Changing the time interval of a Timer in swift spritekit - swift

So, I have this timer that is setup to run a specific function (which are both shown below) on a time interval variable called 'frequency' when I try and change the timeinterval variable frequency to a lower number based on the score number it doesn't seem to change the rate at which it fires it just seems to fire at the same time even if the frequency is changed to a lower number
override func didMove(to view: SKView) {
Timer.scheduledTimer(timeInterval: frequency, target: self, selector: #selector(GameScene.spawnFallingOjects), userInfo: nil, repeats: true)
}
func spawnFallingOjects() {
if (GameState.current == .playing || GameState.current == .blackstone) {
guard usingThirdEye == false else { return }
let scoreLabel = childNode(withName: "scoreLabel") as! Score
let lane = [-100, -50 , 0, 50, 100]
let duration = 3.0
switch scoreLabel.number {
case 0...50:
frequency = 6.0
print("frequency has changed: \(frequency)")
case 51...100:
frequency = 4.5
print("frequency has changed: \(frequency)")
case 101...200000:
frequency = 1.1
print("frequency has changed: \(frequency)")
default:
return
}
let randomX = lane[Int(arc4random_uniform(UInt32(lane.count)))]
let object:Object = Object()
object.createFallingObject()
object.position = CGPoint(x: CGFloat(randomX), y: self.size.height)
object.zPosition = 20000
addChild(object)
let action = SKAction.moveTo(y: -450, duration: duration)
object.run(SKAction.repeatForever(action))
}
}
How do I make the timer fire faster when the frequency number changes to a lower number? should I recreate the timer at the end of the function?

You should actually avoid using Timer, Sprite kit has its own time functionality, and Timer does not work well with it and is a real pain to manage.
Instead, use SKAction's to wait and fire:
let spawnNode = SKNode()
override func didMove(to view: SKView) {
let wait = SKAction.wait(forDuration:frequency)
let spawn = SKAction.run(spawnFallingObjects)
spawnNode.run(SKAction.repeatForever(SKAction.sequence([wait,spawn])))
addChild(spawnNode)
}
Then to make it faster, just do:
switch scoreLabel.number {
case 0...50:
spawnNode.speed = 1
print("speed has changed: \(spawnNode.speed)")
case 51...100:
spawnNode.speed = 1.5
print("speed has changed: \(spawnNode.speed)")
case 101...200000:
spawnNode.speed = 2
print("speed has changed: \(spawnNode.speed)")
default:
return
}

The timeInterval property of Timer is a readonly property. (And your code is not trying to write a new frequency into the property...)
should I recreate the timer at the end of the function?
Nearly yes. Just you have no need to do it at the end.
With changing your method header like this:
func spawnFallingOjects(_ timer: Timer) {
You can access the fired Timer through the parameter timer, so you may need to write something like this just after switch scoreLabel.number {...}:
if frequency != timer.timeInterval {
//Invalidate old Timer...
timer.invalidate()
//And then allocate new one
Timer.scheduledTimer(timeInterval: frequency, target: self, selector: #selector(GameScene.spawnFallingOjects), userInfo: nil, repeats: true)
}
You can modify the fireDate property of an existing Timer (in case which still isValid), but recreating a Timer instance is not a heavy operation (comparing to creating an SKSpriteNode instance), so recreating a new Timer seems to be a little bit easier.

Related

Smooth animation with timer and loop in iOS app

I have ViewController with stars rating that looks like this (except that there are 10 stars)
When user opens ViewController for some object that have no rating I want to point user's attention to this stars with very simple way: animate stars highlighting (you could see such behaviour on some ads in real world when each letter is highlighted one after another).
One star highlighted
Two stars highlighted
Three stars highlighted
......
Turn off all of them
So this is the way how I am doing it
func delayWithSeconds(_ seconds: Double, completion: #escaping () -> ()) {
DispatchQueue.main.asyncAfter(deadline: .now() + seconds) {
completion()
}
}
func ratingStarsAnimation() {
for i in 1...11 {
var timer : Double = 0.6 + Double(i)*0.12
delayWithSeconds(timer) {
ratingStars.rating = (i < 10) ? Double(i) : 0
}
}
}
What is going on here? I have function called delayWithSeconds that delays action and I use this function to delay each star highlighting. And 0.6 is initial delay before animation begins. After all stars are highlighted - last step is to turn off highlighting of all stars.
This code works but I can't say that it is smooth.
My questions are:
How can I change 0.6 + Double(i)*0.12 to get smooth animation feel?
I think that my solution with delays is not good - how can I solve smooth stars highlighting task better?
Have a look at the CADisplaylink class. Its a specialized timer that is linked to the refresh rate of the screen, on iOS this is 60fps.
It's the backbone of many 3rd party animation libraries.
