AVAudioPlayer fade volume out - iphone

I have an AVAudioPlayer playing some audio (duh!)
The audio is initiated when the user presses a button.
When they release it I want the audio to fade out.
I am using Interface builder...so I am trying to hook up a function on "touch up inside" that fades the audio out over 1 sec then stops.
Any ideas?
Thanks

Here's how I'm doing it:
-(void)doVolumeFade
{
if (self.player.volume > 0.1) {
self.player.volume = self.player.volume - 0.1;
[self performSelector:#selector(doVolumeFade) withObject:nil afterDelay:0.1];
} else {
// Stop and get the sound ready for playing again
[self.player stop];
self.player.currentTime = 0;
[self.player prepareToPlay];
self.player.volume = 1.0;
}
}
.
11 years later: do note that setVolume#fadeDuration now exists!

Swift has an AVAudioPlayer method you can use for fading out which was included as of iOS 10.0:
var audioPlayer = AVAudioPlayer()
...
audioPlayer.setVolume(0, fadeDuration: 3)

I tackled this problem using an NSOperation subclass so fading the volume doesn't block the main thread. It also allows fades to be queued and and forgotten about. This is especially useful for playing one shot sounds with fade-in and fade-out effects as they are dealloced after the last fade is completed.
// Example of MXAudioPlayerFadeOperation in NSOperationQueue
NSOperationQueue *audioFaderQueue = [[NSOperationQueue alloc] init];
[audioFaderQueue setMaxConcurrentOperationCount:1]; // Execute fades serially.
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"bg" ofType:#"mp3"]; // path to bg.mp3
AVAudioPlayer *player = [[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:filePath] error:NULL] autorelease];
[player setNumberOfLoops:-1];
[player setVolume:0.0];
// Note that delay is delay after last fade due to the Operation Queue working serially.
MXAudioPlayerFadeOperation *fadeIn = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:player toVolume:1.0 overDuration:3.0];
[fadeIn setDelay:2.0];
MXAudioPlayerFadeOperation *fadeDown = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:player toVolume:0.1 overDuration:3.0];
[fadeDown setDelay:0.0];
MXAudioPlayerFadeOperation *fadeUp = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:player toVolume:1.0 overDuration:4.0];
[fadeUp setDelay:0.0];
MXAudioPlayerFadeOperation *fadeOut = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:player toVolume:0.0 overDuration:3.0];
[fadeOut setDelay:2.0];
[audioFaderQueue addOperation:fadeIn]; // 2.0s - 5.0s
[audioFaderQueue addOperation:fadeDown]; // 5.0s - 8.0s
[audioFaderQueue addOperation:fadeUp]; // 8.0s - 12.0s
[audioFaderQueue addOperation:fadeOut]; // 14.0s - 17.0s
[fadeIn release];
[fadeDown release];
[fadeUp release];
[fadeOut release];
For MXAudioPlayerFadeOperation class code see this post.

I ended up combining some of the answer together and converted it to Swift ending up in this method:
func fadeVolumeAndPause(){
if self.player?.volume > 0.1 {
self.player?.volume = self.player!.volume - 0.1
var dispatchTime: dispatch_time_t = dispatch_time(DISPATCH_TIME_NOW, Int64(0.1 * Double(NSEC_PER_SEC)))
dispatch_after(dispatchTime, dispatch_get_main_queue(), {
self.fadeVolumeAndPause()
})
} else {
self.player?.pause()
self.player?.volume = 1.0
}
}

