Reputation: 2491
How to play audio under scenekit?
let source = SCNAudioSource(fileNamed: "sample.mp3")
let action = SCNAction.playAudio(source!, waitForCompletion: true)
let scene = SCNScene()
self.scenekitView.scene = scene
scene.rootNode.runAction(action) // no sound
Upvotes: 1
Views: 122
Reputation: 1213
Try changing 'let scene' to a var scene, then handle the rest in viewDidLoad as follows:
class GameViewController: UIViewController {
var SoundAction = SCNAction()
var SoundNode = SCNNode()
var scene = SCNScene()
override func viewDidLoad() {
super.viewDidLoad()
// Change this
scene = SCNScene(named: "art.scnassets/ship.scn")!
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!
ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
let audioSource = SCNAudioSource(named: "MenuWinner.caf")!
audioSource.volume = 1.0
SoundAction = SCNAction.playAudio(audioSource, waitForCompletion: false)
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = true
scnView.showsStatistics = true
scnView.backgroundColor = UIColor.black
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
@objc
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
scene.rootNode.addChildNode(SoundNode)
SoundNode.runAction(SoundAction)
}
Upvotes: 1