【问题标题】:Spritekit keep iPhone music while gamingSpritekit 在游戏时保留 iPhone 音乐
【发布时间】:2017-03-04 18:40:12
【问题描述】:

播放声音和音乐我都使用SKAction.playSoundFileNamedAVAudioPlayer

如果我在 iPhone 上播放音乐并打开游戏,我的游戏会停止播放音乐。如果我打开另一个游戏,音乐不会停止。

有人知道如何让音乐播放静止吗?

我的声音管理器类是:

class SoundManager {

    static let sharedInstance = SoundManager()

    /// Short Incidental Sound SKAction
    let coin = SKAction.playSoundFileNamed("coin.wav", waitForCompletion: false)
    let newLevel = SKAction.playSoundFileNamed("newLevel.wav", waitForCompletion: true)
    let blup = SKAction.playSoundFileNamed("singleWater.wav", waitForCompletion: true)

    let pop = SKAction.playSoundFileNamed("estrazionePop" + ".wav", waitForCompletion: true)
    let pip = SKAction.playSoundFileNamed("estrazionePip" + ".wav", waitForCompletion: true)
    let split = SKAction.playSoundFileNamed("split" + ".mp3", waitForCompletion: true)
    let fire = SKAction.playSoundFileNamed("fire" + ".wav", waitForCompletion: true)
    let stoneStop     = SKAction.playSoundFileNamed("stoneStop" + ".wav", waitForCompletion: true)

    let small = SKAction.playSoundFileNamed("BvS-Exp-Small" + ".wav", waitForCompletion: true)
    let medium = SKAction.playSoundFileNamed("BvS-Exp-Medium" + ".wav", waitForCompletion: true)
    let big = SKAction.playSoundFileNamed("BvS-Exp-Big" + ".wav", waitForCompletion: true)

    let smallBoss = SKAction.playSoundFileNamed("BvS-Exp-Boss-Small" + ".wav", waitForCompletion: true)
    let mediumBoss = SKAction.playSoundFileNamed("BvS-Exp-Boss-Medium" + ".wav", waitForCompletion: true)
    let bigBoss = SKAction.playSoundFileNamed("BvS-Exp-Boss-Big" + ".wav", waitForCompletion: true)

    let bombInizio = SKAction.playSoundFileNamed("BombInizio" + ".wav", waitForCompletion: true)
    let bombScintilla:SKAudio = SKAudio(fileName: "BombScintilla" + ".wav", numberOfLoops: -1)
    let bombBoom = SKAction.playSoundFileNamed("BombBoom" + ".wav", waitForCompletion: true)

    let spiderSvamp = [
        SKAction.playSoundFileNamed("Fhh0" + ".wav", waitForCompletion: true),
        //SKAction.playSoundFileNamed("Fhh1" + ".wav", waitForCompletion: true), non mi piacciono
        //SKAction.playSoundFileNamed("Fhh2" + ".wav", waitForCompletion: true),
        SKAction.playSoundFileNamed("Fhh3" + ".wav", waitForCompletion: true),
        SKAction.playSoundFileNamed("Fhh4" + ".wav", waitForCompletion: true),
        SKAction.playSoundFileNamed("Fhh5" + ".wav", waitForCompletion: true)
    ]

    ///Suoni lunghi
    var gameover: SKAudio = SKAudio(fileName: "gameover" + ".mp3", numberOfLoops: 0)
}

class SKAudio {
    var audio: AVAudioPlayer!
    var url: URL?

    fileprivate var numberOfLoops:Int!

    ///-1 infinite, 0 = once
    init(fileName: String, numberOfLoops:Int? = -1) {
        url = Bundle.main.url(forResource: fileName, withExtension: nil)
        self.numberOfLoops = numberOfLoops
    }

    func playSound() {
        if (url == nil) {
            print("Could not find the file \(audio)")
        }

        do {
            audio = try AVAudioPlayer(contentsOf: url!, fileTypeHint: nil)

        }
        catch let error as NSError { print(error.debugDescription)

        }
        if audio == nil {
            print("Could not create audio player")
        }
        else {
            audio.prepareToPlay()
            audio.numberOfLoops = numberOfLoops
            audio.play()
        }
    }

    func pause() {
        if let player = audio {
            if player.isPlaying {
                player.pause()
            }
        }
    }

    func resume() {
        if let player = audio {
            if !player.isPlaying {
                player.play()
            }
        }
    }
    func stop() {
        if let player = audio {
            if player.isPlaying {
                player.stop()
            }
        }
    }
    func isPlaying() -> Bool {
        if let player = audio {
            return player.isPlaying
        }
        else {
            return false
        }
    }
    func increaseVolume(value:Float) {
        if let player = audio {
            if player.isPlaying {
                if player.volume != 1.0 {
                    let incrrease = min(value, 1.0)
                    player.volume += incrrease
                }
            }
        }
    }
    func decreaseVolume(value:Float) {
        if let player = audio {
            if player.isPlaying {
                if player.volume != 0.0 {
                    let decr = max(value, 0.0)
                    player.volume -= decr
                }
            }
        }
    }
    func setVolume(value:Float) {
        if let player = audio {
            var val = max(value, 0.0)
            val = min(value, 1.0)
            player.volume = val
        }
    }
}

谢谢

【问题讨论】:

    标签: ios iphone swift sprite-kit avaudioplayer


    【解决方案1】:

    如果我了解这种情况,您希望能够在音乐应用程序中听音乐并同时玩游戏,对吗?

    我对 spriteKit 不是很熟悉,但对于普通应用,您可以使用 AVAudioSessionCategoryAmbient,这样您的应用就不会停止其他声音。

    try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient)
    

    【讨论】:

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