I was struggling hardcore with a simple task: Play an audio file in the background when a SpriteKit scene loads.
I copied an audio file named "Test Song.wav" into my project and it was also found in my assets when I look under "Build Phases" > "Copy Bundle Resources" (which was what this post suggested to check for)
My code compiled just fine, and my ring/silent switch was correctly turned to ring, but the audio didn't play when the scene loaded.
I'm using
- Xcode Version 8.0 beta
- iPhone 6S Plus running iOS 10 Beta 1
Here was my broken code:
import AVFoundation
class GameScene: SKScene {
override func didMove(to view: SKView) {
if let path = Bundle.main().pathForResource("Test Song", ofType: "wav") {
let filePath = NSURL(fileURLWithPath:path)
let songPlayer = try! AVAudioPlayer.init(contentsOf: filePath as URL)
songPlayer.numberOfLoops = 0
songPlayer.prepareToPlay()
songPlayer.play()
}
}
}
Note: I learned that in Swift 3.0, AVAudioPlayer's init() method no longer accepted the NSError parameter, so this code DOES NOT compile:
var error:NSError?
audioPlayer = AVAudioPlayer(contentsOfURL: alertSound, error: &error)