插入 in/out 耳机时 SKAudioNode() 崩溃

SKAudioNode() crashes when plugging in/out headphones

我正在使用 SKAudioNode() 在我的游戏中播放背景音乐。我有一个 play/pause 函数,在我插入耳机之前一切正常。根本没有声音,当我调用 pause/play 函数时出现此错误

AVAudioPlayerNode.mm:333: Start: required condition is false: _engine->IsRunning() com.apple.coreaudio.avfaudio', reason: 'required condition is false: _engine->IsRunning()

有人知道这是什么意思吗?

代码:

import SpriteKit

class GameScene: SKScene {

let loop = SKAudioNode(fileNamed: "gameloop.mp3")
let play = SKAction.play()
let pause = SKAction.pause()
var isPlaying = Bool()

override func didMoveToView(view: SKView) {  
    loop.runAction(play)
    isPlaying = true
    self.addChild(loop)
}

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    _ = touches.first as UITouch!

    for _ in touches {
        if isPlaying {
            loop.runAction(pause)
            isPlaying = false
        } else {
            loop.runAction(play)
            isPlaying = true
        } 
    }
}
}

我无法修复它,但通过使用 AVAudioPlayer() 我找到了一个很好的解决方法。谢谢大家对我的支持!

import SpriteKit
import AVFoundation

class GameScene: SKScene {    
    var audioPlayer = AVAudioPlayer()  

    override func didMoveToView(view: SKView) {        
        initAudioPlayer("gameloop.mp3")        
    }

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {        
        _ = touches.first as UITouch!
        for _ in touches {
            toggleBackgroundMusic()            
        }        
    }

    func initAudioPlayer(filename: String) {        
        let url = NSBundle.mainBundle().URLForResource(filename, withExtension: nil)
        guard let newURL = url else {
            print("Could not find file: \(filename)")
            return
        }
        do {
            audioPlayer = try AVAudioPlayer(contentsOfURL: newURL)
            audioPlayer.numberOfLoops = -1
            audioPlayer.prepareToPlay()
            audioPlayer.play()
        } catch let error as NSError {
            print(error.description)
        }        
    }

    func toggleBackgroundMusic() {        
        if audioPlayer.playing {
            audioPlayer.pause()
        } else {
            audioPlayer.play()
        }        
    }    
}

SKScene 有一个名为 audioEngine 的 属性 在某些情况下会停止。例如,如果您使用 ReplayKit,在 RPPreviewController 中播放录制的游戏视频会 hi-jack 音频并停止播放,因此当您关闭时它,audioEngine 不再是 运行。

我遇到了这个问题,通过简单检查并再次启动 audioEngine 解决了这个问题。试试这个:

if !self.audioEngine.isRunning {
    do {
        try self.audioEngine.start()
    } catch {
        //handle error
    }
}