Swift 快速音频播放速度
我正在开发一个游戏,其中主要的精灵是一个纺车。我想将音频与随着车轮减速而改变音调的旋转车轮相关联。当车轮停止转动时,我希望音效停止。有人能给我指出正确的方向吗 在我的游戏场景中,我有以下代码:Swift 快速音频播放速度,swift,sprite-kit,avaudioplayer,skscene,Swift,Sprite Kit,Avaudioplayer,Skscene,我正在开发一个游戏,其中主要的精灵是一个纺车。我想将音频与随着车轮减速而改变音调的旋转车轮相关联。当车轮停止转动时,我希望音效停止。有人能给我指出正确的方向吗 在我的游戏场景中,我有以下代码: override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { for touch in touches { let location = touch.location(in: s
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
//Start spinning the wheel
if atPoint(location).name == "play_button" {
player?.physicsBody?.angularVelocity = 0
player?.rotatePlayer()
//Click back button
} else if atPoint(location).name == "back_button" {
let play_scene = CharacterSelectScene(fileNamed: "CharacterSelect")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
} else if atPoint(location).name == "settings_button" {
let play_scene = SettingsScene(fileNamed: "SettingsScene")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
}
}
}
override func didSimulatePhysics() {
let speed = player?.physicsBody?.angularVelocity
if (speed != CGFloat(0.0)) {
if (speed! <= CGFloat(0.1)){
finishedRotation = true
}
}
}
override func didFinishUpdate() {
if (finishedRotation == true) {
let play_scene = QuestionScene(fileNamed: "QuestionScene")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
}
}
func didBegin(_ contact: SKPhysicsContact) {
let defaults = UserDefaults.standard
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if (contact.bodyA.node?.name == "pin") {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.node?.name == "pin" && secondBody.node?.name == "geography") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "maths") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "history") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "science") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
}
}
我已解决该问题,代码如下所示:
func playSound() {
let url = Bundle.main.url(forResource: "clicker", withExtension: "m4a")!
do {
SoundEffect = try AVAudioPlayer(contentsOf: url)
guard let players = SoundEffect else { return }
players.prepareToPlay()
players.play()
} catch let error as NSError {
print(error.description)
}
}
func didEnd(_ contact: SKPhysicsContact) {
let defaults = UserDefaults.standard
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if (contact.bodyA.node?.name == "pin") {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.node?.name == "pin" && secondBody.node?.name == "geography") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "maths") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "history") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "science") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
}
}
关于AVAudioPlayer的rate属性,Xcode文档告诉了您什么?除了默认rate和启用rate之外,文档中没有说明其他内容。我如何将速率与纺车的速度联系起来,使其听起来更真实?你的问题是因为一些事情而打破了堆栈溢出的规则。1) 缺乏信息(例如,我们不知道你的车轮是如何工作的,因此我们无法确定如何用旋转速度映射速率/节距),2)到目前为止你尝试了什么?渴望帮助的人可以提供帮助,但没有人愿意写出完整的解决方案。。。好吧,这是会发生的,但这不是这个网站的工作方式;)请看看如何看待球场:但这可能不是你想要的。正如我所说,你必须提供更多的信息。理想情况下,您提供的MVP可以重现问题。感谢whirlwind。我将提供更多的细节简短,但这是造成重大滞后和冻结的游戏。设备上和模拟器中都有。不确定是什么导致了滞后。当您真正只需要1个时,可能会收到多个调用
didEnd
。您可以尝试将自定义标志设置为跳过didEnd
,直到它关闭一次后的下一帧。。。看看这是否有效。
func playSound() {
let url = Bundle.main.url(forResource: "clicker", withExtension: "m4a")!
do {
SoundEffect = try AVAudioPlayer(contentsOf: url)
guard let players = SoundEffect else { return }
players.prepareToPlay()
players.play()
} catch let error as NSError {
print(error.description)
}
}
func didEnd(_ contact: SKPhysicsContact) {
let defaults = UserDefaults.standard
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if (contact.bodyA.node?.name == "pin") {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.node?.name == "pin" && secondBody.node?.name == "geography") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "maths") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "history") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
} else if (firstBody.node?.name == "pin" && secondBody.node?.name == "science") {
let set_topic = secondBody.node?.name
defaults.set(set_topic, forKey: "Topic")
playSound()
}
}