SKAudioNode() crashes when plugging in/out headphones
SKScene has a property named audioEngine that is stopped in certain circumstances. If you´re using ReplayKit for example, playing a recorded gameplay movie in the RPPreviewController hi-jacks the audio and stops it, so when you dismiss it, the audioEngine is no longer running.
I had this issue and solved it by doing a simple check and starting the audioEngine again. Try this:
if !self.audioEngine.isRunning {
do {
try self.audioEngine.start()
} catch {
//handle error
}
}
I was not able fix it, but by using AVAudioPlayer()
I found a good workaround. Thank you all for supporting me!
import SpriteKit
import AVFoundation
class GameScene: SKScene {
var audioPlayer = AVAudioPlayer()
override func didMoveToView(view: SKView) {
initAudioPlayer("gameloop.mp3")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
_ = touches.first as UITouch!
for _ in touches {
toggleBackgroundMusic()
}
}
func initAudioPlayer(filename: String) {
let url = NSBundle.mainBundle().URLForResource(filename, withExtension: nil)
guard let newURL = url else {
print("Could not find file: \(filename)")
return
}
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: newURL)
audioPlayer.numberOfLoops = -1
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch let error as NSError {
print(error.description)
}
}
func toggleBackgroundMusic() {
if audioPlayer.playing {
audioPlayer.pause()
} else {
audioPlayer.play()
}
}
}