我发现SKAction playSoundFileNamed会在IOS 9中发生内存泄漏: https://forums.developer.apple.com/thread/20014
他们建议使用SKAudioNode,但示例是swift,我在项目中使用objective-c。
示例:
func testAudioNode() {
let audioNode = SKAudioNode(fileNamed: "LevelUp")
audioNode.autoplayLooped = false
self.addChild(audioNode)
let playAction = SKAction.play()
audioNode.runAction(playAction)
}
我尝试了什么:
-(void)testSound{
testSound = [SKAudioNode nodeWithFileNamed:@"test.wav"];
testSound.autoplayLooped = false;
[self addChild:testSound];
SKAction *playaction = [SKAction play];
[testSound runAction:playaction];
}
它会崩溃到:
[self addChild:testSound];
那么我将如何使它工作,只有在IOS 9中使用SKAudioNode播放声音的好技巧>和旧版本的SKAction?
谢谢!
答案 0 :(得分:2)
方法+ nodeWithFileNamed:
通过从游戏主包中加载存档文件来创建新节点。所以你不能在这种情况下使用它。
尝试这样的事情(使用initWithFileNamed初始值设定项):
#import "GameScene.h"
@interface GameScene()
@property (nonatomic, strong)SKAudioNode *testSound;
@end
@implementation GameScene
-(void)didMoveToView:(SKView *)view{
self.testSound = [[SKAudioNode alloc] initWithFileNamed:@"test.wav"];
self.testSound.autoplayLooped = false;
[self addChild:self.testSound];
}
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
[self.testSound runAction:[SKAction play]];
}
@end