I am trying to create a game in iOS without using SpriteKit. I am stuck in getting the sound effects to play in a timely manner. I've been using the following code which I have found online and the background music plays great. However, when I use the "playSoundEffect" method it plays ok the first time but then starts to lag behind and becomes out of sync. I guess that happens because it initializes an AVAudioPlayer every time. Anyone have a good idea in how to play sound effects in a timely manner, while also playing background music? Thanks!
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)")
}
}
You could using AVPlayer to play your sound file. Keep one player, but change its
AVPlayerItem
to a new item when you need to play a new sound. It might be faster than recreating the player every time.While
AVAudioPlayer
/AVPlayer
is the simplest option, it will not give you the shortest delay or perfect synchronization when playing audio files. You should look into Audio Queues or Audio Units within Core Audio for more accurate sound playback.