![]() 20:07:38.613442+0000 My*App CVDisplayLinkCreateWithCGDisplays count: 1 : 0x1] 20:07:38.613467+0000 My*App CVDisplayLinkStart 20:07:38.613487+0000 My*App CVDisplayLink::start 20:07:38.613541+0000 My*App CVDisplayLinkStart 20:07:38.613575+0000 My*App CVDisplayLink::start 20:07:38.613634+0000 My*App CVXTime::reset 20:07:38.613718+0000 My*App CurrentVBLDelta returned 0 for display 1 - ignoring unreasonable value 20:07:38.639810+0000 My*App CurrentVBLDelta returned 0 for display 1 - ignoring unreasonable value 20:07:38.Click to expand.It almost feels like "publishing" particles right now sends them off into a black abyss where we don't know what happens with them. 20:07:38.765930+0000 My*App CurrentVBLDelta returned 0 for display 1 - ignoring unreasonable valueīut others that appear slightly less frequently are: The main one that makes up this stream is: All of a sudden, when it's up and running through XCode, the console throws out a continuous stream of errors - probably in the order of 1 per second. The windows with the scenes in them are generated programmatically. I've an app I've been working on for quite some time now. I've also tried adding the virtual controllers in the UIViewController but this doesn't work either. VirtualController = GCVirtualController(configuration: virtualConfig) Let virtualConfig = GCVirtualController.Configuration() Let background = SKSpriteNode(imageNamed: ".jpg") If (block.physicsBody?.velocity.dx ? 0) + (ball.physicsBody?.velocity.dy ? 0) > 0.05 My code for playing the sound is as follows: I finally tried using AVAudioPlayer to play and Pause, which yielded the best results, but the sliding sound still played past the sliding action. I tried adding an SKAudioNode with Play and Stop, with no better result. I tried aySoundFileNamed first - the sound kept going even when the object was not moving. The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. But am having difficulty associating the sound with movement. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. Movement can be as a result of physics, not as a result of an SKAction. I need to associate sound with the movement of a sprite. ![]() If you want to see the code it's here and the free training i'm following is at. ![]() Can anyone suggest some things to look for on my Mac to get sound working in this app? So, I feel like this is an issue on my personal Mac with Xcode etc., but I'm at a loss as to what the issue is. Oh, and I can select the file in left nav and click the little play button icon to hear it played in Xcode. So I fell like this confirms the code is correct for playing the sounds in the running app. There the sound plays just find in the iOS iPad simulator on that Mac (not allowed to attach my personal iPad to my work mac so can't try the iPad there). Lastly, I pushed the code up to GitHub and pulled it to my work Mac. On the real iPad: yes the sound is on and I can hear audio while playing videos in the browser etc. While adjusting the sound doesn't seem to raise or lower the volume I can hear the audio in the youtube videos. In the iPad simulator I can play youtube videos in mobile safari. Yes sound is working on the mac (hear new email come in etc. For some reason I can't hear any of the sounds on my personal Mac when running the app via Xcode to either an iOS iPad simulator or to a real iPad that I have attached to my mac and setup for developer use in Xcode. Anyway the instructor provided a series of "*.caf" files for various sounds while playing the game. I'm working through some self study training and this particular project is a game similar to fruit ninja where things are flying around the screen and you slice through them by swiping your finger.
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