在 SpriteKit 中安排音频 - Swift

Scheduling Audio in SpriteKit - Swift

我正在尝试在游戏菜单中播放随机声音,实际上是鸟叫声。 所以有很多鸟叫声,但我希望它们是随机的。

我之前使用 schedule 按照以下方式完成此操作:

 this->schedule(schedule_selector(HelloWorld::birdsound),3.2);

其中:

void HelloWorld::birdsound(){
    int soundnum=arc4random()%9+1;

    switch (soundnum) {
        case 1:
            appdelegate->bird1();
            break;
        case 2:
            appdelegate->bird2();
            break;
          .
          .
          .
        case 9:
            appdelegate->bird9();
            break;
        default:
            break;
    }
}

因此,播放随机声音例如,bird1():

void AppDelegate::bird1(){
    CocosDenshion::SimpleAudioEngine::sharedEngine()->stopAllEffects();
    CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("bird1.mp3");

}

我如何在 Spritekit/swift 中实现类似的东西,我可以在其中以随机顺序拥有 X 数量的声音文件(或鸟鸣声),中间有一个小间隙(或等待)?这可以用 SKActions 来完成吗?

你可以做的是将声音文件放入一个数组,设置一个音频播放器,然后创建一个随机播放声音的函数。然后使用一个计时器,在您想要的任何时间间隔调用该函数。所以:

Class GameScene {
    var soundFiles = ["bird_sound1", "bird_sound2"]
    var audioPlayer: AVAudioPlayer = AVAudioPlayer()

func setupAudioPlayer(file: NSString, type: NSString){
    let path = NSBundle.mainBundle().pathForResource(file as String, ofType: type as String)
    let url = NSURL.fileURLWithPath(path!)
        do {
            try  audioPlayer = AVAudioPlayer(contentsOfURL: url)
        } 
            catch {
            print("Player not available")
        }
    }

func playRandomSound() { 
    let range: UInt32 = UInt32(soundFiles.count)
    let number = Int(arc4random_uniform(range))

    self.setupAudioPlayer(soundFiles[number], type: "wav")

    self.audioPlayer.play()
}

override func didMoveToView(view: SKView) {
    _ = NSTimer.scheduledTimerWithTimeInterval(7, target: self, selector: #selector(GameScene.playRandomSound), userInfo: nil, repeats: true)

}

使用 SKAction 我是这样实现的:

加载声音:

let cheep1 = SKAction.playSoundFileNamed("bird1.mp3", waitForCompletion: false)
//and so on

创建等待时间和永久调用序列:

func beginRandomCheeping(){
    let sequence = (SKAction.sequence([
        SKAction.waitForDuration(2.0),
        SKAction.runBlock(self.playRandomSound)
    ]))

    let repeatThis = SKAction.repeatActionForever(sequence)
    runAction(repeatThis)
}

随机播放:

func playRandomSound() {
    let number = Int(arc4random_uniform(UInt32(9)))

    switch (number){
    case 1:
        runAction(cheep1)
        break
    case 2:
        runAction(cheep2)
        break
       .
       .
       .
    case 9:
        runAction(cheep9)
        break
    default:
        break
    }
}

然后只需在游戏逻辑中的某处调用 self. beginRandomCheeping()