Shouldn’t be a problem – just set the slider to continuous and set the max value to your player’s duration after loading your sound file.
Edit
I just did this and it works for me…
- (IBAction)slide {
player.currentTime = slider.value;
}
- (void)updateTime:(NSTimer *)timer {
slider.value = player.currentTime;
}
- (IBAction)play:(id)sender {
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"sound.caf" ofType:nil]];
NSError *error;
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
if (!player) NSLog(@"Error: %@", error);
[player prepareToPlay];
slider.maximumValue = [player duration];
slider.value = 0.0;
[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateTime:) userInfo:nil repeats:YES];
[player play];
}
The slider is configured in IB, as is a button to start playing.
Swift 3.0 Update:
var player: AVAudioPlayer!
var sliderr: UISlider!
@IBAction func play(_ sender: Any) {
var url = URL(fileURLWithPath: Bundle.main.path(forResource: "sound.caf", ofType: nil)!)
var error: Error?
do {
player = try AVAudioPlayer(contentsOf: url)
}
catch let error {
}
if player == nil {
print("Error: \(error)")
}
player.prepareToPlay()
sliderr.maximumValue = Float(player.duration)
sliderr.value = 0.0
Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(self.updateTime), userInfo: nil, repeats: true)
player.play()
}
func updateTime(_ timer: Timer) {
sliderr.value = Float(player.currentTime)
}
@IBAction func slide(_ slider: UISlider) {
player.currentTime = TimeInterval(slider.value)
}