Usage example:
var displayLink: CADisplayLink?
let start: Double = 0
let end: Double = 10
let duration: CFTimeInterval = 5 // seconds
var startTime: CFTimeInterval = 0
let ratingStars = RatingView()
func create() {
displayLink = CADisplayLink(target: self, selector: #selector(tick))
displayLink?.add(to: .main, forMode: .defaultRunLoopMode)
}
func tick() {
guard let link = displayLink else {
cleanup()
return
}
if startTime == 0 { // first tick
startTime = link.timestamp
return
}
let maxTime = startTime + duration
let currentTime = link.timestamp
guard currentTime < maxTime else {
finish()
return
}
// Add math here to ease the animation
let progress = (currentTime - startTime) / duration
let progressInterval = (end - start) * Double(progress)
// get value =~ 0...10
let normalizedProgress = start + progressInterval
ratingStars.rating = normalizedProgress
}
func finish() {
ratingStars.rating = 0
cleanup()
}
func cleanup() {
displayLink?.remove(from: .main, forMode: .defaultRunLoopMode)
displayLink = nil
startTime = 0
}
As a start this will allow your animation to be smoother. You will still need to add some trigonometry if you want to add easing but that shouldn't be too difficult.
CADisplaylink:
https://developer.apple.com/reference/quartzcore/cadisplaylink
Easing curves: http://gizma.com/easing/

Change the value of a variable after a set amount of time in Swift

I am making a game similar to pitfall in Swift and I am trying to make a boolean that shows whether the player is jumping or not. I want the boolean to become false after 3 seconds so that the player moves down again. I have tried using a delay function but it didn't work.
Thanks in advance.
Try this:
let delay = 3 // seconds to wait before firing
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + .seconds(delay)) {
// set your var here
}
Replace DispatchQueue.main with whichever queue you're using.
The follow code snippet describes Player objects that have a isJumping property. When it's set to true (using didSet), it automatically starts a timer that after 3 seconds resets isJumping to false.
Please not that the snippet makes use of a NSTimer extensions for comfortably starting and handling the timer. Credits to https://gist.github.com/natecook1000/b0285b518576b22c4dc8
class Player {
private var resetJumpingTimer: NSTimer?
var isJumping: Bool = false {
didSet {
resetJumpingTimer?.invalidate() // Stops the timer in case it was already started
if isJumping {
self.resetJumpingTimer = NSTimer.schedule(3.0) { [weak self] _ in
self?.isJumping = false
}
}
}
}
}
extension NSTimer {
class func schedule(delay delay: NSTimeInterval, handler: NSTimer! -> Void) -> NSTimer {
let fireDate = delay + CFAbsoluteTimeGetCurrent()
let timer = CFRunLoopTimerCreateWithHandler(kCFAllocatorDefault, fireDate, 0, 0, 0, handler)
CFRunLoopAddTimer(CFRunLoopGetCurrent(), timer, kCFRunLoopCommonModes)
return timer
}
}
After the player jumps, you create an NSTimer.
Declare global variables let timer = NSTimer() and var seconds = 3
Then after the player jumps you set the timer:
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: #selector(YOUR_CLASS_NAME.updateTimer()), userInfo: nil, repeats: true)
Then the method:
func updateTimer() {
seconds -= 1
if seconds == 0 {
// Do stuff
timer.invalidate() // Stop the timer
seconds == 3 // Reset # of seconds
}
Give it a try.
func update() {
seconds -= 1
if seconds <= 0 {
score = 5
}
}
You may want to make it <= if you don't invalidate the timer. That way it stays the variable, etc.

How do I make this a timed loop? Swift [duplicate]

I am trying to build a reliable solid system to build a metronome in my app using SWIFT.
I Have built what seems to be a solid system using NSTimer so far.. The only issue I am having right now is when the timer starts the first 2 clicks are off time but then it catches into a solid timeframe.
Now after all my research I have seen people mention you should use other Audio tools not relying on NSTimer.. Or if you choose use NSTimer then it should be on its own thread. Now I see many confused by this Including myself and I would love to get down to the bottom of this Metronome business and get this solved and share it with all those who are struggling.
UPDATE
So I have implemented and cleaned up at this point after the feedback I had last recieved. At this point here is how my code is structured. Its playing back. But I am still getting 2 fast clicks in the beginning and then it settles in.
I apologize on my ignorance for this one. I hope I am on the right path.
I currently am prototyping another method as well. Where I have a very small audio file with one click and dead space at the end of it with the correct duration until for a loop point for specific tempos. I am looping this back and works very well. But the only thing Is I dont get to detect the loop points for visual updates so I have my basic NStimer just detecting the timing intervals underneath the audio being processed and it seems to matchup very well throughout and no delay. But I still would rather get it all with this NSTimer. If you can easily spot my error would be great for one more kick in the right direction and I am sure it can work soon! Thanks so much.
