Playing a very short sound (~0.5s) produces a hiccup (like a lag) in my SpriteKit iOS game programmed in Swift. In other questions, I read that I should prepareToPlay()
the sound, which I did.
I even used a variable (soundReady
) to check if the sound is prepared before playing it. I also re-prepare the sound whenever it is finished playing (audioPlayerDidFinishPlaying()
). Here are the relevant parts of the code:
class GameScene: SKScene, AVAudioPlayerDelegate {
var splashSound = NSURL()
var audioPlayer = AVAudioPlayer()
var soundReady = false
override func didMoveToView(view: SKView) {
let path = NSBundle.mainBundle().pathForResource("plopSound", ofType: "m4a")
splashSound = NSURL(fileURLWithPath: path)
audioPlayer = AVAudioPlayer(contentsOfURL: splashSound, error: nil)
audioPlayer.delegate = self
soundReady = audioPlayer.prepareToPlay()
}
func playSound(){
if(soundReady){
audioPlayer.play()
soundReady = false
}
}
func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool){
//Prepare to play after Sound finished playing
soundReady = audioPlayer.prepareToPlay()
}
}
I have no idea where I've gone wrong on this one. I feel like I have tried everything (including, but not limited to: only preparing once, preparing right after playing, not using a variable, but just prepareToPlay()).
Additional information:
- The sound plays without delay.
- How quickly the sound is played after the last finish does not seem to impact the lag.
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