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3 changes: 2 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -35,10 +35,11 @@ Then, you only need to call one method to start playing your audio.

###Local playing
If you need to play a local file, call ```-startPlayingLocalFileWithName:atPath:withCompletionBlock:```. If you want to use the default path, just set it as ```nil```.
If you want to set a specific path, do include the actual file name in the path itself. For eg: ```/var/mobile/Containers/Data/Application/XXX/Documents/sample.m4a```. Also in this case you can set the Name to ```nil```

Example:

[[AFSoundManager sharedManager] startPlayingLocalFileWithName:@"filename.mp3" atPath:nil withCompletionBlock:^(int percentage, CGFloat elapsedTime, CGFloat timeRemaining, NSError *error) {
[[AFSoundManager sharedManager] startPlayingLocalFileWithName:@"filename.mp3" atPath:nil withCompletionBlock:^(int percentage, CGFloat elapsedTime, CGFloat timeRemaining, NSError *error, BOOL finished) {

if (!error)
//This block will be fired when the audio progress increases in 1%
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