//VARIABLES
//AUDIO
var clickPlayer:AVAudioPlayer = AVAudioPlayer()
let soundFileClick = NSBundle.mainBundle().pathForResource("metronomeClick", ofType: ".mp3")
//TIMERS
var metroTimer = NSTimer()
var nextTimer = NSTimer()
var previousClick = CFAbsoluteTimeGetCurrent() //When Metro Starts Last Click
//Metro Features
var isOn = false
var bpm = 60.0 //Tempo Used for beeps, calculated into time value
var barNoteValue = 4 //How Many Notes Per Bar (Set To Amount Of Hits Per Pattern)
var noteInBar = 0 //What Note You Are On In Bar
//********* FUNCTIONS ***********
func startMetro()
{
MetronomeCount()
barNoteValue = 4 // How Many Notes Per Bar (Set To Amount Of Hits Per Pattern)
noteInBar = 0 // What Note You Are On In Bar
isOn = true //
}
//Main Metro Pulse Timer
func MetronomeCount()
{
previousClick = CFAbsoluteTimeGetCurrent()
metroTimer = NSTimer.scheduledTimerWithTimeInterval(60.0 / bpm, target: self, selector: Selector ("MetroClick"), userInfo: nil, repeats: true)
nextTimer = NSTimer(timeInterval: (60.0/Double(bpm)) * 0.01, target: self, selector: "tick:", userInfo: ["bpm":bpm], repeats: true)
}
func MetroClick()
{
tick(nextTimer)
}
func tick(timer:NSTimer)
{
let elapsedTime:CFAbsoluteTime = CFAbsoluteTimeGetCurrent() - previousClick
let targetTime:Double = 60/timer.userInfo!.objectForKey("bpm")!.doubleValue!
if (elapsedTime > targetTime) || (abs(elapsedTime - targetTime) < 0.003)
{
previousClick = CFAbsoluteTimeGetCurrent()
//Play the click here
if noteInBar == barNoteValue
{
clickPlayer.play() //Play Sound
noteInBar = 1
}
else//If We Are Still On Same Bar
{
clickPlayer.play() //Play Sound
noteInBar++ //Increase Note Value
}
countLabel.text = String(noteInBar) //Update UI Display To Show Note We Are At
}
}
A metronome built purely with NSTimer will not be very accurate, as Apple explains in their documentation.
Because of the various input sources a typical run loop manages, the effective resolution of the time interval for a timer is limited to on the order of 50-100 milliseconds. If a timer’s firing time occurs during a long callout or while the run loop is in a mode that is not monitoring the timer, the timer does not fire until the next time the run loop checks the timer.
I would suggest using an NSTimer that fires on the order of 50 times per desired tick (for example, if you would like a 60 ticks per minute, you would have the NSTimeInterval to be about 1/50 of a second.
You should then store a CFAbsoluteTime which stores the "last tick" time, and compare it to the current time. If the absolute value of the difference between the current time and the "last tick" time is less than some tolerance (I would make this about 4 times the number of ticks per interval, for example, if you chose 1/50 of a second per NSTimer fire, you should apply a tolerance of around 4/50 of a second), you can play the "tick."
You may need to calibrate the tolerances to get to your desired accuracy, but this general concept will make your metronome a lot more accurate.
Here is some more information on another SO post. It also includes some code that uses the theory I discussed. I hope this helps!
Update
The way you are calculating your tolerances is incorrect. In your calculations, notice that the tolerance is inversely proportional to the square of the bpm. The problem with this is that the tolerance will eventually be less than the number of times the timer fires per second. Take a look at this graph to see what I mean. This will generate problems at high BPMs. The other potential source of error is your top bounding condition. You really don't need to check an upper limit on your tolerance, because theoretically, the timer should have already fired by then. Therefore, if the elapsed time is greater than the theoretical time, you can fire it regardless. (For example if the elapsed time is 0.1s and and the actual time with the true BPM should be 0.05s, you should go ahead and fire the timer anyways, no matter what your tolerance is).
