尽管在Swift中使用prepareToPlay(),AVAudioPlayer仍会产生延迟

Tim*_*mme 21 audio lag avaudioplayer ios swift

在Swift中编写的SpriteKit iOS游戏中,播放非常短的声音(~0.5s)会产生打嗝(如滞后).在其他问题中,我读到了我应该prepareToPlay()发出的声音.

我甚至使用变量(soundReady)来检查声音是否在播放前准备好了.每当完成播放(audioPlayerDidFinishPlaying())时我也会重新准备声音.以下是代码的相关部分:

class GameScene: SKScene, AVAudioPlayerDelegate {

   var splashSound = NSURL()
   var audioPlayer = AVAudioPlayer()
   var soundReady = false

   override func didMoveToView(view: SKView) {
      let path = NSBundle.mainBundle().pathForResource("plopSound", ofType: "m4a")
      splashSound = NSURL(fileURLWithPath: path)
      audioPlayer = AVAudioPlayer(contentsOfURL: splashSound, error: nil)
      audioPlayer.delegate = self
      soundReady = audioPlayer.prepareToPlay()
   }

   func playSound(){
      if(soundReady){
         audioPlayer.play()
         soundReady = false
      }
   }

   func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool){
      //Prepare to play after Sound finished playing
      soundReady = audioPlayer.prepareToPlay()
   }
}
Run Code Online (Sandbox Code Playgroud)

我不知道我在哪里出错了.我觉得我已经尝试了所有东西(包括但不限于:只准备一次,在播放后立即准备,不使用变量,而只是prepareToPlay()).

附加信息:

  • 声音播放没有延迟.
  • 最后一次完成后播放声音的速度似乎不会影响延迟.

bri*_*ric 15

我遇到了同样的问题并在backgroundQueue中播放了声音.

这是一个很好的例子:https://stackoverflow.com/a/25070476/586204.

let qualityOfServiceClass = QOS_CLASS_BACKGROUND
let backgroundQueue = dispatch_get_global_queue(qualityOfServiceClass, 0)
dispatch_async(backgroundQueue, {
    audioPlayer.play()
})
Run Code Online (Sandbox Code Playgroud)

  • 非常感谢@brilliantairic!但我更喜欢单行:`dispatch_async(dispatch_get_global_queue(QOS_CLASS_BACKGROUND,0)){` (3认同)

小智 7

只需从@brilliantairic添加Swift 3版本的解决方案.

DispatchQueue.global().async {
    audioPlayer.play()
}
Run Code Online (Sandbox Code Playgroud)