I am using a SKAudioNode()
to play background music in my game. I have a play/pause function and everything is working fine until I plug in my headphones. There is no sound at all and when I call the pause/play function I get this error
AVAudioPlayerNode.mm:333: Start: required condition is false: _engine->IsRunning() com.apple.coreaudio.avfaudio', reason: 'required condition is false: _engine->IsRunning()
Does anyone knows what this means?
Code:
import SpriteKit
class GameScene: SKScene {
let loop = SKAudioNode(fileNamed: "gameloop.mp3")
let play = SKAction.play()
let pause = SKAction.pause()
var isPlaying = Bool()
override func didMoveToView(view: SKView) {
loop.runAction(play)
isPlaying = true
self.addChild(loop)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
_ = touches.first as UITouch!
for _ in touches {
if isPlaying {
loop.runAction(pause)
isPlaying = false
} else {
loop.runAction(play)
isPlaying = true
}
}
}
}
I was not able fix it, but by using AVAudioPlayer()
I found a good workaround. Thank you all for supporting me!
import SpriteKit
import AVFoundation
class GameScene: SKScene {
var audioPlayer = AVAudioPlayer()
override func didMoveToView(view: SKView) {
initAudioPlayer("gameloop.mp3")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
_ = touches.first as UITouch!
for _ in touches {
toggleBackgroundMusic()
}
}
func initAudioPlayer(filename: String) {
let url = NSBundle.mainBundle().URLForResource(filename, withExtension: nil)
guard let newURL = url else {
print("Could not find file: \(filename)")
return
}
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: newURL)
audioPlayer.numberOfLoops = -1
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch let error as NSError {
print(error.description)
}
}
func toggleBackgroundMusic() {
if audioPlayer.playing {
audioPlayer.pause()
} else {
audioPlayer.play()
}
}
}
SKScene has a property named audioEngine that is stopped in certain circumstances. If you´re using ReplayKit for example, playing a recorded gameplay movie in the RPPreviewController hi-jacks the audio and stops it, so when you dismiss it, the audioEngine is no longer running.
I had this issue and solved it by doing a simple check and starting the audioEngine again. Try this:
if !self.audioEngine.isRunning {
do {
try self.audioEngine.start()
} catch {
//handle error
}
}
来源:https://stackoverflow.com/questions/35662139/skaudionode-crashes-when-plugging-in-out-headphones