Making the iPhone vibrate

2019-01-01 13:56发布

问题:

How can the iPhone be set to vibrate once?

For example, when a player loses a life or the game is over, the iPhone should vibrate.

回答1:

From \"iPhone Tutorial: Better way to check capabilities of iOS devices\":

There are two seemingly similar functions that take a parameter kSystemSoundID_Vibrate:

1) AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);
2) AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);

Both of the functions vibrate the iPhone. But, when you use the first function on devices that don’t support vibration, it plays a beep sound. The second function, on the other hand, does nothing on unsupported devices. So if you are going to vibrate the device continuously, as an alert, common sense says, use function 2.

First, add the AudioToolbox framework AudioToolbox.framework to your target in Build Phases.

Then, import this header file:

#import <AudioToolbox/AudioServices.h>


回答2:

Swift 2.0+

AudioToolbox now presents the kSystemSoundID_Vibrate as a SystemSoundID type, so the code is:

import AudioToolbox.AudioServices

AudioServicesPlaySystemSound(kSystemSoundID_Vibrate)
AudioServicesPlayAlertSound(kSystemSoundID_Vibrate)

Instead of having to go thru the extra cast step

(Props to @Dov)

Original Answer (Swift 1.x)

And, here\'s how you do it on Swift (in case you ran into the same trouble as I did)

Link against AudioToolbox.framework (Go to your project, select your target, build phases, Link Binary with Libraries, add the library there)

Once that is completed:

import AudioToolbox.AudioServices

// Use either of these
AudioServicesPlaySystemSound(SystemSoundID(kSystemSoundID_Vibrate))
AudioServicesPlayAlertSound(SystemSoundID(kSystemSoundID_Vibrate))

The cheesy thing is that SystemSoundID is basically a typealias (fancy swift typedef) for a UInt32, and the kSystemSoundID_Vibrate is a regular Int. The compiler gives you an error for trying to cast from Int to UInt32, but the error reads as \"Cannot convert to SystemSoundID\", which is confusing. Why didn\'t apple just make it a Swift enum is beyond me.

@aponomarenko\'s goes into the details, my answer is just for the Swifters out there.



回答3:

A simple way to do so is with Audio Services:

#import <AudioToolbox/AudioToolbox.h> 
...    
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);


回答4:

I had great trouble with this for devices that had vibration turned off in some manner, but we needed it to work regardless, because it is critical to our application functioning, and since it is just an integer to a documented method call, it will pass validation. So I have tried some sounds that were outside of the well documented ones here: TUNER88/iOSSystemSoundsLibrary

I have then stumbled upon 1352, which is working regardless of the silent switch or the settings on the device (Settings->vibrate on ring, vibrate on silent).

- (void)vibratePhone;
{
     if([[UIDevice currentDevice].model isEqualToString:@\"iPhone\"])
     {
         AudioServicesPlaySystemSound (1352); //works ALWAYS as of this post
     }
     else
     {
          // Not an iPhone, so doesn\'t have vibrate
          // play the less annoying tick noise or one of your own
          AudioServicesPlayAlertSound (1105);
     }
}


回答5:

Important Note: Alert of Future Deprecation.

As of iOS 9.0, the API functions description for:

AudioServicesPlaySystemSound(inSystemSoundID: SystemSoundID)
AudioServicesPlayAlertSound(inSystemSoundID: SystemSoundID)

includes the following note:

This function will be deprecated in a future release.
Use AudioServicesPlayAlertSoundWithCompletion or  
AudioServicesPlaySystemSoundWithCompletion instead.

The right way to go will be using any of these two:

AudioServicesPlayAlertSoundWithCompletion(kSystemSoundID_Vibrate, nil)

or

AudioServicesPlayAlertSoundWithCompletion(kSystemSoundID_Vibrate) {
 //your callback code when the vibration is done (it may not vibrate in iPod, but this callback will be always called)
}

remember to import AVFoundation



回答6:

And if you\'re using Xamarin (monotouch) framework, simply call

SystemSound.Vibrate.PlayAlertSound()


回答7:

In my travels I have found that if you try either of the following while you are recording audio, the device will not vibrate even if it is enabled.

1) AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);
2) AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);

My method was called at a specific time in the measurement of the devices movements. I had to stop the recording and then restart it after the vibration had occurred.

It looked like this.

-(void)vibrate {
    [recorder stop];
    AudioServicesPlaySystemSound (kSystemSoundID_Vibrate);
    [recorder start];
}

recorder is an AVRecorder instance.

Hope this helps others that have had the same problem before.



回答8:

In iOS 10, and on newer iPhones, you can also use haptic API. This haptic feedback is softer than the AudioToolbox API.

For your GAME OVER scenario, a heavy UI impact feedback should be suitable.

UIImpactFeedbackGenerator(style: .heavy).impactOccurred()

You could use the other haptic feedback styles.



回答9:

In Swift:

import AVFoundation
...
AudioServicesPlaySystemSound(SystemSoundID(kSystemSoundID_Vibrate))


回答10:

In my case I was using the AVCaptureSession. AudioToolbox was in project\'s build phases and it was imported but still didn\'t work. In order to make it work I stopped the session before vibration and continued on after that.

#import <AudioToolbox/AudioToolbox.h>
...
@property (nonatomic) AVCaptureSession *session;
...
- (void)vibratePhone;
{
  [self.session stopRunning];
     NSLog(@\"vibratePhone %@\",@\"here\");
    if([[UIDevice currentDevice].model isEqualToString:@\"iPhone\"])
    {
        AudioServicesPlaySystemSound (kSystemSoundID_Vibrate); 
    }
    else
    {
        AudioServicesPlayAlertSound (kSystemSoundID_Vibrate);
    }
  [self.session startRunning];
}


回答11:

All Device have a built-in motor to create vibration effects, and if you just want a quick vibration.

extension UIDevice {
    static func vibrate() {
        AudioServicesPlaySystemSound(kSystemSoundID_Vibrate)
    }
}

Now you can just call as needed.

UIDevice.vibrate()


回答12:

You can use

1) AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);

for iPhone and few newer iPods.

2) AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);

for iPads.