I found out SKAction playSoundFileNamed does memory leak in IOS 9: https://forums.developer.apple.com/thread/20014
They recommend to use SKAudioNode, but the example is swift and i use objective-c in my project.
Example:
func testAudioNode() {
let audioNode = SKAudioNode(fileNamed: "LevelUp")
audioNode.autoplayLooped = false
self.addChild(audioNode)
let playAction = SKAction.play()
audioNode.runAction(playAction)
}
What i have tried:
-(void)testSound{
testSound = [SKAudioNode nodeWithFileNamed:@"test.wav"];
testSound.autoplayLooped = false;
[self addChild:testSound];
SKAction *playaction = [SKAction play];
[testSound runAction:playaction];
}
It will crash to:
[self addChild:testSound];
So how i would get it work, what is good technique for play sounds with SKAudioNode only in IOS 9> and with SKAction in older versions?
Thanks!
Method + nodeWithFileNamed:
creates a new node by loading an archive file from the game’s main bundle. So you can't use it in this situation.
Try something like this (using initWithFileNamed initializer):
#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
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