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iOS,swift:毫不拖延地播放背景音乐和声音效果

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我想在不使用SpriteKit的情况下在iOS中创建游戏 . 我被困在及时发挥声音效果 . 我一直在使用我在网上找到的以下代码,背景音乐效果很好 . 但是,当我使用“playSoundEffect”方法时,它第一次播放正常,但随后开始落后并变得不同步 . 我想这是因为它每次都初始化一个AVAudioPlayer . 任何人都知道如何及时播放音效,同时还播放背景音乐?谢谢!

import AVFoundation

public class SKTAudio: NSObject, AVAudioPlayerDelegate {
public var backgroundMusicPlayer: AVAudioPlayer?
public var soundEffectPlayer: AVAudioPlayer?

private var mainLoopFileName:String! {

    let randomSong = Int(arc4random_uniform(3))

    switch randomSong {
    //case 0: return "Test.mp3"
    //case 1: return "Test2.mp3"
    case 0: return "SneakySnitch.mp3"
    case 1: return "FasterDoesIt.mp3"
    case 2: return "MonkeysSpinningMonkeys.mp3"
    default:
        break
    }

    return "SneakySnitch.mp3"
}

public class func sharedInstance() -> SKTAudio {
    return SKTAudioInstance
}

public func playBackgroundMusic() {
    let filename = mainLoopFileName
    let url = NSBundle.mainBundle().URLForResource(filename, withExtension: nil)
    if (url == nil) {
        println("Could not find file: \(filename)")
        return
    }

    var error: NSError? = nil
    backgroundMusicPlayer = AVAudioPlayer(contentsOfURL: url, error: &error)
    if let player = backgroundMusicPlayer {
        player.numberOfLoops = 0
        player.delegate = self
        player.prepareToPlay()
        player.play()
    } else {
        println("Could not create audio player: \(error!)")
    }
}

public func pauseBackgroundMusic() {
    if let player = backgroundMusicPlayer {
        if player.playing {
            player.pause()
        }
    }
}

public func resumeBackgroundMusic() {
    if let player = backgroundMusicPlayer {
        if !player.playing {
            player.play()
        }
    }
}

public func playSoundEffect(filename: String) {
    let url = NSBundle.mainBundle().URLForResource(filename, withExtension: nil)
    if (url == nil) {
        println("Could not find file: \(filename)")
        return
    }

    var error: NSError? = nil
    soundEffectPlayer = AVAudioPlayer(contentsOfURL: url, error: &error)
    if let player = soundEffectPlayer {
        player.numberOfLoops = 0
        player.prepareToPlay()
        player.play()
    } else {
        println("Could not create audio player: \(error!)")
    }
}

// MARK: AVAudioPlayerDelegate
public func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool) {
    println("finished playing \(flag)")

    delay(5.0, {
        self.playBackgroundMusic()
    })
}

public func audioPlayerDecodeErrorDidOccur(player: AVAudioPlayer!, error: NSError!) {
    println("\(error.localizedDescription)")
}

}

2 回答

  • 0

    您可以使用AVPlayer播放声音文件 . 保留一个播放器,但在需要播放新声音时将其 AVPlayerItem 更改为新项目 . 它可能比每次重新创建播放器更快 .

    虽然 AVAudioPlayer / AVPlayer 是最简单的选项,但在播放音频文件时它不会给您最短的延迟或完美的同步 . 您应该查看Core Audio中的音频队列或音频单元,以获得更准确的声音播放 .

  • 0

    问题是你在第一个音效完成之前播放第二个音效 . 当您将新 AVAudioPlayer 设置为 soundEffectPlayer 变量并且第一个将停止播放时,您将终止对第一个的引用 .

    如果您不介意失去控制声音音量的可用性,您可以使用:

    var mySound: SystemSoundID = 0
    AudioServicesCreateSystemSoundID(url, &mySound)
    // Play
    AudioServicesPlaySystemSound(mySound)
    

    否则,如果将创建的每个声音添加到数组中,则可以使用 AVAudioPlayer ,保留引用 . 然后,您可以通过实现 AVAudioPlayer 委托来完成声音删除 .

    func playSound(){
        let path : NSString? = NSBundle.mainBundle().pathForResource("sound", ofType: "wav")!
        let url = NSURL(fileURLWithPath: path!)
    
        var error : NSError?
        let sound = AVAudioPlayer(contentsOfURL: url, error: &error)
        sound.delegate = self
        sound.volume = 0.5
    
        self.soundsEffectsArray.addObject(sound)
        sound.prepareToPlay()
        sound.play()
    }
    
    func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool) {
        self.soundsEffectsArray.removeObject(player)
    }
    

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