Here is my timer "tick" function, which seems to work fine. You need to tweak it to fit your needs (with the downbeats, etc.) but it works in concept.
func tick(timer:NSTimer) {
let elapsedTime:CFAbsoluteTime = CFAbsoluteTimeGetCurrent() - lastTick
let targetTime:Double = 60/timer.userInfo!.objectForKey("bpm")!.doubleValue!
if (elapsedTime > targetTime) || (abs(elapsedTime - targetTime) < 0.003) {
lastTick = CFAbsoluteTimeGetCurrent()
# Play the click here
}
}
My timer is initialized like so: nextTimer = NSTimer(timeInterval: (60.0/Double(bpm)) * 0.01, target: self, selector: "tick:", userInfo: ["bpm":bpm], repeats: true)
Ok! You can't get things right basing on time, because somehow we need to deal with DA converters and their frequency - samplerate. We need to tell them the exact sample to start play the sound. Add a single view iOS app with two buttons start and stop and insert this code into ViewController.swift. I keep things simple and it's just an Idea of how we can do this. Sorry for forcing try... This one is made with swift 3. Also check out my project on GitHub https://github.com/AlexShubin/MetronomeIdea
Swift 3
import UIKit
import AVFoundation
class Metronome {
var audioPlayerNode:AVAudioPlayerNode
var audioFile:AVAudioFile
var audioEngine:AVAudioEngine
init (fileURL: URL) {
audioFile = try! AVAudioFile(forReading: fileURL)
audioPlayerNode = AVAudioPlayerNode()
audioEngine = AVAudioEngine()
audioEngine.attach(self.audioPlayerNode)
audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: audioFile.processingFormat)
try! audioEngine.start()
}
func generateBuffer(forBpm bpm: Int) -> AVAudioPCMBuffer {
audioFile.framePosition = 0
let periodLength = AVAudioFrameCount(audioFile.processingFormat.sampleRate * 60 / Double(bpm))
let buffer = AVAudioPCMBuffer(pcmFormat: audioFile.processingFormat, frameCapacity: periodLength)
try! audioFile.read(into: buffer)
buffer.frameLength = periodLength
return buffer
}
func play(bpm: Int) {
let buffer = generateBuffer(forBpm: bpm)
self.audioPlayerNode.play()
self.audioPlayerNode.scheduleBuffer(buffer, at: nil, options: .loops, completionHandler: nil)
}
func stop() {
audioPlayerNode.stop()
}
}
class ViewController: UIViewController {
var metronome:Metronome
required init?(coder aDecoder: NSCoder) {
let fileUrl = Bundle.main.url(forResource: "Click", withExtension: "wav")
metronome = Metronome(fileURL: fileUrl!)
super.init(coder: aDecoder)
}
#IBAction func StartPlayback(_ sender: Any) {
metronome.play(bpm: 120)
}
#IBAction func StopPlayback(_ sender: Any) {
metronome.stop()
}
}
Thanks to the great work already done on this question by vigneshv & CakeGamesStudios, I was able to put together the following, which is an expanded version of the metronome timer discussed here.
Some highlights:
It's updated for Swift v5
It uses a Grand Central Dispatch timer to run on a separate queue, rather than just a regular NSTimer (see here for more details)
It uses more calculated properties for clarity
It uses delegation, to allow for any arbitrary 'tick' action to be handled by the delegate class (be that playing a sound from AVFoundation, updating the display, or whatever else - just remember to set the delegate property after creating the timer). This delegate would also be the one to distinguish beat 1 vs. others, but that'd be easy enough to add within this class itself if desired.
It has a % to Next Tick property, which could be used to update a UI progress bar, etc.
Any feedback on how this can be improved further is welcome!
protocol BPMTimerDelegate: class {
func bpmTimerTicked()
}
class BPMTimer {
// MARK: - Properties
weak var delegate: BPMTimerDelegate? // The class's delegate, to handle the results of ticks
var bpm: Double { // The speed of the metronome ticks in BPM (Beats Per Minute)
didSet {
changeBPM() // Respond to any changes in BPM, so that the timer intervals change accordingly
}
}
var tickDuration: Double { // The amount of time that will elapse between ticks
return 60/bpm
}
var timeToNextTick: Double { // The amount of time until the next tick takes place
if paused {
return tickDuration
} else {
return abs(elapsedTime - tickDuration)
}
}
var percentageToNextTick: Double { // Percentage progress from the previous tick to the next
if paused {
return 0
} else {
return min(100, (timeToNextTick / tickDuration) * 100) // Return a percentage, and never more than 100%
}
}
// MARK: - Private Properties
private var timer: DispatchSourceTimer!
private lazy var timerQueue = DispatchQueue.global(qos: .utility) // The Grand Central Dispatch queue to be used for running the timer. Leverages a global queue with the Quality of Service 'Utility', which is for long-running tasks, typically with user-visible progress. See here for more info: https://www.raywenderlich.com/5370-grand-central-dispatch-tutorial-for-swift-4-part-1-2
private var paused: Bool
private var lastTickTimestamp: CFAbsoluteTime
private var tickCheckInterval: Double {
return tickDuration / 50 // Run checks many times within each tick duration, to ensure accuracy
}
private var timerTolerance: DispatchTimeInterval {
return DispatchTimeInterval.milliseconds(Int(tickCheckInterval / 10 * 1000)) // For a repeating timer, Apple recommends a tolerance of at least 10% of the interval. It must be multiplied by 1,000, so it can be expressed in milliseconds, as required by DispatchTimeInterval.
