In SpriteKit (for those unfamiliar with it) there's a way to load and unload scenes, and a transition (visual) between them.
I'm trying to make a sound play between scenes, as they transition... that doesn't stutter.
So far, all the ways I've tried either create no sound, or the sound stutters, even using a sound manager, like this:
import AVFoundation
import SpriteKit
open class SoundManager {
static let soundStart = SKAction.playSoundFileNamed("ActionBeep_AP1.7", waitForCompletion: true)
static var coinSound = NSURL(fileURLWithPath:Bundle.main.path(forResource: "ActionBeep_AP1.7", ofType: "wav")!)
static var audioPlayer = AVAudioPlayer()
open static func playCoinSound(){
guard let soundToPlay = try? AVAudioPlayer(contentsOf: coinSound as URL) else {
fatalError("Failed to initialize the audio player with asset: \(coinSound)")
}
soundToPlay.prepareToPlay()
self.audioPlayer = soundToPlay
self.audioPlayer.play()
}
}
Anyone had any success making scene transition sounds run smoothly? I realise there's a lot going on during a scene transition, and that's probably not helping the sound engine. But think there must be a way to make a clear sound play during a scene transition.
And yes, I've tried with .caf and .mp3 and .wav files, all with different "compression" and raw states. I think it's how I play the sounds that's the problem, not the file type.
As crashoverride777 said, you need to change when you load the sound manager. You could set up a thread in your
didMoveToView()
function to minimize loading time:Now, you have your sound file loaded for whenever you need it, lag-free.