ObjectAL/OpenAL for iOS - stop/pause/mute sound at runtime? - cocos2d-iphone

Here is the ObjectAL/OpenAL iOS documentation:
http://kstenerud.github.io/ObjectAL-for-iPhone/documentation/index.html#use_objectal_sec
How in the world can you simply stop/pause/mute a particular sound (not all sounds) at runtime?
I've tried using OALSimpleAudio, OpenAL Objects and OALAudioTrack with no luck.
I'm using cocos2d v3.

You can follow the examples provided in: ObjectAL demos, for instance the SingleSourceDemo.
On of them is for the ALSource that #LearnCocos2D suggested in his comment. I will try to explain it here.
First, you should have the audio engine - let's say it is OALSimpleAudio. Moreover, let's assume you don't want to use it for playing effects - they will be managed by separate ALSources:
ALSource* effectSource;
ALBuffer* effectBuffer; //this is for the effect buffer
//don't reserve source for OALSimpleAudio
[OALSimpleAudio sharedInstance].reservedSources = 0;
//create the source for the effect.
source = [ALSource source];
//buffer the source file.
buffer = [[OpenALManager sharedInstance] bufferFromFile:#"audiofile.caf"];
Now you can use following methods to play/pause/pitch:
[source play:buffer loop:YES]; //play sound from buffer and loop
[source stop]; //stop
[source rewind]; //rewind sound to the beggining
[source fadeTo:0.0f duration:1.0f target:self selector:#selector(onFadeComplete:)]; //fade effect from source
[source pitchTo:0.0f duration:1.0f target:self selector:#selector(onFadeComplete:)]; //pitch effect from source
etc. Hope this will be helpful.

Related

Objective-C, Objective-C++, C++ and Scene Kit

I've got a project that is a mix of pure C++ and Objective-C++ in order to incorporate some C++ libraries.
I've tried adding some basic SCNScenes into the mix. (By basic I mean a scene with a box node in it and that's it). Every time i get the error:
Assertion failed: (renderSize.x != 0), function -[SCNRenderContextMetal _setupDescriptor:forPass:isFinalTechnique:], file /BuildRoot/Library/Caches/com.apple.xbs/Sources/SceneKit/SceneKit-332.6/sources/Core3DRuntime/NewRenderer/SCNRenderContextMetal.mm, line 688.
Does anyone know what causes this, and if so how can I get round it?
EDIT:
In my ViewController.mm I've got:
self.sceneView = [[SCNView alloc] initWithFrame:frame];
self.sceneView.scene = [SCNScene scene];
SCNNode *cube = [SCNNode nodeWithGeometry:[SCNBox boxWithWidth:1.0 height:1.0 depth:1.0 chamferRadius:0]];
cube.geometry.firstMaterial.diffuse.contents = [UIColor redColor];
[self.sceneView.scene.rootNode addChildNode:cube];
[self.view addSubview:self.sceneView];
Sounds like you are starting up your SceneKit scene using a storyboard.
If so, the recent version of the SDK now requires that you set the constraints on views or else they end up having trivial size. It might just be a function of setting constraints on your SceneKit scene.
You also need to set the frame to something valid if it isn't. eg
CGRect frame = [[UIScreen mainScreen] applicationFrame];
I discovered that SceneKit throws a fit if you set the SCNView frame to CGRectZero. There has to be at least 1 pixel of rendering real estate. Simple as that.

How to use accelerometer in cocos2d 3.0?

I am programming with Cocos2d 3.0 now, In Cocos2d 2.0, we can use the following code to add accelerometer to app, but this example was based on class CCLayer which has deprecate in Cocos2d 3.0, and UIAccelerometer also replaced by CMMotionManager in IOS 5.0, so I am wondering how to do this in Cocos2d 3.0? I googled for a while, didn't find anything useful.
-(id) init
{
if ((self = [super init]))
{
// ...
self.isAccelerometerEnabled = YES;
// ...
}
}
-(void) accelerometer:(UIAccelerometer *)accelerometer
didAccelerate:(UIAcceleration *)acceleration
{
// ...
}
===
We've written a tutorial on exactly this: https://www.makegameswith.us/gamernews/371/accelerometer-with-cocos2d-30-and-ios-7
You need to use the CoreMotion framework.
Well, there are two problems in the tutorial example given above.
Single instance of CMMotionManager.
Acceleration data become +Ve or -Ve according to the orientation of the device. You also need to add Scene as observer of device orientation change notification.
If you don't want handle these overheads, you can use CCAccelerometer class. It solves both the problems.
HOW TO USE
Add CoreMotion Framework in your project from Build Phases.
Copy CCAccelerometer.h and CCAccelerometer.m files in your project.
Import CCAccelerometer.h file in the Prefix.pch.
Implement the <CCSharedAccelerometerDelegate> in the CCScene where you want to use the accelerometer.
Create shared instance in init method by simply calling [CCAcceleroMeter sharedAccelerometer];
Start accelerometer in -(void)onEnterTransitionDidFinish by calling [CCAcceleroMeter sharedAccelerometer]startUpdateForScene:self];
Define delegate method -(void)acceleroMeterDidAccelerate:(CMAccelerometerData*)accelerometerData in your scene.
Stop accelerometer in -(void)onExitTransitionDidStart by calling [CCAcceleroMeter sharedAccelerometer]stopUpdateForScene:self];
You can find out the example project in GitHub.
Here is example:
Device::setAccelerometerEnabled(true);
auto accelerometerListener = EventListenerAcceleration::create([this](Acceleration* acc, Event* event)
{
});
getEventDispatcher()->addEventListenerWithSceneGraphPriority(accelerometerListener, this);
Also video tutorial https://www.youtube.com/watch?v=Xk6lXK6trxU