}
private var elapsedTime: Double {
return CFAbsoluteTimeGetCurrent() - lastTickTimestamp // Determine how long has passed since the last tick
}
// MARK: - Initialization
init(bpm: Double) {
self.bpm = bpm
self.paused = true
self.lastTickTimestamp = CFAbsoluteTimeGetCurrent()
self.timer = createNewTimer()
}
// MARK: - Methods
func start() {
if paused {
paused = false
lastTickTimestamp = CFAbsoluteTimeGetCurrent()
timer.resume() // A crash will occur if calling resume on an already resumed timer. The paused property is used to guard against this. See here for more info: https://medium.com/over-engineering/a-background-repeating-timer-in-swift-412cecfd2ef9
} else {
// Already running, so do nothing
}
}
func stop() {
if !paused {
paused = true
timer.suspend()
} else {
// Already paused, so do nothing
}
}
// MARK: - Private Methods
// Implements timer functionality using the DispatchSourceTimer in Grand Central Dispatch. See here for more info: http://danielemargutti.com/2018/02/22/the-secret-world-of-nstimer/
private func createNewTimer() -> DispatchSourceTimer {
let timer = DispatchSource.makeTimerSource(queue: timerQueue) // Create the timer on the correct queue
let deadline: DispatchTime = DispatchTime.now() + tickCheckInterval // Establish the next time to trigger
timer.schedule(deadline: deadline, repeating: tickCheckInterval, leeway: timerTolerance) // Set it on a repeating schedule, with the established tolerance
timer.setEventHandler { [weak self] in // Set the code to be executed when the timer fires, using a weak reference to 'self' to avoid retain cycles (memory leaks). See here for more info: https://learnappmaking.com/escaping-closures-swift/
self?.tickCheck()
}
timer.activate() // Dispatch Sources are returned initially in the inactive state, to begin processing, use the activate() method
// Determine whether to pause the timer
if paused {
timer.suspend()
}
return timer
}
private func cancelTimer() {
timer.setEventHandler(handler: nil)
timer.cancel()
if paused {
timer.resume() // If the timer is suspended, calling cancel without resuming triggers a crash. See here for more info: https://forums.developer.apple.com/thread/15902
}
}
private func replaceTimer() {
cancelTimer()
timer = createNewTimer()
}
private func changeBPM() {
replaceTimer() // Create a new timer, which will be configured for the new BPM
}
#objc private func tickCheck() {
if (elapsedTime > tickDuration) || (timeToNextTick < 0.003) { // If past or extremely close to correct duration, tick
tick()
}
}
private func tick() {
lastTickTimestamp = CFAbsoluteTimeGetCurrent()
DispatchQueue.main.sync { // Calls the delegate from the application's main thread, because it keeps the separate threading within this class, and otherwise, it can cause errors (e.g. 'Main Thread Checker: UI API called on a background thread', if the delegate tries to update the UI). See here for more info: https://stackoverflow.com/questions/45081731/uiapplication-delegate-must-be-called-from-main-thread-only
delegate?.bpmTimerTicked() // Have the delegate respond accordingly
}
}
// MARK: - Deinitialization
deinit {
cancelTimer() // Ensure that the timer's cancelled if this object is deallocated
}
}

Swift Solid Metronome System

I am trying to build a reliable solid system to build a metronome in my app using SWIFT.
I Have built what seems to be a solid system using NSTimer so far.. The only issue I am having right now is when the timer starts the first 2 clicks are off time but then it catches into a solid timeframe.
Now after all my research I have seen people mention you should use other Audio tools not relying on NSTimer.. Or if you choose use NSTimer then it should be on its own thread. Now I see many confused by this Including myself and I would love to get down to the bottom of this Metronome business and get this solved and share it with all those who are struggling.
UPDATE
So I have implemented and cleaned up at this point after the feedback I had last recieved. At this point here is how my code is structured. Its playing back. But I am still getting 2 fast clicks in the beginning and then it settles in.
I apologize on my ignorance for this one. I hope I am on the right path.
I currently am prototyping another method as well. Where I have a very small audio file with one click and dead space at the end of it with the correct duration until for a loop point for specific tempos. I am looping this back and works very well. But the only thing Is I dont get to detect the loop points for visual updates so I have my basic NStimer just detecting the timing intervals underneath the audio being processed and it seems to matchup very well throughout and no delay. But I still would rather get it all with this NSTimer. If you can easily spot my error would be great for one more kick in the right direction and I am sure it can work soon! Thanks so much.
