Reputation: 363
import CoreMotion
var ButtonAudio4URL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Swing", ofType: "wav")!)
var ButtonAudioPlayer4 = AVAudioPlayer()
do {
try ButtonAudioPlayer4 = AVAudioPlayer(contentsOfURL: ButtonAudio4URL)
ButtonAudioPlayer4.prepareToPlay()
} catch {
print("audioPlayer failure")
}
func play() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
}
func play2() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
}
func play3() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
}
func stop() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
}
func stop2() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
}
func stop3() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
}
lastDirection = 0 //Idle accel
threshold = 1.0 //Minimum positive(right) accel
nthreshold = -1.0 //Minimum negative(left) accel
if motionManager.accelerometerAvailable {
let queue = NSOperationQueue()
motionManager.startAccelerometerUpdatesToQueue(queue, withHandler: {
data, error in
guard let data = data else{
return
}
// Get the acceleration
let xAccel = data.acceleration.x //X accel
let yAccel = data.acceleration.y //Y accel
let zAccel = data.acceleration.z //Z accel
let xPositive = xAccel > 0 //Positive(right) x accel
let xNegative = xAccel < 0 //Negative(left) x accel
let yPositive = yAccel > 0 //Positive(up) y accel
let yNegative = yAccel < 0 //Negative(down) y accel
let zPositive = zAccel > 0 //Positive(front) z accel
let zNegative = zAccel < 0 //Negative(back) z accel
// Run if the acceleration is higher than theshold
if abs(xAccel) > self.threshold {
//If moved right
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && xPositive {
self.lastDirection = 1
print("Up")
self.play()
} else if self.lastDirection != -1 && !xPositive {
self.lastDirection = -1
print("Down")
self.play()
}
}
}
// Run if the acceleration is higher than ntheshold
if abs(xAccel) < self.nthreshold {
//If moved left
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && xNegative {
self.lastDirection = 1
print("Up")
self.play2()
} else if self.lastDirection != -1 && !xNegative {
self.lastDirection = -1
print("Down")
self.play2()
}
}
}
// Run if the acceleration is higher than theshold
if abs(yAccel) > self.threshold {
//If moved up
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && yPositive {
self.lastDirection = 1
print("Up")
self.play()
} else if self.lastDirection != -1 && !yPositive {
self.lastDirection = -1
print("Down")
self.play()
}
}
}
// Run if the acceleration is higher than ntheshold
if abs(yAccel) < self.nthreshold {
//If moved left
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && yNegative {
self.lastDirection = 1
print("Up")
self.play2()
} else if self.lastDirection != -1 && !yNegative {
self.lastDirection = -1
print("Down")
self.play2()
}
}
}
// Run if the acceleration is higher than theshold
if abs(zAccel) > self.threshold {
//If moved front
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && zPositive {
self.lastDirection = 1
print("Up")
self.play()
} else if self.lastDirection != -1 && !zPositive {
self.lastDirection = -1
print("Down")
self.play()
}
}
}
// Run if the acceleration is higher than theshold
if abs(zAccel) < self.nthreshold {
//If moved back
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && zNegative {
self.lastDirection = 1
print("Up")
self.play2()
} else if self.lastDirection != -1 && !zNegative {
self.lastDirection = -1
print("Down")
self.play2()
}
}
}
})
}
Hello, I have built an iOS app with Xcode 7.2, Swift 2.0, for i0S 9.2 I would like to add a feature where when the user waves their device in the air, a sound will be played. My problem is that, although the sound plays, it suddenly stops, and is replayed when moved again in the process of playing the sound. I would like the sound to just be played once, without any overlapping or stopping. I have included all the code related to CoreMotion, and excluded all others. Thank you.
Upvotes: 0
Views: 141
Reputation: 1734
If I do understand your purpose, you probably would like to have a boolean barrier to prevent duplicated playing.
Ex:
var isPlaying1 = false
func play() {
if self.isPlaying1 == true {
return
}
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
self.isPlaying1 = true
}
func stop() {
if self.isPlaying1 == false {
return
}
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
self.isPlaying1 = false
}
Upvotes: 1