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iosswiftsprite-kitavaudioplayeravaudiosession

AVAudioSession reactivation issue


I am getting the following error:

[0x19bf89310] AVAudioSession.mm:646: -[AVAudioSession setActive:withOptions:error:]: Deactivating an audio session that has running I/O. All I/O should be stopped or paused prior to deactivating the audio session.

I have read through this post:

however the solution there did not solve my problem. which is:

  • small application (game)
  • audio background music handled in AudioHelper.swift
  • additional 'blip' sounds played with SKActino.playSoundFile

reproduction

  • start game (background music starts to play)
  • close game (music stops)
  • restart game (music starts again)
  • error above appears
  • SKAction.playSoundFile don't always work anymore (some do, some don't)

my audio handling code (aka AudioHelper.swift)

class AudioHelper: NSObject, AVAudioPlayerDelegate {
    var player : AVAudioPlayer?

    class var defaultHelper : AudioHelper {
        struct Static {
            static let instance : AudioHelper = AudioHelper()
        }

        return Static.instance
    }

    override init() {
        super.init()
    }

    func initializeAudio() {
        var url = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("sound_float", ofType: ".mp3")!)
        self.player = AVAudioPlayer(contentsOfURL: url, error: nil)
        self.player?.numberOfLoops = -1
        self.player?.play()
    }

    func stopAudio() {
        self.player?.stop()
        self.player?.prepareToPlay()
        AVAudioSession.sharedInstance().setActive(false, error: nil)
    }

    func startAudio() {
        AVAudioSession.sharedInstance().setActive(true, error: nil)
        self.player?.play()
    }

    func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool) {
        self.stopAudio()
    }
}

I am initializing & pausing & starting through the AppDelegate

class AppDelegate: UIResponder, UIApplicationDelegate {


    var window: UIWindow?

    func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
        AudioHelper.defaultHelper.initializeAudio()
        return true
    }

    func applicationWillResignActive(application: UIApplication) {
        // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
        // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
        AudioHelper.defaultHelper.stopAudio()
    }

    func applicationDidBecomeActive(application: UIApplication) {
        // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
        AudioHelper.defaultHelper.startAudio()
    }
}

where am I going wrong?


Solution

  • i had to move the setActive(false) to the delegate method. new helper class looks like this:

    import Foundation
    import AVFoundation
    
    class AudioHelper: NSObject, AVAudioPlayerDelegate {
        var player : AVAudioPlayer?
    
        
        class var defaultHelper : AudioHelper {
            struct Static {
                static let instance : AudioHelper = AudioHelper()
            }
            
            return Static.instance
        }
        
        override init() {
            super.init()
        }
        
        func initializeAudio() {
            var url = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("sound_float", ofType: ".mp3")!)
            self.player = AVAudioPlayer(contentsOfURL: url, error: nil)
            self.player?.numberOfLoops = -1
            self.player?.play()
    
        }
        
        func stopAudio() {
            self.player?.stop()
            self.player?.prepareToPlay()
        }
        
        func startAudio() {
            AVAudioSession.sharedInstance().setActive(true, error: nil)
            self.player?.play()
        }
        
        
        func audioPlayerDidFinishPlaying(player: AVAudioPlayer!, successfully flag: Bool) {
            AVAudioSession.sharedInstance().setActive(false, error: nil)
        }
    }
    

    works now