I'm new to Swift coding and trying to figure out how to make looped audio with on/off function while touching a Node. I figured that the best way for me to implement it is through SKAudioNode, but I'm not sure what I'm doing wrong in the following code. When pressed on the Node - the SKAudioNode Starts to play, and then, after pressing to switch the sound off - the sound doesn't stop. When pressed another time - the sound overleaps on the previous one. Putting the whole essential piece here. Thank you in advance.
import SpriteKit
import AVFoundation
I'm creating a boolean here to trigger if sound is on or off:
var firesoundon = false
Setting up a scene next.
class GameScene2: SKScene {
override func didMoveToView(view: SKView) {
setUpScenery()
}
private func setUpScenery() {
//BACKGROUND
let background = SKSpriteNode(imageNamed: backgroundImage, normalMapped: true)
background.anchorPoint = CGPointMake(0, 0)
background.position = CGPointMake(0, 0)
background.zPosition = Layer.ZBackground
background.size = CGSize(width: self.view!.bounds.size.width, height: self.view!.bounds.size.height)
background.lightingBitMask = 1;
addChild(background)
//FIRE
let fireLayerTexture = SKTexture(imageNamed: fireImage)
let fireLayer = SKSpriteNode(texture: fireLayerTexture)
fireLayer.anchorPoint = CGPointMake(1, 0)
fireLayer.position = CGPointMake(size.width, 0)
fireLayer.zPosition = Layer.Z4st
addChild(fireLayer)
let firePath = UIBezierPath()
firePath.moveToPoint(CGPointMake(0, 0))
firePath.addCurveToPoint(CGPointMake(115, 215), controlPoint1: CGPointMake(5, 170), controlPoint2: CGPointMake(90, 190))
firePath.addCurveToPoint(CGPointMake(150, 260), controlPoint1: CGPointMake(115, 215), controlPoint2: CGPointMake(120, 295)) //curve1
firePath.addCurveToPoint(CGPointMake(180, 280), controlPoint1: CGPointMake(150, 260), controlPoint2: CGPointMake(155, 350)) //curve2
firePath.addCurveToPoint(CGPointMake(225, 280), controlPoint1: CGPointMake(180, 280), controlPoint2: CGPointMake(210, 395)) //curve3
firePath.addCurveToPoint(CGPointMake(250, 260), controlPoint1: CGPointMake(230, 280), controlPoint2: CGPointMake(245, 290)) //curve4
firePath.addCurveToPoint(CGPointMake(290, 220), controlPoint1: CGPointMake(250, 260), controlPoint2: CGPointMake(280, 270)) //curve5
firePath.addLineToPoint(CGPointMake(380, 200))
firePath.addLineToPoint(CGPointMake(380, 0))
firePath.addLineToPoint(CGPointMake(0, 0))
let fireNode = SKShapeNode(path: firePath.CGPath, centered: false)
fireNode.alpha = 0.2
fireNode.zPosition = Layer.Z4st+1
fireNode.lineWidth = 2
fireNode.strokeColor = SKColor.whiteColor()
fireNode.fillColor = SKColor.blueColor()
fireNode.position = CGPointMake(size.width/2, 0)
fireNode.name = "fireNode"
self.addChild(fireNode)
Creating a Fire on/off function:
func fireTurnsOnOff () {
let playguitar: SKAudioNode
playguitar = SKAudioNode(fileNamed: "guitar.wav")
if firesoundon == false {
addChild(playguitar)
firesoundon = true
print("firesoundon is == \(firesoundon)")
}
else if firesoundon == true {
let stopguitar = SKAction.stop()
playguitar.runAction(stopguitar)
print("GuiterStopped")
firesoundon = false
print("firesoundon is == \(firesoundon)")
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let touchLocation = touch.locationInNode(self)
let node: SKNode = nodeAtPoint(touchLocation)
if node.name == "fireNode" {
fireTurnsOnOff()
}
}
}
Every time you are pressing the sound button you are creating a new instance of SKAudioNode which probably causes the sound issues.
Take theses two lines
let playguitar: SKAudioNode
playguitar = SKAudioNode(fileNamed: "guitar.wav")
out of
func fireTurnsOnOff() {...
Than put
let playguitar: SKAudioNode
above DidMoveToView as a class/global property and
playguitar = SKAudioNode(fileNamed: "guitar.wav")
inside didMoveToView.