iosobjective-csprite-kitskaudionode

How to use SKAudioNode


I found out SKAction playSoundFileNamed does memory leak in IOS 9: https://forums.developer.apple.com/thread/20014

They recommend to use SKAudioNode, but the example is swift and i use objective-c in my project.

Example:

func testAudioNode() {  
    let audioNode = SKAudioNode(fileNamed: "LevelUp")  
    audioNode.autoplayLooped = false  
    self.addChild(audioNode)  
    let playAction = SKAction.play()  
    audioNode.runAction(playAction)  
}  

What i have tried:

-(void)testSound{
testSound = [SKAudioNode nodeWithFileNamed:@"test.wav"];
testSound.autoplayLooped = false;
[self addChild:testSound];

SKAction *playaction = [SKAction play];

[testSound runAction:playaction];
}

It will crash to:

[self addChild:testSound];

So how i would get it work, what is good technique for play sounds with SKAudioNode only in IOS 9> and with SKAction in older versions?

Thanks!


Solution

  • Method + nodeWithFileNamed: creates a new node by loading an archive file from the game’s main bundle. So you can't use it in this situation.

    Try something like this (using initWithFileNamed initializer):

    #import "GameScene.h"
    
    @interface GameScene()
    @property (nonatomic, strong)SKAudioNode *testSound;
    @end
    
    @implementation GameScene
    
    -(void)didMoveToView:(SKView *)view{
    
         self.testSound = [[SKAudioNode alloc] initWithFileNamed:@"test.wav"];
         self.testSound.autoplayLooped = false;
         [self addChild:self.testSound];
    }
    
    
    -(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
    
       [self.testSound runAction:[SKAction play]];
    
    }
    @end