只播放一次声音,条件
Play sound only one time, condition
我试图仅在 iphone 有一些倾向时才播放声音。我这样做 :
- (void)viewDidLoad {
[super viewDidLoad];
self.playing = NO;
deviceQueue = [[NSOperationQueue alloc] init];
motionManager = [[CMMotionManager alloc] init];
motionManager.deviceMotionUpdateInterval = 5.0 / 60.0;
[motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryZVertical
toQueue:deviceQueue
withHandler:^(CMDeviceMotion *motion, NSError *error)
{
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
CGFloat x = motion.gravity.x;
CGFloat y = motion.gravity.y;
CGFloat z = motion.gravity.z;
CGFloat angle = atan2(y, x) + M_PI_2; // in radians
CGFloat angleDegrees = angle * 180.0f / M_PI;
CGFloat r = sqrtf(x*x + y*y + z*z);
CGFloat tiltForwardBackward = acosf(z/r) * 180.0f / M_PI - 90.0f;
CMMotionManager* motionManager = [[CMMotionManager alloc] init];
[motionManager startAccelerometerUpdates];
CMAccelerometerData* data = [motionManager accelerometerData];
while ( data.acceleration.x == 0 )
{
data = [motionManager accelerometerData];
}
NSLog(@"x = %f, y = %f, z = %f.", data.acceleration.x, data.acceleration.y, data.acceleration.z);
NSLog(@"angleDegrees = %f, anglee = %f", angleDegrees, angle);
NSString *soundPath =[[NSBundle mainBundle] pathForResource:@"End-clap" ofType:@"mp3"];
NSURL *soundURL = [NSURL fileURLWithPath:soundPath];
NSError *error = nil;
_audioPlayer4 = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:&error];
_audioPlayer4.delegate =self;
if (angleDegrees<180 && angleDegrees>0) {
self.guessImg.image=[UIImage imageNamed:@"guessit-Recovered.png"];
self.wordLabel.text=@"Justin Bieber";
}
else
{
self.wordLabel.text=@"Place on Forehead";
if ([self.wordLabel.text isEqualToString:@"Place on Forehead"]) {
if(_playing)
{
_audioPlayer4.numberOfLoops=1;
self.wordLabel.text=@"Justin";
[_audioPlayer4 play];
self.playing=YES;}
}
}
}];
}];
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
NSLog(@"playing has finished");
self.playing = NO;
}
它正在播放,但只有开始,一秒钟,然后一遍又一遍地播放,没有播放完所有声音。
我想这是因为 angleDegrees 一直在变化。请知道如何解决这个问题?
因为角度度数一直在变化。所以你应该设置一个状态来表示声音正在播放。如果正在播放,则播放完毕后才能再次播放。
您可以设置一个 BOOL
来指示玩家正在玩,并使用表示玩家停止的委托回调。
@property(atomic) BOOL playing;
一旦满足第一个 if
条件,设置为 YES
。
根据 Apple 关于 属性 playing
的文档:
Do not poll this property to determine when playback has completed,
instead implement the specified delegate method.
相反,我们依赖于以下委托方法:
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
NSLog(@"playing has finished");
self.playing = NO;
}
为了获得回调,我们需要将自己设置为 delegate
:
_audioPlayer4 = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:&error];
_audioPlayer4.delegate = self;
最后,我们可以将您内心的 if
替换为:
if(!playing)
{
self.playing = YES;
NSString *soundPath =[[NSBundle mainBundle] pathForResource:@"End-clap" ofType:@"mp3"];
NSURL *soundURL = [NSURL fileURLWithPath:soundPath];
.......
