Jess
Jess

Reputation: 85

Scenekit Xcode 7 positional audio

Has anyone gotten SceneKit positional audio to work in Swift using Xcode 7 and iOS 9?

This is my code to add audio to a node:

let spaceAudio = SCNAudioSource(fileNamed: "Arrp1.mp3")  
                spaceAudio.positional = true  
                spaceAudio.loops = true  
                spaceAudio.reverbBlend = 0.5  
                spaceAudio.shouldStream = true  
                let spaceAudioPlayer = SCNAudioPlayer(source: spaceAudio)  
                spaceBall.addAudioPlayer(spaceAudioPlayer)  

I am getting this error:

[0x1a1950000] AVAudioNodeImpl.h:39: AVAE_CheckNodeHasEngine: required condition is false: _engine != nil 2015-08-20 17:37:19.077 MusiScape[660:53070] *** Terminating app due to uncaught exception 'com.apple.coreaudio.avfaudio', reason: 'required condition is false: _engine != nil'

Upvotes: 2

Views: 464

Answers (1)

chiarotto.alessandro
chiarotto.alessandro

Reputation: 1589

I had the same problem and I have discoverd that if you first add spaceBall node to the scene graph and then you add the audio player to spaceBall the error will disappear.

Upvotes: 3

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