我遇到以下错误:
[0x19bf89310] AVAudioSession.mm:646:-[AVAudioSession setActive:withOptions:error:]:停用正在运行I/O的音频会话.在停用音频会话之前,应停止或暂停所有I/O.
[0x19bf89310] AVAudioSession.mm:646: -[AVAudioSession setActive:withOptions:error:]: Deactivating an audio session that has running I/O. All I/O should be stopped or paused prior to deactivating the audio session.
我已经阅读了这篇文章:
I have read through this post:
- iOS8 AVAudioSession setActive错误
但是,那里的解决方案无法解决我的问题.这是:
however the solution there did not solve my problem. which is:
- 小型应用程序(游戏)
- 在AudioHelper.swift中处理的音频背景音乐
- 使用SKActino.playSoundFile 播放的其他"blip"声音
- small application (game)
- audio background music handled in AudioHelper.swift
- additional 'blip' sounds played with SKActino.playSoundFile
复制
- 开始游戏(背景音乐开始播放)
- 关闭游戏(音乐停止)
- 重新开始游戏(音乐再次开始)
- 出现上面的错误
- SKAction.playSoundFile不再总是有效(有些可以,有些不能)
我的音频处理代码(aka AudioHelper.swift)
my audio handling code (aka AudioHelper.swift)
class AudioHelper: NSObject, AVAudioPlayerDelegate { var player : AVAudioPlayer? class var defaultHelper : AudioHelper { struct Static { static let instance : AudioHelper = AudioHelper() } return Static.instance } override init() { super.init() } func initializeAudio() { var url = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("sound_float", ofType: ".mp3")!) self.player = AVAudioPlayer(contentsOfURL: url, error: nil) self.player?.numberOfLoops = -1 self.player?.play() } func stopAudio() { self.player?.stop() self.player?.prepareToPlay() AVAudioSession.sharedInstance().setActive(false, error: nil) } func startAudio() { AVAudioSession.sharedInstance().setActive(true, error: nil) self.player?.play() } func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool) { self.stopAudio() } }我正在初始化&暂停和从AppDelegate
I am initializing & pausing & starting through the AppDelegate
class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool { AudioHelper.defaultHelper.initializeAudio() return true } func applicationWillResignActive(application: UIApplication) { // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game. AudioHelper.defaultHelper.stopAudio() } func applicationDidBecomeActive(application: UIApplication) { // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface. AudioHelper.defaultHelper.startAudio() } }我要去哪里错了?
推荐答案我不得不将setActive(false0)移至委托方法.新的帮助程序类如下所示:
i had to move the setActive(false0) to the delegate method. new helper class looks like this:
import Foundation import AVFoundation class AudioHelper: NSObject, AVAudioPlayerDelegate { var player : AVAudioPlayer? class var defaultHelper : AudioHelper { struct Static { static let instance : AudioHelper = AudioHelper() } return Static.instance } override init() { super.init() } func initializeAudio() { var url = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("sound_float", ofType: ".mp3")!) self.player = AVAudioPlayer(contentsOfURL: url, error: nil) self.player?.numberOfLoops = -1 self.player?.play() } func stopAudio() { self.player?.stop() self.player?.prepareToPlay() } func startAudio() { AVAudioSession.sharedInstance().setActive(true, error: nil) self.player?.play() } func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool) { AVAudioSession.sharedInstance().setActive(false, error: nil) } }现在可以使用
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