Cocos2d and SpriteBatchNode: cannot identify which sprite frame is causing an Assertion to fail

I have already asked something similar but I can't figure out properly how to debug this. That's the question.
I added some Exceptions handler (catches all Objective-C) exceptions and that's the result of what I see:
The problem is with the setTexture method and it fails at the assertion verifying whether the texture name that needs to be displayed is the same as the one in the current sprite batch node.
This happens when trying to replace one scene with another but doesn't happen all the times. It has to do with the new scene as I tried to "isolate" the problem by calling the replace from a different part of the game and it still does give trouble.
In the game scene I have a couple of sprite sheets and sprite batch nodes but as I don't manage to isolate a sprite sheet id I cannot understand which sprite frame is giving me the problem, as well as I don't understand why this happens only sometimes.
I would like to:
understand which sprite frame name gives me the AssertionFailure
understand to which sprite sheet it belongs
This should help me to understand if it is a naming problem or if this has to do with something else.
Hoping not to be too lame with this question..
EDIT: I tried the answer but I am not able to read the 'fileName' information, here is what the debugger says "Summary unavailable":
That's how I create the filename property:
/** TMP: Bug solving filename */
#property (copy) NSString *fileName;
-(id) initWithTexture:(CCTexture2D*)texture rectInPixels:(CGRect)rect rotated:(BOOL)rotated offset:(CGPoint)offset originalSize:(CGSize)originalSize
{
if( (self=[super init]) )
{
self.fileName = [NSString stringWithFormat:#"GLUINT texture name: %i", texture.name];
self.texture = texture;
rectInPixels_ = rect;
rect_ = CC_RECT_PIXELS_TO_POINTS( rect );
offsetInPixels_ = offset;
offset_ = CC_POINT_PIXELS_TO_POINTS( offsetInPixels_ );
originalSizeInPixels_ = originalSize;
originalSize_ = CC_SIZE_PIXELS_TO_POINTS( originalSizeInPixels_ );
rotated_ = rotated;
}
return self;
}
-(id) initWithTextureFilename:(NSString *)filename rectInPixels:(CGRect)rect rotated:(BOOL)rotated offset:(CGPoint)offset originalSize:(CGSize)originalSize
{
if( (self=[super init]) )
{
self.fileName = fileName; //TMP
texture_ = nil;
textureFilename_ = [filename copy];
rectInPixels_ = rect;
rect_ = CC_RECT_PIXELS_TO_POINTS( rect );
offsetInPixels_ = offset;
offset_ = CC_POINT_PIXELS_TO_POINTS( offsetInPixels_ );
originalSizeInPixels_ = originalSize;
originalSize_ = CC_SIZE_PIXELS_TO_POINTS( originalSizeInPixels_ );
rotated_ = rotated;
}
return self;
}
In such cases logging is your friend. Every time you create a CCAnimate action (or CCAnimation) you should log something like this:
// during 'create sprite frames from sprite frame names' loop
NSLog(#"adding sprite frame name for CCAnimate: %#", spriteFrameName);
// after CCAnimate was created
NSLog(#"creating CCAnimate %# with sprite frames: %#, animate, arrayOfSpriteFrames);
You will probably want to add more detail, like which sprite frame names were added to that CCAnimate. You may also have to add additional logging if you cache CCAnimations and reuse them later (log each CCAnimation when reused).
Now when you receive that error you should select the [CCSprite setDisplayFrame:] method in the call stack. The debugger will then show you the value for the CCSpriteFrame it wants to set. Look for the pointer value, it will read something like 0x254fb22e.
Search for that value in your log, this will bring you back to one of the "creating CCAnimate.." logs. From the log lines above you can see the sprite frame names it contains. Since you also logged the 'arrayOfSpriteFrames' you can get their pointer value, compare it with the pointer value of the CCSpriteFrame that caused the assertion.
When you have a match, and it's the fourth item in the sprite frame array, just look up the name of the fourth sprite frame name added to the CCAnimate.
There may be a quicker way to do this depending on which information is available in the debugger (and how well versed you are in debugging), but this is one approach that will definitely lead you to the offending sprite frame name in relatively short time.
Note that the pointer values are not unique - it's possible that a different CCAnimate was created with the same pointer value. Especially if there's a high frequence of CCAnimate playing and stopping it can happen that another CCAnimate is allocated at the exact same memory location of a previous one. So be wary if the results don't seem to match up. A quick way to find out is to test on different devices or Simulator vs. Device, as pointer values and allocation strategies vary.
You don't need to log which sprite frame name belongs to which texture atlas. Simply open the plist of each atlas and search for the sprite frame name. The plist is an XML file.
Tip: common cause for this problem can be having the same sprite frame name in two different texture atlases - cocos2d may use either texture when you request a sprite frame with a duplicate name.
Another Tip: if the logging seems daunting, I'd simply do the following:
open source code for CCSpriteFrame class
add a NSString* property 'filename' with 'copy' attribute
every time you create a CCSpriteFrame object, assign the filename to the CCSpriteFrame
Now whenever you see a CCSpriteFrame in the debugger, it'll show you the associated filename in the debugger view.
ok , looks like you have been there before ... Comment the first NSAssert, uncomment the if block. Then put a break point on the newly uncommented NSAssert. Execution will pause BEFORE the exception, and you should be to inspect the iVars of each class instance in the call stack (at least i can with AppCode, hope xCode allows that). Maybe you will get enough of a hint to figure out which texture/animation/batchnode is giving you a hard time.
Also ... fyi. Whenever i start a project with cocos2d (any version) , i apply some 'standard' fixes to it so that my life will be easier for debugging. A standard 'patch' is to add a name to CCNode, which i set to some meaningful value : always. Also i override the descpription method to return MY name. Assigning meaningful names has helped me many times, especially when walking down (or up) the node hierarchy to figure out a bug. I also nuke many of the NSAsserts and whenever possible (especially in ctors), return nil and log an error message. As per Stefen's suggestion, if a cocos2d ctor returns me a nil, i spew out an error log message. I can then break on that log statement and drill-down the issue.