[_audioPlayer4 play];
}
然后在 viewDidLoad
中,将 属性 设置为 NO
,最初:
self.playing = NO;
附录:
确保您的控制器也采用该协议。
即
@interface yourViewController : UIViewController <AVAudioPlayerDelegate>
我试图仅在 iphone 有一些倾向时才播放声音。我这样做 :
- (void)viewDidLoad {
[super viewDidLoad];
self.playing = NO;
deviceQueue = [[NSOperationQueue alloc] init];
motionManager = [[CMMotionManager alloc] init];
motionManager.deviceMotionUpdateInterval = 5.0 / 60.0;
[motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXArbitraryZVertical
toQueue:deviceQueue
withHandler:^(CMDeviceMotion *motion, NSError *error)
{
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
CGFloat x = motion.gravity.x;
CGFloat y = motion.gravity.y;
CGFloat z = motion.gravity.z;
CGFloat angle = atan2(y, x) + M_PI_2; // in radians
CGFloat angleDegrees = angle * 180.0f / M_PI;
CGFloat r = sqrtf(x*x + y*y + z*z);
CGFloat tiltForwardBackward = acosf(z/r) * 180.0f / M_PI - 90.0f;
CMMotionManager* motionManager = [[CMMotionManager alloc] init];
[motionManager startAccelerometerUpdates];
CMAccelerometerData* data = [motionManager accelerometerData];
while ( data.acceleration.x == 0 )
{
data = [motionManager accelerometerData];
}
NSLog(@"x = %f, y = %f, z = %f.", data.acceleration.x, data.acceleration.y, data.acceleration.z);
NSLog(@"angleDegrees = %f, anglee = %f", angleDegrees, angle);
NSString *soundPath =[[NSBundle mainBundle] pathForResource:@"End-clap" ofType:@"mp3"];
NSURL *soundURL = [NSURL fileURLWithPath:soundPath];
NSError *error = nil;
_audioPlayer4 = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:&error];
_audioPlayer4.delegate =self;
if (angleDegrees<180 && angleDegrees>0) {
self.guessImg.image=[UIImage imageNamed:@"guessit-Recovered.png"];
self.wordLabel.text=@"Justin Bieber";
}
else
{
self.wordLabel.text=@"Place on Forehead";
if ([self.wordLabel.text isEqualToString:@"Place on Forehead"]) {
if(_playing)
{
_audioPlayer4.numberOfLoops=1;
self.wordLabel.text=@"Justin";
[_audioPlayer4 play];
self.playing=YES;}
}
}
}];
}];
}
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
NSLog(@"playing has finished");
self.playing = NO;
}
它正在播放,但只有开始,一秒钟,然后一遍又一遍地播放,没有播放完所有声音。
我想这是因为 angleDegrees 一直在变化。请知道如何解决这个问题?
因为角度度数一直在变化。所以你应该设置一个状态来表示声音正在播放。如果正在播放,则播放完毕后才能再次播放。
您可以设置一个 BOOL
来指示玩家正在玩,并使用表示玩家停止的委托回调。
@property(atomic) BOOL playing;
一旦满足第一个 if
条件,设置为 YES
。
根据 Apple 关于 属性 playing
的文档:
Do not poll this property to determine when playback has completed, instead implement the specified delegate method.
相反,我们依赖于以下委托方法:
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
NSLog(@"playing has finished");
self.playing = NO;
}
为了获得回调,我们需要将自己设置为 delegate
:
_audioPlayer4 = [[AVAudioPlayer alloc] initWithContentsOfURL:soundURL error:&error];
_audioPlayer4.delegate = self;
最后,我们可以将您内心的 if
替换为:
if(!playing)
{
self.playing = YES;
NSString *soundPath =[[NSBundle mainBundle] pathForResource:@"End-clap" ofType:@"mp3"];
NSURL *soundURL = [NSURL fileURLWithPath:soundPath];
.......
[_audioPlayer4 play];
}
然后在 viewDidLoad
中,将 属性 设置为 NO
,最初:
self.playing = NO;
附录:
确保您的控制器也采用该协议。
即
@interface yourViewController : UIViewController <AVAudioPlayerDelegate>