//VARIABLES
//AUDIO
var clickPlayer:AVAudioPlayer = AVAudioPlayer()
let soundFileClick = NSBundle.mainBundle().pathForResource("metronomeClick", ofType: ".mp3")
//TIMERS
var metroTimer = NSTimer()
var nextTimer = NSTimer()
var previousClick = CFAbsoluteTimeGetCurrent() //When Metro Starts Last Click
//Metro Features
var isOn = false
var bpm = 60.0 //Tempo Used for beeps, calculated into time value
var barNoteValue = 4 //How Many Notes Per Bar (Set To Amount Of Hits Per Pattern)
var noteInBar = 0 //What Note You Are On In Bar
//********* FUNCTIONS ***********
func startMetro()
{
MetronomeCount()
barNoteValue = 4 // How Many Notes Per Bar (Set To Amount Of Hits Per Pattern)
noteInBar = 0 // What Note You Are On In Bar
isOn = true //
}
//Main Metro Pulse Timer
func MetronomeCount()
{
previousClick = CFAbsoluteTimeGetCurrent()
metroTimer = NSTimer.scheduledTimerWithTimeInterval(60.0 / bpm, target: self, selector: Selector ("MetroClick"), userInfo: nil, repeats: true)
nextTimer = NSTimer(timeInterval: (60.0/Double(bpm)) * 0.01, target: self, selector: "tick:", userInfo: ["bpm":bpm], repeats: true)
}
func MetroClick()
{
tick(nextTimer)
}
func tick(timer:NSTimer)
{
let elapsedTime:CFAbsoluteTime = CFAbsoluteTimeGetCurrent() - previousClick
let targetTime:Double = 60/timer.userInfo!.objectForKey("bpm")!.doubleValue!
if (elapsedTime > targetTime) || (abs(elapsedTime - targetTime) < 0.003)
{
previousClick = CFAbsoluteTimeGetCurrent()
//Play the click here
if noteInBar == barNoteValue
{
clickPlayer.play() //Play Sound
noteInBar = 1
}
else//If We Are Still On Same Bar
{
clickPlayer.play() //Play Sound
noteInBar++ //Increase Note Value
}
countLabel.text = String(noteInBar) //Update UI Display To Show Note We Are At
}
}
A metronome built purely with NSTimer will not be very accurate, as Apple explains in their documentation.
Because of the various input sources a typical run loop manages, the effective resolution of the time interval for a timer is limited to on the order of 50-100 milliseconds. If a timer’s firing time occurs during a long callout or while the run loop is in a mode that is not monitoring the timer, the timer does not fire until the next time the run loop checks the timer.
I would suggest using an NSTimer that fires on the order of 50 times per desired tick (for example, if you would like a 60 ticks per minute, you would have the NSTimeInterval to be about 1/50 of a second.
You should then store a CFAbsoluteTime which stores the "last tick" time, and compare it to the current time. If the absolute value of the difference between the current time and the "last tick" time is less than some tolerance (I would make this about 4 times the number of ticks per interval, for example, if you chose 1/50 of a second per NSTimer fire, you should apply a tolerance of around 4/50 of a second), you can play the "tick."
You may need to calibrate the tolerances to get to your desired accuracy, but this general concept will make your metronome a lot more accurate.
Here is some more information on another SO post. It also includes some code that uses the theory I discussed. I hope this helps!
Update
The way you are calculating your tolerances is incorrect. In your calculations, notice that the tolerance is inversely proportional to the square of the bpm. The problem with this is that the tolerance will eventually be less than the number of times the timer fires per second. Take a look at this graph to see what I mean. This will generate problems at high BPMs. The other potential source of error is your top bounding condition. You really don't need to check an upper limit on your tolerance, because theoretically, the timer should have already fired by then. Therefore, if the elapsed time is greater than the theoretical time, you can fire it regardless. (For example if the elapsed time is 0.1s and and the actual time with the true BPM should be 0.05s, you should go ahead and fire the timer anyways, no matter what your tolerance is).
Here is my timer "tick" function, which seems to work fine. You need to tweak it to fit your needs (with the downbeats, etc.) but it works in concept.
func tick(timer:NSTimer) {
let elapsedTime:CFAbsoluteTime = CFAbsoluteTimeGetCurrent() - lastTick
let targetTime:Double = 60/timer.userInfo!.objectForKey("bpm")!.doubleValue!
