[英]How do you add background music to SpriteKit?
I tried doing this:我尝试这样做:
let soundFilePath = NSBundle.mainBundle().pathForResource("GL006_SNES_Victory_loop.aif", ofType: "GL006_SNES_Victory_loop.aif")
let soundFileURL = NSURL(fileURLWithPath: soundFilePath!)
let player = AVAudioPlayer(contentsOfURL: soundFileURL, fileTypeHint: nil)
player.numberOfLoops = -1 //infinite
player.play()
I put this code in the didMoveToView
function, and I have import AVFoundation
at the top of my code.我将此代码放在didMoveToView
函数中,并且在代码顶部import AVFoundation
。 I get the error: Call can throw, but it is not marked with 'try' and the error is not handled
.我收到错误: Call can throw, but it is not marked with 'try' and the error is not handled
。
Thank you in advance!先感谢您!
(Xcode 8 and Swift 3) (Xcode 8 和 Swift 3)
Using SpriteKit this is pretty simple.使用 SpriteKit 这非常简单。 You create an SKAudioNote with a sound file and then you attach it to your Scene as a child.您创建一个带有声音文件的 SKAudioNote,然后作为孩子将其附加到您的场景中。 It will loop by default:默认情况下它会循环:
override func didMove(to view: SKView) {
let backgroundSound = SKAudioNode(fileNamed: "bg.mp3")
self.addChild(backgroundSound)
}
If you want to stop the background music at some point you can use the build in methods:如果您想在某个时候停止背景音乐,您可以使用内置方法:
backgroundSound.run(SKAction.stop())
Or maybe you want to play the sound again after stopping it:或者,您可能想在停止后再次播放声音:
backgroundSound.run(SKAction.play())
SpriteKit makes this really simple. SpriteKit 让这一切变得非常简单。 I hope this helps you.我希望这可以帮助你。
In Swift 2, the parameter of type NSErrorPointer
is left out and can be caught within catch
block as follows:在 Swift 2 中, NSErrorPointer
类型的参数被省略了,可以在catch
块中catch
,如下所示:
do
{
let player = try AVAudioPlayer(contentsOfURL: soundFileURL, fileTypeHint: nil)
}
catch let error as NSError
{
print(error.description)
}
Addendum:附录:
It is better to declare your AVAudioPlayer
as an ivar;最好将您的AVAudioPlayer
声明为 ivar; otherwise, it could be released and thus the music won't play:否则,它可能会被释放,因此音乐不会播放:
class yourViewController: UIViewController
{
var player : AVAudioPlayer!
....
So, given that, we make a minor change to the aforementioned try-catch
:因此,鉴于此,我们对上述try-catch
进行了微小更改:
do
{
player = try AVAudioPlayer(contentsOfURL: soundFileURL, fileTypeHint: nil)
}
catch let error as NSError
{
print(error.description)
}
Edit:编辑:
What you originally have:你原来拥有的:
let soundFilePath = NSBundle.mainBundle().pathForResource("GL006_SNES_Victory_loop.aif", ofType: "GL006_SNES_Victory_loop.aif")
let soundFileURL = NSURL(fileURLWithPath: soundFilePath!)
let player = AVAudioPlayer(contentsOfURL: soundFileURL, fileTypeHint: nil)
player.numberOfLoops = -1 //infinite
player.play()
Hereby adding the catch
clause in Swift 2:特此在 Swift 2 中添加catch
子句:
let soundFilePath = NSBundle.mainBundle().pathForResource("GL006_SNES_Victory_loop.aif", ofType: "GL006_SNES_Victory_loop.aif")
let soundFileURL = NSURL(fileURLWithPath: soundFilePath!)
do
{
player = try AVAudioPlayer(contentsOfURL: soundFileURL, fileTypeHint: nil)
}
catch let error as NSError
{
print(error.description)
}
player.numberOfLoops = -1 //infinite
player.play()
Assuming your class is a subclass of SKScene
:假设您的类是SKScene
的子类:
class yourGameScene: SKScene
{
//declare your AVAudioPlayer ivar
var player : AVAudioPlayer!
//Here is your didMoveToView function
override func didMoveToView(view: SKView)
{
let soundFilePath = NSBundle.mainBundle().pathForResource("GL006_SNES_Victory_loop.aif", ofType: "GL006_SNES_Victory_loop.aif")
let soundFileURL = NSURL(fileURLWithPath: soundFilePath!)
do
{
player = try AVAudioPlayer(contentsOfURL: soundFileURL, fileTypeHint: nil)
}
catch let error as NSError
{
print(error.description)
}
player.numberOfLoops = -1 //infinite
player.play()
//The rest of your other codes
}
}
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