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SoundEffect.swift
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//
// SoundEffect.swift
// Sample class for quickly incorporating sound effects.
//
// Created by Mark Hamilton on 2/16/16.
// Copyright © 2016 dryverless. (http://www.dryverless.com)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
import UIKit
import AVFoundation
public class SoundEffect {
private var _name: String! = "sound"
private var _ofType: String! = "wav"
private var _isEnabled: Bool! = true
private var _loop: Bool! = false
private var _playing: Bool! = false
private var _volume: Float! = 1.0
private var _duration: NSTimeInterval! = nil
private var _numberOfLoops: Int! = 0
public var sound: AVAudioPlayer!
public var name: String {
get {
return _name
}
}
public var ofType: String {
get {
return _ofType
}
}
public var isEnabled: Bool {
get {
if let enableBool: Bool = _isEnabled {
return enableBool
} else {
return false
}
}
}
public var loop: Bool {
get {
return _loop
}
}
public var playing: Bool {
get {
if let isPlaying: Bool = sound.playing {
return isPlaying
}
else {
return _playing
// return false
}
}
}
public var volume: Float {
get {
return _volume
}
}
public var duration: NSTimeInterval {
get {
if let soundDuration: NSTimeInterval = sound.duration {
return soundDuration
} else {
return _duration
}
}
}
public var numberOfLoops: Int {
get {
return _numberOfLoops
}
}
public init(fileName: String, fileType: String) {
self._name = fileName
self._ofType = fileType
}
public init(fileName: String, fileType: String, enableSound: Bool?, enableLooping: Bool?) {
self._name = fileName
self._ofType = fileType
if let setEnable = enableSound {
self._isEnabled = setEnable
}
if let looping = enableLooping {
self._loop = looping
}
}
public init(fileName: String, fileType: String, enableSound: Bool?, enableLooping: Bool?, loopTotal: Int?, defaultVolume: Float?) {
self._name = fileName
self._ofType = fileType
if let setEnable = enableSound {
self._isEnabled = setEnable
}
if let looping = enableLooping {
self._loop = looping
}
if let loopCount = loopTotal {
self._numberOfLoops = loopCount
}
if let setVolume = defaultVolume {
self._volume = setVolume
}
}
public init(fileName: String, fileType: String, enableSound: Bool?, enableLooping: Bool?, defaultVolume: Float?) {
self._name = fileName
self._ofType = fileType
if let setEnable = enableSound {
self._isEnabled = setEnable
}
if let looping = enableLooping {
self._loop = looping
}
if let setVolume = defaultVolume {
self._volume = setVolume
}
}
public init() {
// must have sound.wav file
}
public func prepareToPlay() {
let path = NSBundle.mainBundle().pathForResource(self.name, ofType: self.ofType)
let soundUrl = NSURL(fileURLWithPath: path!)
do {
try sound = AVAudioPlayer(contentsOfURL: soundUrl)
if loop {
// infinite looping
sound.numberOfLoops = -1
}
if volume != 1.0 {
// set to non-default volume level
sound.volume = volume
}
sound.prepareToPlay()
} catch let err as NSError {
print(err.debugDescription)
}
}
public func play() {
if sound.playing {
sound.stop()
}
if isEnabled == true {
sound.play()
}
}
public func stop() {
if sound.playing {
sound.stop()
}
}
public func pause() {
if sound.playing {
sound.pause()
}
}
public func enable() {
_isEnabled = true
}
public func disable() {
_isEnabled = false
}
public func toggle() {
_isEnabled = !_isEnabled
}
public func setVolume(level: Float) {
if sound.playing {
sound.volume = level
}
}
}