runAction do not works for sprites coming from CCSpriteBatchNode

I am using Cocos2d 2.1rc0.
I have this project that was working perfectly when I was not using CCSpriteBatchNode. Then I decided to use batch nodes to reduce draw calls and my problems started.
A lot of stuff is not working well. reorderChild is one. Another one is runAction and without runAction Cocos is useless.
This is an example of a method that works without batchNodes and do not work with it.
// move/rotate all objects
for (int i=0; i<[allObjects count]; i++) {
Card *object = [allObjects objectAtIndex:i];
[object stopAllActions];
CGPoint center = object.position;
center.x = center.x + 100;
center.y = center.y - 200;
CCMoveTo *moveAction = [CCMoveTo actionWithDuration:0.3f position:ccp(center.x, center.y)];
CCRotateTo *rotateAction = [CCRotateTo actionWithDuration:0.3 angle:0.0f];
CCSpawn *action = [CCSpawn actions:moveAction, rotateAction, nil];
[object runAction:[CCSequence actions: action,
[CCDelayTime actionWithDuration:0.1f],
nil]];
}
Exactly nothing happens.
I have tried to eliminate the CCSpanw and use runAction directly just with move and nothing works. If I use regular sprites, it works.
Objects in that array derive from a CCSprite based class.
Is there any workaround?
the solution is to cast the class to the object extracted from the array...
instead of
Card *object = [allObjects objectAtIndex:i];
this
Card *object = (Card *)[allObjects objectAtIndex:i];
After double-checking in a clean project that this isn't a weird side-effect of some kind, I have to say there's something fishy about your project. Hard to tell what, though.
What I did: create a sprite-batch, add a sprite to it, also store it in an array. In a scheduled method I'm receiving the sprite from the array (not casting) and run your action sequence posted above. It works fine, as expected.
The casting should not make any difference. Batched or non-batched sprite should not make any difference either.
If it does, something really weird is going on. After all the card object is the same with or without casting. If it were not actually running the runAction method, you'd be receiving an "unrecognized selector sent to instance" error. But that's not the case.
Try again without casting, after rebooting your device, your machine, cleaning the project in Xcode and rebuilding. Also test in debug and release configurations. I've had the weirdest issues that were gone after doing one of the above, and definitely all of the above. If that doesn't fix things, you can be sure it's a problem with the code (memory leak is my alltime favorite) or the project settings (ie uncommon compiler optimizations sometimes can have side-effects).
Step into the runAction method if it really doesn't run the action - I'm sure it will add the action to the action manager. Try with and without casting to see if there really is a different code path taken. I doubt it.

CCMask and threads

I am using Gilles Lesire's CCMask class in my Kobold2d 2.0.3 (cocos2d-iphone v2.0 and OpenGL ES 2.0) game, but calling "createMaskForObject:withMask:" I get the following error:
-[CCRenderTexture initWithWidth:height:pixelFormat:depthStencilFormat:] : cocos2d: WARNING. CCRenderTexture is running on its own thread. Make sure that an OpenGL context is being used on this thread!
I don't really understand how to work with threads/opengl, but I was hoping someone would know how to fix this.
I see this as well for cocos2d 2.0. I don't think there is anything to fix. If you look at line 81 of CCRenderTexture.m you will see:
if( [director runningThread] != [NSThread currentThread] )
If that is false, the warning is given.
But, if you're creating textures before the game/app is running, the background thread for CVDisplayLink doesn't look like it has been created yet. [director runningThread] (the thread for the CVDisplayLink) returns nil. So that "if" statement will always be false.