I have this button to play and loop a wav. But what if I have a second button with another loop? I want this second loop to start playing once pressed, however, the first loop must finish his 'round'. And vice versa (play and loop the second loop, press button first loop and it takes over)
@IBAction func playButtonTapped(_ sender: Any) {
guard let filePath: String = Bundle.main.path(forResource: "25loop110", ofType: "wav") else{ return }
print("\(filePath)")
let fileURL: URL = URL(fileURLWithPath: filePath)
guard
let audioFile = try? AVAudioFile(forReading: fileURL) else{ return }
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
guard let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioFormat, frameCapacity: audioFrameCount) else{ return }
do{
try audioFile.read(into: audioFileBuffer)
timeShift.rate = adjustedBpm/bpm
playerNode.scheduleFile(audioFile, at: nil, completionHandler: nil)
} catch{
print("over")
}
try? audioEngine.start()
playerNode.play()
playerNode.scheduleBuffer(audioFileBuffer, at: nil, options:.loops,completionHandler: nil)
}
You can handle this behavior by using the completionHandler
parameter of .scheduleBuffer
.
For example, you could do something like this:
var nextAudioFilePath: String
var isPlaying: Bool = false
@IBAction func playLoopA() {
guard let path = Bundle.main.path(forResource: "audioFileA", ofType: "wav") else { return }
nextAudioFilePath = path
guard !isPlaying else { return }
play()
}
@IBAction func playLoopB() {
guard let path = Bundle.main.path(forResource: "audioFileB", ofType: "wav") else { return }
nextAudioFilePath = path
guard !isPlaying else { return }
play()
}
private func play() {
let fileURL = URL(fileURLWithPath: nextAudioFilePath)
...
playerNode.scheduleBuffer(audioFileBuffer, at: nil, options: [], completionHandler: { [weak self] in
self?.play()
})
}