Re: Volume of background music
Re: Volume of background music
- Subject: Re: Volume of background music
- From: email@hidden
- Date: Mon, 28 Mar 2016 10:02:25 +0900
You probably want to look at 3 things.
SpriteKit
AVAudioEngine
Core Audio.
SpriteKit
It has some basic audio capability but I don't recall how much control.
AVAudioEngine
It's a higher level wrapper around Core Audio.
You kind of still need to understand a lot of concepts from Core Audio but it's a lot easier to write code for, though its patterns are still not super easy and are a bit different from much of Cocoa and Cocoa touch.
Make no mistake, there's a learning curve to audio but it's a valuable one that pays back.
Audio is hard, and subtle, and people are sensitive to it. If you get it right they don't realize it. If you get it wrong, it stands out.
I recommend the Learning Core Audio book as well as the AVAudioEngine book. In that order.
Core Audio is hard partly because it deals in C structs a lot and you often have to worry about bytes and audio formats.
You don't have to master it to do good things with it.
AVAudioEngine makes spatial audio so much easier but still not a cakewalk.
Sent from my iPhone
> On Mar 27, 2016, at 10:26 PM, Charles Jenkins <email@hidden> wrote:
>
> I would like to let users select their own background music from their music libraries. From my researches, I can only find the MPMusicPlayer and its associated media picker as the way to let the user make his or her own play list; but if I use those interfaces, I cannot control the volume, so the background music will be too loud. The user can of course lower the system volume to compensate, but doing so will attenuate the game’s sound effects as well.
>
> Have I missed anything, or is that really the current state of affairs on iOS?
>
> --
>
> Charles
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