if (elapsedTime > targetTime) || (abs(elapsedTime - targetTime) < 0.003) {
lastTick = CFAbsoluteTimeGetCurrent()
# Play the click here
}
}
My timer is initialized like so: nextTimer = NSTimer(timeInterval: (60.0/Double(bpm)) * 0.01, target: self, selector: "tick:", userInfo: ["bpm":bpm], repeats: true)
Ok! You can't get things right basing on time, because somehow we need to deal with DA converters and their frequency - samplerate. We need to tell them the exact sample to start play the sound. Add a single view iOS app with two buttons start and stop and insert this code into ViewController.swift. I keep things simple and it's just an Idea of how we can do this. Sorry for forcing try... This one is made with swift 3. Also check out my project on GitHub https://github.com/AlexShubin/MetronomeIdea
Swift 3
import UIKit
import AVFoundation
class Metronome {
var audioPlayerNode:AVAudioPlayerNode
var audioFile:AVAudioFile
var audioEngine:AVAudioEngine
init (fileURL: URL) {
audioFile = try! AVAudioFile(forReading: fileURL)
audioPlayerNode = AVAudioPlayerNode()
audioEngine = AVAudioEngine()
audioEngine.attach(self.audioPlayerNode)
audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: audioFile.processingFormat)
try! audioEngine.start()
}
func generateBuffer(forBpm bpm: Int) -> AVAudioPCMBuffer {
audioFile.framePosition = 0
let periodLength = AVAudioFrameCount(audioFile.processingFormat.sampleRate * 60 / Double(bpm))
let buffer = AVAudioPCMBuffer(pcmFormat: audioFile.processingFormat, frameCapacity: periodLength)
try! audioFile.read(into: buffer)
buffer.frameLength = periodLength
return buffer
}
func play(bpm: Int) {
let buffer = generateBuffer(forBpm: bpm)
self.audioPlayerNode.play()
self.audioPlayerNode.scheduleBuffer(buffer, at: nil, options: .loops, completionHandler: nil)
}
func stop() {
audioPlayerNode.stop()
}
}
class ViewController: UIViewController {
var metronome:Metronome
required init?(coder aDecoder: NSCoder) {
let fileUrl = Bundle.main.url(forResource: "Click", withExtension: "wav")
metronome = Metronome(fileURL: fileUrl!)
super.init(coder: aDecoder)
}
#IBAction func StartPlayback(_ sender: Any) {
metronome.play(bpm: 120)
}
#IBAction func StopPlayback(_ sender: Any) {
metronome.stop()
}
}
Thanks to the great work already done on this question by vigneshv & CakeGamesStudios, I was able to put together the following, which is an expanded version of the metronome timer discussed here.
Some highlights:
It's updated for Swift v5
It uses a Grand Central Dispatch timer to run on a separate queue, rather than just a regular NSTimer (see here for more details)
It uses more calculated properties for clarity
It uses delegation, to allow for any arbitrary 'tick' action to be handled by the delegate class (be that playing a sound from AVFoundation, updating the display, or whatever else - just remember to set the delegate property after creating the timer). This delegate would also be the one to distinguish beat 1 vs. others, but that'd be easy enough to add within this class itself if desired.
It has a % to Next Tick property, which could be used to update a UI progress bar, etc.
Any feedback on how this can be improved further is welcome!
protocol BPMTimerDelegate: class {
func bpmTimerTicked()
}
class BPMTimer {
// MARK: - Properties
weak var delegate: BPMTimerDelegate? // The class's delegate, to handle the results of ticks
var bpm: Double { // The speed of the metronome ticks in BPM (Beats Per Minute)
didSet {
changeBPM() // Respond to any changes in BPM, so that the timer intervals change accordingly
}
}
var tickDuration: Double { // The amount of time that will elapse between ticks
return 60/bpm
}
var timeToNextTick: Double { // The amount of time until the next tick takes place
if paused {
return tickDuration
} else {
return abs(elapsedTime - tickDuration)
}
}
var percentageToNextTick: Double { // Percentage progress from the previous tick to the next
if paused {
return 0
} else {
return min(100, (timeToNextTick / tickDuration) * 100) // Return a percentage, and never more than 100%
}
}
// MARK: - Private Properties
private var timer: DispatchSourceTimer!
private lazy var timerQueue = DispatchQueue.global(qos: .utility) // The Grand Central Dispatch queue to be used for running the timer. Leverages a global queue with the Quality of Service 'Utility', which is for long-running tasks, typically with user-visible progress. See here for more info: https://www.raywenderlich.com/5370-grand-central-dispatch-tutorial-for-swift-4-part-1-2
private var paused: Bool
private var lastTickTimestamp: CFAbsoluteTime
private var tickCheckInterval: Double {
return tickDuration / 50 // Run checks many times within each tick duration, to ensure accuracy
}
private var timerTolerance: DispatchTimeInterval {
return DispatchTimeInterval.milliseconds(Int(tickCheckInterval / 10 * 1000)) // For a repeating timer, Apple recommends a tolerance of at least 10% of the interval. It must be multiplied by 1,000, so it can be expressed in milliseconds, as required by DispatchTimeInterval.
