following problem:
<0xb03e7000> Error '!obj' trying to fetch default input device's sample rate
<0xb03e7000> Error getting audio input device sample rate: '!obj'
<0xb03e7000> AQMEIOManager::FindIOUnit: error '!dev'
I found this problem already here on stackoverflow but none of the provided solutions worked for me.
Code:
#import "CJTActionViewController.h"
@interface CJTActionViewController()
@property NSURL *url;
@property NSData *songFile;
@property AVAudioPlayer *audioPlayer;
@end
@implementation CJTActionViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.url = [NSURL fileURLWithPath: [NSString stringWithFormat:@"%@/cannon_01.wav", [[NSBundle mainBundle] resourcePath]]];
self.songFile = [[NSData alloc] initWithContentsOfURL:self.url];
self.audioPlayer = [[AVAudioPlayer alloc] initWithData:self.songFile error:nil];
self.audioPlayer.delegate = self;
self.audioPlayer.numberOfLoops = 0;
}
- (IBAction)firePressed(id):sender
{
[self.audioPlayer play];
}
@end
Delegate is set. Dont know if its important but on another mac this code runs without problems.
I use ios 6.1 and simulator 6.1
I had this same problem, and was able to fix it by adjusting the sound settings on the mac I am running the simulator on, per the answer to this question. I was using an external sound card, and changing the audio settings on my mac in the following way did the trick:
Hope this helps. My code is very similar to yours, and I don't think this is a problem with your code at all.
Confirmed that attaching an audio input device (and restarting the computer) solves the problem. I got this error when shifting from a Macbook Air to a Mac Pro Cylinder after pulling the Git repo over.
I attached my Bose AE bluetooth headset and finally got a meaningful message from Xcode, but it was still aborting:
After restarting the simulator and doing the XCode dance (delete app from simulator, clean project, rebuild) I got another message:
Finally after restarting the machine, there are no more errors.
I spent hours trying to figure this out, if you don't have a microphone or input device then xcode will fail to initialize AVAudioPlayer properly.
That is why plugging in some type of input device works, AVAudioPlayer is searching for an input device . You can run the same app on an iPhone and it will work just fine.
So just plugin some type of input device when running on simulator, I haven't found a way to work around this yet. And it's probably not recommended either.
I just had this very same issue, but had speakers connected on the headphones jack. Removed the jack, fiddled with the System preferences output audio back to Built-in speakers, then quit Xcode and simulator and relaunch fixed it for me.
Try plugging in a headphone attached with microphone and hopefully the issue'll be solved. Also restart xcode and simulator.