Playing a very short sound (~0.5s) produces a hiccup (like a lag) in my SpriteKit iOS game programmed in Swift. In other questions, I read that I should prepareToPlay() the sound, which I did. 
I even used a variable (soundReady) to check if the sound is prepared before playing it. I also re-prepare the sound whenever it is finished playing (audioPlayerDidFinishPlaying()). Here are the relevant parts of the code:
class GameScene: SKScene, AVAudioPlayerDelegate {     var splashSound = NSURL()    var audioPlayer = AVAudioPlayer()    var soundReady = false     override func didMoveToView(view: SKView) {       let path = NSBundle.mainBundle().pathForResource("plopSound", ofType: "m4a")       splashSound = NSURL(fileURLWithPath: path)       audioPlayer = AVAudioPlayer(contentsOfURL: splashSound, error: nil)       audioPlayer.delegate = self       soundReady = audioPlayer.prepareToPlay()    }     func playSound(){       if(soundReady){          audioPlayer.play()          soundReady = false       }    }     func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool){       //Prepare to play after Sound finished playing       soundReady = audioPlayer.prepareToPlay()    } } I have no idea where I've gone wrong on this one. I feel like I have tried everything (including, but not limited to: only preparing once, preparing right after playing, not using a variable, but just prepareToPlay()).
Additional information:
I ran into this same problem and played the sound in the backgroundQueue.
This is a good example: https://stackoverflow.com/a/25070476/586204.
let qualityOfServiceClass = QOS_CLASS_BACKGROUND let backgroundQueue = dispatch_get_global_queue(qualityOfServiceClass, 0) dispatch_async(backgroundQueue, {     audioPlayer.play() }) Just adding a Swift 3 version of the solution from @brilliantairic.
DispatchQueue.global().async {     audioPlayer.play() } If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
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