}
private var elapsedTime: Double {
return CFAbsoluteTimeGetCurrent() - lastTickTimestamp // Determine how long has passed since the last tick
}
// MARK: - Initialization
init(bpm: Double) {
self.bpm = bpm
self.paused = true
self.lastTickTimestamp = CFAbsoluteTimeGetCurrent()
self.timer = createNewTimer()
}
// MARK: - Methods
func start() {
if paused {
paused = false
lastTickTimestamp = CFAbsoluteTimeGetCurrent()
timer.resume() // A crash will occur if calling resume on an already resumed timer. The paused property is used to guard against this. See here for more info: https://medium.com/over-engineering/a-background-repeating-timer-in-swift-412cecfd2ef9
} else {
// Already running, so do nothing
}
}
func stop() {
if !paused {
paused = true
timer.suspend()
} else {
// Already paused, so do nothing
}
}
// MARK: - Private Methods
// Implements timer functionality using the DispatchSourceTimer in Grand Central Dispatch. See here for more info: http://danielemargutti.com/2018/02/22/the-secret-world-of-nstimer/
private func createNewTimer() -> DispatchSourceTimer {
let timer = DispatchSource.makeTimerSource(queue: timerQueue) // Create the timer on the correct queue
let deadline: DispatchTime = DispatchTime.now() + tickCheckInterval // Establish the next time to trigger
timer.schedule(deadline: deadline, repeating: tickCheckInterval, leeway: timerTolerance) // Set it on a repeating schedule, with the established tolerance
timer.setEventHandler { [weak self] in // Set the code to be executed when the timer fires, using a weak reference to 'self' to avoid retain cycles (memory leaks). See here for more info: https://learnappmaking.com/escaping-closures-swift/
self?.tickCheck()
}
timer.activate() // Dispatch Sources are returned initially in the inactive state, to begin processing, use the activate() method
// Determine whether to pause the timer
if paused {
timer.suspend()
}
return timer
}
private func cancelTimer() {
timer.setEventHandler(handler: nil)
timer.cancel()
if paused {
timer.resume() // If the timer is suspended, calling cancel without resuming triggers a crash. See here for more info: https://forums.developer.apple.com/thread/15902
}
}
private func replaceTimer() {
cancelTimer()
timer = createNewTimer()
}
private func changeBPM() {
replaceTimer() // Create a new timer, which will be configured for the new BPM
}
#objc private func tickCheck() {
if (elapsedTime > tickDuration) || (timeToNextTick < 0.003) { // If past or extremely close to correct duration, tick
tick()
}
}
private func tick() {
lastTickTimestamp = CFAbsoluteTimeGetCurrent()
DispatchQueue.main.sync { // Calls the delegate from the application's main thread, because it keeps the separate threading within this class, and otherwise, it can cause errors (e.g. 'Main Thread Checker: UI API called on a background thread', if the delegate tries to update the UI). See here for more info: https://stackoverflow.com/questions/45081731/uiapplication-delegate-must-be-called-from-main-thread-only
delegate?.bpmTimerTicked() // Have the delegate respond accordingly
}
}
// MARK: - Deinitialization
deinit {
cancelTimer() // Ensure that the timer's cancelled if this object is deallocated
}
}

How do i decrease time in which more enemies are created in Swift spritekit?

I have a timer that spawns another enemy every second. I want it so that based on the score that the user has the time between spawning new enemies decreases. Basically, the higher the score the more thee enemies. Here is my current timer code.
EnemyTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: Selector("enemies"), userInfo: nil, repeats: true)
All you need to do is make sure you use 2 or more decimal places eg: you want it to spawn faster than 1 second so..
let newSpeed = 0.75
EnemyTimer = NSTimer.scheduledTimerWithTimeInterval(newSpeed, target: self, selector: Selector("enemies"), userInfo: nil, repeats: true)
this will make them spawn every .75 seconds. Just make sure if you use whole number you do 1.0 not just 1 otherwise yes you will get the error Cannot convert value of type 'Int' to expected argument type 'NSTimeInterval' (aka 'Double')
Instead of a timer, you can use the update function of the SKScene to spawn enemies at variable intervals. For example
var previousTime : NSTimeInterval = -1
let score = 100
func spawnEnemy() {
print("Spawning Enemy")
}
override func update(currentTime: NSTimeInterval) {
var spawnTimeInterval : NSTimeInterval = 1 - (NSTimeInterval(score)/1000)
let minSpawnTime : NSTimeInterval = 0.1
if spawnTimeInterval < minSpawnTime {
spawnTimeInterval = minSpawnTime
}
if previousTime != -1 {
let elapsedTimeInterval = currentTime - previousTime
if elapsedTimeInterval > spawnTimeInterval {
spawnEnemy()
previousTime = currentTime
}
} else {
previousTime = currentTime;
}
}
In the above code, the each 100 points will reduce 0.1 seconds from the spawnTimeInterval. You can change this calculation as per your requirements.