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I have a problem with the SKAudioNode. The game ends with the Home Button. An audio file will be played.When I return, the audio file will continue to play.I want to stop it.I have tried many things but without success.self.AudioNodeSet.removeFromParent() // does not workself.AudioNodeSet.run(SKAction.stop()) // the sameCan anyone help me?class GameScene: SKScene { var AudioNodeSet = SKAudioNode() override func didMove(to view: SKView) { self.addChild(AudioNodeSet) // Audio Node AudioNodeSet.name = "AudioNodeSet" ......func applicationWillResignActive(_ application: UIApplication) { let imageView = UIImageView(frame: self.window!.bounds) imageView.tag = 101 imageView.backgroundColor = UIColor.white //imageView.contentMode = .center imageView.contentMode = .scaleAspectFill let pic = UIImage(named: "Start Page.jpg") // Overwrite Return Scene imageView.image = pic UIApplication.shared.keyWindow?.subviews.last?.addSubview(imageView) } ........ override func didMove(to view: SKView) { print("$$$ GameScrene load") scene?.size = CGSize(width: 1920, height: 1080) scene?.backgroundColor = .black scene?.scaleMode = .aspectFill let notificationCenter = NotificationCenter.default notificationCenter.addObserver(self, selector: #selector(appMovedToBackground), name: UIApplication.willResignActiveNotification, object: nil) notificationCenter.addObserver(self, selector: #selector(appMovedToForeground), name: UIApplication.didBecomeActiveNotification, object: nil) notificationCenter.addObserver(self, selector: #selector(appWillTerminate), name: UIApplication.willTerminateNotification, object: nil) ......... @objc func appMovedToForeground() { print("applicationWillResignActive -> appMovedToForeground") self.AudioNodeSet.run(SKAction.stop()) // not work! self.AudioNodeSet.removeFromParent() // second try -> not work!This code is executed when the game continues.The rest of the audio file can then be heard.
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by roman27.
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