I'm working on a music player in Swift. The user can play a track, pause the track, or move a slider to choose a place to start. These three functions work.
However, if a user plays a track, listens for 1:00, and hits pause: when they click play again, it will restart the track from 0:00 instead of respecting where they paused.
I am using AVAudioPlayer
as a media player -- according to the documentation, .play()
allows you to specify a start-point using atTime
.
So I tried to use atTime
and have it start where the slider is -- if a listener listens for 1:00, I want atTime
to dynamically pick that up. I try to establish this time value in a var.
class MusicViewController: UIViewController {
// removed imports and viewdidload to condense
@IBAction func playDownload(_ sender: Any) {
// removed file download code to condense
do {
audioPlayer = try AVAudioPlayer(contentsOf: destinationUrl)
guard let player = audioPlayer else { return }
//here's where I try to capture a time value from the slider's progress
let checkTime = TimeInterval(Slider.value)
player.prepareToPlay()
player.play(atTime: checkTime)
} catch let error {
print(error.localizedDescription)
}
// updates slider with progress
Slider.value = 0.0
Slider.maximumValue = Float((audioPlayer?.duration)!)
audioPlayer.play()
timer = Timer.scheduledTimer(timeInterval: 0.0001, target: self, selector: #selector(self.updateSlider), userInfo: nil, repeats: true)
}
@IBAction func pause(_ sender: Any) {
if audioPlayer.isPlaying {
audioPlayer.pause()
} else {
audioPlayer.play()
}
}
@IBOutlet var Slider: UISlider!
@objc func updateSlider() {
Slider.value = Float(audioPlayer.currentTime)
print("Changing works")
}
}
So I am trying to capture progress and have .play respect that -- this code will run, but it does not work. No errors but after hitting play, it will go to the end of the track immediately now. No good.
I am new to Swift - any idea where I went wrong?