I am trying to write a function where: 1. If AVAudioPlayer is not playing, it sequentially plays an array of NSURLs. 2. If playing, the same button pauses playback.
My code successfully does 1 but not 2:
lazy var isPlaying = Bool()
lazy var isPaused = Bool()
//...
@IBAction func e1Play() {
self.e1delegate = nil
//Start
if ePlaylist.count > 0 && eCurrentTrack < ePlaylist.count{
do{
try ePlayer = AVAudioPlayer(contentsOfURL: ePlaylist[eCurrentTrack])
} catch {
print("ePlayer not available")
}
ePlayer?.prepareToPlay()
refreshlabel()
isPlaying = true
isPaused = false
e1PlayBtn!.setImage(UIImage(named: "pause-icon.png"), forState: UIControlState.Normal)
ePlayer!.delegate = self
ePlayer!.play()
}
//Pause
if isPlaying == true && isPaused == false {
ePlayer!.pause()
isPlaying = false
isPaused = true
e1PlayBtn!.setImage(UIImage(named: "play-icon.png"), forState: UIControlState.Normal)
isPlaying = false
}
//Resume
if isPlaying == false && isPaused == true {
ePlayer?.prepareToPlay()
ePlayer!.delegate = self
e1PlayBtn!.setImage(UIImage(named: "pause-icon.png"), forState: UIControlState.Normal)
isPlaying = true
isPaused = false
ePlayer!.play()
}
}
func refreshlabel() {
let index = eTestarray![eCurrentTrack]
let description = eDescriptions[index]
currentlyplaying!.text = "Currently Playing: \n\(description)"
}
func audioPlayerDidFinishPlaying(player: AVAudioPlayer, successfully flag: Bool){
self.e1delegate?.soundFinished(self)
let totaltracks:Int = ePlaylist.count - 1
if eCurrentTrack == totaltracks{
eCurrentTrack = 0
currentlyplaying!.text = "Currently Playing: "
e1PlayBtn!.setImage(UIImage(named:"play-icon.png"), forState: UIControlState.Normal)
}
else{
eCurrentTrack += 1
//If needed, add time delay here.
e1Play()
}
}
@IBAction func e1Next() {
if eCurrentTrack+1 > ePlaylist.count {
eCurrentTrack = 0
refreshlabel()
} else {
eCurrentTrack+1;
refreshlabel()
}
}
@IBAction func e1Previous(){
if eCurrentTrack-1 < 0 {
eCurrentTrack = (ePlaylist.count - 1) < 0 ? 0 : (ePlaylist.count - 1)
refreshlabel()
} else {
eCurrentTrack-1
refreshlabel()
}
}
Not too sure where I'm going wrong -- any advice would be appreciated.
You need to change your button callback to the following:
@IBAction func e1Play() {
self.e1delegate = nil
//Start
if isPlaying == false && isPaused == false {
if ePlaylist.count > 0 && eCurrentTrack < ePlaylist.count{
do{
try ePlayer = AVAudioPlayer(contentsOfURL: ePlaylist[eCurrentTrack])
} catch {
print("ePlayer not available")
}
ePlayer?.prepareToPlay()
refreshlabel()
isPlaying = true
isPaused = false
e1PlayBtn!.setImage(UIImage(named: "pause-icon.png"), forState: UIControlState.Normal)
ePlayer!.delegate = self
ePlayer!.play()
}
}
//Pause
else if isPlaying == true && isPaused == false {
ePlayer!.pause()
isPlaying = false
isPaused = true
e1PlayBtn!.setImage(UIImage(named: "play-icon.png"), forState: UIControlState.Normal)
isPlaying = false
}
//Resume
else if isPlaying == false && isPaused == true {
ePlayer?.prepareToPlay()
ePlayer!.delegate = self
e1PlayBtn!.setImage(UIImage(named: "pause-icon.png"), forState: UIControlState.Normal)
isPlaying = true
isPaused = false
ePlayer!.play()
}
}
In particular, note the else if
instead of if
. This way, the button doesn't start playing if it's already playing.