因此,我一般对xcode和编程都是陌生的。我正在创建一个简单的音板,但遇到了问题。我想做的是当选择一个不同的音频按钮,停止播放当前音频。然后,将停止的音频本身复位,并准备好在再次按下时从头开始播放。我在代码中添加了stop(),它将停止播放音频,但是当我尝试重新启动它时,我发现音频刚刚暂停,并从停止的地方继续播放。
任何人都可以为我提供解决此问题所需的代码集,如果没有,那么任何人都可以指出我的指南,该指南可以引导我走上正确的道路。我查看了Apple Audio文档,很不幸我迷路了。
我的代码如下。
var SoundPlayer1:AVAudioPlayer = AVAudioPlayer()
var SoundPlayer2:AVAudioPlayer = AVAudioPlayer()
var SoundPlayer3:AVAudioPlayer = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
let FileLocation1 = Bundle.main.path(forResource: "Audio1", ofType: "mp3")
let FileLocation2 = Bundle.main.path(forResource: "Audio2", ofType: "mp3")
let FileLocation3 = Bundle.main.path(forResource: "Audio3", ofType: "mp3")
do {
SoundPlayer1 = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: FileLocation1!))
SoundPlayer2 = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: FileLocation2!))
SoundPlayer3 = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: FileLocation3!))
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient)
try AVAudioSession.sharedInstance().setActive(true)
}
catch {
print(error)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func catButton(_ sender: AnyObject) {
SoundPlayer1.play()
}
@IBAction func pigButton(_ sender: AnyObject) {
SoundPlayer2.play()
}
@IBAction func pigButton(_ sender: AnyObject) {
SoundPlayer3.play()
}
最佳答案
这只是Swift逻辑中的一小部分,您可以执行检查其他玩家是否在玩然后停止他们!
// Make sure all audio playback times are reset
func resetAllAudioTime(){
SoundPlayer1.currentTime = 0.0;
SoundPlayer2.currentTime = 0.0;
SoundPlayer3.currentTime = 0.0;
}
IBAction func catButton(_ sender: AnyObject) {
// Check SoundPlayer2 and stop if playing
if(SoundPlayer2.playing){
SoundPlayer2.pause();
}
// Check SoundPlayer3 and stop if playing
if(SoundPlayer3.playing){
SoundPlayer3.pause();
}
// Reset all playback times to start of file
resetAllAudioTime();
// Play audio file
SoundPlayer1.play()
}
@IBAction func pigButton(_ sender: AnyObject) {
// Check SoundPlayer1 and stop if playing
if(SoundPlayer1.playing){
SoundPlayer1.pause();
}
// Check SoundPlayer3 and stop if playing
if(SoundPlayer3.playing){
SoundPlayer3.pause();
}
// Reset all playback times to start of file
resetAllAudioTime();
// Play audio file
SoundPlayer2.play()
}
@IBAction func pigButton(_ sender: AnyObject) {
// Check SoundPlayer1 and stop if playing
if(SoundPlayer1.playing){
SoundPlayer1.pause();
}
// Check SoundPlayer2 and stop if playing
if(SoundPlayer2.playing){
SoundPlayer2.pause();
}
// Reset all playback times to start of file
resetAllAudioTime();
// Play audio file
SoundPlayer3.play()
}
注意:该代码未经测试,但应该可以使用。有关更多帮助,请参见AVAudioPlayer文档。您会看到,我没有使用
AVAudioPlayer.stop()
方法,而是使用了AVAudioPlayer.pause()
,然后将播放时间重置为开始。如果您阅读documentation,它会声明调用AVAudioPlayer.stop()
方法:func stop()
Stops playback and undoes the setup needed for playback.
因此,调用暂停和重置时间并不会一直撤消播放所需的设置(应该更有效!)。
我希望这有帮助! :-)
关于ios - xcode-阻止音频文件相互播放,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/51275967/