';
end;
Add two new variables: SoundDelegate for the SoundFinishedDelegate and a Playing boolean variable to indicate whether a sound is playing.
Var
Form1: TForm1;
mySound: NSSound = Nil; // Create an object based on the NSSound class
SoundDelegate : SoundFinishedDelegate;
SoundPlaying : Boolean = False;
Now create the new delegate procedure:
{ NSSoundFinishedDelegate }
procedure SoundFinishedDelegate.sound_didFinishPlaying(Sound: NSSound; FinishedPlaying: Boolean);
begin
if(FinishedPlaying) then
begin
SoundPlaying := False;
Form1.PlayButton.Enabled := True;
Form1.PauseButton.Enabled := False;
Form1.ResumeButton.Enabled := False;
Form1.StopButton.Enabled := False;
Sound.Release; // avoid memory
Sound := Nil; // leak when using
Sound.dealloc; // NSSound.alloc...
end;
end;
The updated play procedure:
procedure TForm1.PlayButtonClick(Sender: TObject);
var
status: Boolean;
begin
Sound := NSSound.alloc.initWithContentsOfFile_byReference(NSStringUTF8
('/Applications/iPhoto.app/Contents/Resources/Music/Barbeque Blues.m4a'), True); // File system sound file
//Sound := NSSound.SoundNamed(NSStringUTF8('Minuet in G')); // Bundle sound file
//Sound := NSSound.soundNamed(NSStringUTF8('Frog')); // System sound file
Sound.setDelegate(SoundDelegate);
status := Sound.play;
if(status) then
SoundPlaying := True
else
ShowMessage('Playing failed!');
PlayButton.Enabled := False;
PauseButton.Enabled := True;
StopButton.Enabled := True;
end;
Finally, the new Initialisation clause for the delegate object:
Initialization
SoundDelegate := SoundFinishedDelegate.alloc.init;
End.
Here is the whole unit for the application which now takes care of the enabled-state of the Play/Pause/Resume/Stop buttons:
unit Unit1;
{$mode objfpc}{$H+}
{$modeswitch objectivec1}
interface
uses
Classes, SysUtils, Forms, Controls, Graphics, Dialogs, StdCtrls, CocoaAll,
CocoaUtils;
type
{ NSSoundFinishedDelegate }
SoundFinishedDelegate = objcclass(NSObject, NSSoundDelegateProtocol)
public
procedure sound_didFinishPlaying(Sound: NSSound; FinishedPlaying: Boolean);
message 'sound:didFinishPlaying:';
end;
{ TForm1 }
TForm1 = class(TForm)
StopButton: TButton;
PlayButton: TButton;
PauseButton: TButton;
ResumeButton: TButton;
procedure StopButtonClick(Sender: TObject);
procedure FormShow(Sender: TObject);
procedure PlayButtonClick(Sender: TObject);
procedure PauseButtonClick(Sender: TObject);
procedure ResumeButtonClick(Sender: TObject);
private
public
end;
var
Form1: TForm1;
Sound: NSSound = Nil;
SoundDelegate : SoundFinishedDelegate;
SoundPlaying : Boolean = False;
implementation
{$R *.lfm}
{ NSSoundFinishedDelegate }
procedure SoundFinishedDelegate.sound_didFinishPlaying(Sound: NSSound; FinishedPlaying: Boolean);
begin
if(FinishedPlaying) then
begin
SoundPlaying := False;
Form1.PlayButton.Enabled := True;
Form1.PauseButton.Enabled := False;
Form1.ResumeButton.Enabled := False;
Form1.StopButton.Enabled := False;
Sound.Release; // avoid memory
Sound := Nil; // leak when using
Sound.dealloc; // NSSound.alloc...
end;
end;
{ TForm1 }
// Setup button state
procedure TForm1.FormShow(Sender: TObject);
begin
PauseButton.Enabled := False;
ResumeButton.Enabled := False;
StopButton.Enabled := False;
end;
// Play
procedure TForm1.PlayButtonClick(Sender: TObject);
var
status: Boolean;
begin
Sound := NSSound.alloc.initWithContentsOfFile_byReference(NSStringUTF8
('/Applications/iPhoto.app/Contents/Resources/Music/Barbeque Blues.m4a'), True); // File system sound example
//Sound := NSSound.SoundNamed(NSStringUTF8('Minuet in G')); // Bundle sound file
//Sound := NSSound.soundNamed(NSStringUTF8('Frog')); // System file
Sound.setDelegate(SoundDelegate);
status := Sound.play;
if(status) then
SoundPlaying := True
else
ShowMessage('Playing failed!');
PlayButton.Enabled := False;
PauseButton.Enabled := True;
StopButton.Enabled := True;
end;
// Pause
procedure TForm1.PauseButtonClick(Sender: TObject);
begin
if(SoundPlaying) then
begin
Sound.pause;
PauseButton.Enabled := False;
StopButton.Enabled := False;
ResumeButton.Enabled := True;
end;
end;
// Resume
procedure TForm1.ResumeButtonClick(Sender: TObject);
begin
if(SoundPlaying) then
begin
Sound.resume;
ResumeButton.Enabled := False;
PauseButton.Enabled := True;
StopButton.Enabled := True;
end;
end;
// Stop
procedure TForm1.StopButtonClick(Sender: TObject);
begin
if(SoundPlaying) then
begin
SoundPlaying := False;
Sound.stop;
Sound.Release; // avoid memory
Sound := Nil; // leak when using
Sound.dealloc; // NSSound.alloc...
PlayButton.Enabled := True;
PauseButton.Enabled := False;
ResumeButton.Enabled := False;
StopButton.Enabled := False;
end;
end;
Initialization
SoundDelegate := SoundFinishedDelegate.alloc.init;
end.
See also
- System Sound Services
- macOS Audio Player
- macOS Audio Recorder
- macOS Play Alert Sound
- NSBeep
- macOS Sound Utilities
- Multimedia Programming