Я написал приложение Iphone Swift, которое воспроизводит ряд звуков в произвольном порядке с использованием AVAudioPlayer - на данный момент поп-звук, звуковой сигнал и гонг. Он работает, когда вы нажимаете кнопку воспроизведения, за исключением ...Управление потоком в Swift - AVAudioPlayer
Однако, когда я нажимаю кнопку остановки, ничего не происходит - он не отвечает (остановка работает, если у меня есть только один звук). Я считаю, что это связано с моим контролем потока. Если бы я не включил «while soundPlayer.playing == true {}», код «пролетел» через звук и не дождался его завершения.
Как изменить код, чтобы звук воспроизводился до завершения перед тем, как перейти к следующему звуку? А также позволяет кнопке остановки функционировать? Смотрите код и снимок экрана ниже. (На самом деле переполнение стека не позволит мне разместить изображение, так как я так новый)
//
// ViewController.swift
// InsultSchool2 Swift
//
// Created by JR on 12/3/14.
// Copyright (c) 2014 JR. All rights reserved.
//
import UIKit
import AVFoundation
//---------------------------------------------------
var soundPlayer:AVAudioPlayer = AVAudioPlayer()
// used to try to do some kind of flow control. May not be needed if better way is found.
var stopFlag:Bool = false
//-----------------------------------------------------
class ViewController: UIViewController {
@IBOutlet weak var valueSliderTime: UISlider!
@IBOutlet weak var valueLabelTime: UILabel!
@IBOutlet weak var valueStepperVolume: UIStepper!
@IBOutlet weak var valueLabelVolume: UILabel!
//------------------------------------------------------
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
//Displays an initial Volume value in volume label on load
//Convert to an int. Otherwise you get a weird value when getting close to zero
//Multiply by 10 so the int works. Otherwise you would int'ing a number between 0.0 and 1.0.
// "\()" is a shorthand to convert whatever to a string
valueLabelVolume.text = "\(Int(valueStepperVolume.value * 10))"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
//------------------------------------------------------
@IBAction func buttonStop(sender: UIBarButtonItem) {
NSLog("Enter Button Stop")
//?1 If a sound is not playing and stop is hit, then it crashes
//?2 the stop button does not work with the whlle loop below
soundPlayer.stop()
}
@IBAction func sliderTime(sender: UISlider) {
valueLabelTime.text = "\(Int(valueSliderTime.value))"
}
@IBAction func stepperVolume(sender: UIStepper) {
//Converted to an int. Otherwise you get a weird value when getting close to zero
valueLabelVolume.text = "\(Int(valueStepperVolume.value * 10))"
}
@IBAction func buttonPlay(sender: UIBarButtonItem) {
NSLog("Enter Button Start")
var soundArray:[String] = ["Sound0", "Sound1", "Sound2"]
// Randomizes a number to indicate which random sound to play in the array
/* Number is from 0 to number in the(). Don't add one or 0 will never play. Go one more than the numbers in the array. For example if you have 3 items in the array go to 3. THis will go from 0 to 2 (ie., 3 items)*/
// Reference----- var soundRandomNumber:Int = Int(arc4random_uniform(3))
var soundRandomNumber:Int
soundRandomNumber = Int(arc4random_uniform(3))
//Creates a random number to wait between sounds based on the slider value.
//arc4random requires a UInt32 (Unsigned is a positive number).
//_uniform is slightly more random than without the Uniform
//The documentation says to use Int otherwise.
println(Int(valueSliderTime.value))
NSLog("valueSliderTime.value")
var waitTimeRandomNumber = Int(arc4random_uniform(UInt32(valueSliderTime.value)))
println(waitTimeRandomNumber)
NSLog("waitTimeRandomNumber")
// Constructs a string with the random number for the URL
//var soundFile:String = soundArray[soundRandomNumber]
var soundFile:String
soundFile = soundArray[soundRandomNumber]
//Reference---- var soundURL = NSBundle.mainBundle().URLForResource(soundFile, withExtension:"mp3")
var soundURL:NSURL!
soundURL = NSBundle.mainBundle().URLForResource(soundFile, withExtension:"mp3")
soundPlayer = AVAudioPlayer(contentsOfURL: soundURL, error: nil)
//?3 How do I set up a loop or control that works until the stop button is pressed?
while stopFlag == false{
NSLog("inside while")
println(stopFlag)
//?4 Is the below correct? The actual volume does not seem to change though the .volume does
soundPlayer.volume = Float(valueStepperVolume.value)
println(Float(valueStepperVolume.value))
NSLog("Float(valueStepperVolume.value)")
println(soundPlayer.volume)
NSLog("soundPlayer.volume")
soundRandomNumber = Int(arc4random_uniform(3))
soundFile = soundArray[soundRandomNumber]
soundURL = NSBundle.mainBundle().URLForResource(soundFile, withExtension:"mp3")
soundPlayer = AVAudioPlayer(contentsOfURL: soundURL, error: nil)
soundPlayer.prepareToPlay()
soundPlayer.play()
//?5 How do I make the player not blow through the sound and wait until is finished
while soundPlayer.playing == true {
}
//?6 How can i make a random timer that waits for a random time before relooping?
waitTimeRandomNumber = Int(arc4random_uniform(UInt32(valueSliderTime.value)))
}// End of while loop
} //ends playButton IBAction
//?7 How to allow this app to play over other music in another player
}