These are all good answers, however they don't deal with specifying the rate of fade (or applying a logarithmic curve to the fade, which is sometimes desirable), or specifying the number of dB's reduction from unity that you are fading to.
this is an except from one of my apps, with a few "bells and whistles" removed, that are not relevant to this question.
enjoy!
#define linearToDecibels(linear) (MIN(10,MAX(-100,20.0 * log10(linear))))
#define decibelsToLinear(decibels) (pow (10, (0.05 * decibels)))
#define fadeInfoId(n) [fadeInfo objectForKey:##n]
#define fadeInfoObject(NSObject,n) ((NSObject*) fadeInfoId(n))
#define fadeInfoFloat(n) [fadeInfoId(n) floatValue]
#define useFadeInfoObject(n) * n = fadeInfoId(n)
#define useFadeInfoFloat(n) n = fadeInfoFloat(n)
#define setFadeInfoId(n,x) [fadeInfo setObject:x forKey:##n]
#define setFadeInfoFloat(n,x) setFadeInfoId(n,[NSNumber numberWithFloat:x])
#define setFadeInfoFlag(n) setFadeInfoId(n,[NSNumber numberWithBool:YES])
#define saveFadeInfoId(n) setFadeInfoId(n,n)
#define saveFadeInfoFloat(n) setFadeInfoFloat(n,n)
#define fadeAVAudioPlayer_default nil
#define fadeAVAudioPlayer_linearFade #"linearFade"
#define fadeAVAudioPlayer_fadeToStop #"fadeToStop"
#define fadeAVAudioPlayer_linearFadeToStop #"linearFadeToStop"
-(void) fadeAVAudioPlayerTimerEvent:(NSTimer *) timer {
NSMutableDictionary *fadeInfo = timer.userInfo;
NSTimeInterval elapsed = 0 - [fadeInfoObject(NSDate,startTime) timeIntervalSinceNow];
NSTimeInterval useFadeInfoFloat(fadeTime);
float useFadeInfoFloat(fadeToLevel);
AVAudioPlayer useFadeInfoObject(player);
double linear;
if (elapsed>fadeTime) {
if (fadeInfoId(stopPlaybackAtFadeTime)) {
[player stop];
linear = fadeInfoFloat(fadeFromLevel);
} else {
linear = fadeToLevel;
}
[timer invalidate];
[fadeInfo release];
} else {
if (fadeInfoId(linearCurve)) {
float useFadeInfoFloat(fadeFromLevel);
float fadeDelta = fadeToLevel-fadeFromLevel;
linear = fadeFromLevel + (fadeDelta * (elapsed/fadeTime));
} else {
float useFadeInfoFloat(fadeToDB);
float useFadeInfoFloat(fadeFromDB);
float fadeDelta = fadeToDB-fadeFromDB;
float decibels = fadeFromDB + (fadeDelta * (elapsed/fadeTime));
linear = decibelsToLinear(decibels);
}
}
[player setVolume: linear];
//[self displayFaderLevelForMedia:player];
//[self updateMediaVolumeLabel:player];
}
-(void) fadeAVAudioPlayerLinear:(AVAudioPlayer *)player over:(NSTimeInterval) fadeTime fadeToLevel:(float) fadeToLevel fadeMode:(NSString*)fadeMode {
NSMutableDictionary *fadeInfo = [[NSMutableDictionary alloc ]init];
saveFadeInfoId(player);
float fadeFromLevel = player.volume;// to optimize macros put value in var, so we don't call method 3 times.
float fadeFromDB = linearToDecibels(fadeFromLevel);
float fadeToDB = linearToDecibels(fadeToLevel);
saveFadeInfoFloat(fadeFromLevel);
saveFadeInfoFloat(fadeToLevel);
saveFadeInfoFloat(fadeToDB);
saveFadeInfoFloat(fadeFromDB);
saveFadeInfoFloat(fadeTime);
setFadeInfoId(startTime,[NSDate date]);
if([fadeMode isEqualToString:fadeAVAudioPlayer_fadeToStop]||[fadeMode isEqualToString:fadeAVAudioPlayer_linearFadeToStop]){
setFadeInfoFlag(stopPlaybackAtFadeTime);
}
if([fadeMode isEqualToString:fadeAVAudioPlayer_linearFade]||[fadeMode isEqualToString:fadeAVAudioPlayer_linearFadeToStop]){
setFadeInfoFlag(linearCurve);
}
[NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:#selector(fadeAVAudioPlayerTimerEvent:) userInfo:fadeInfo repeats:YES];
}
-(void) fadeAVAudioPlayer:(AVAudioPlayer *)player over:(NSTimeInterval) fadeTime fadeToDB:(float) fadeToDB fadeMode:(NSString*)fadeMode {
[self fadeAVAudioPlayerLinear:player over:fadeTime fadeToLevel:decibelsToLinear(fadeToDB) fadeMode:fadeMode ];
}
-(void) fadeoutAVAudioPlayer:(AVAudioPlayer *)player {
[self fadeAVAudioPlayerLinear:player over:5.0 fadeToLevel:0 fadeMode:fadeAVAudioPlayer_default];
}
-(void) fadeinAVAudioPlayer:(AVAudioPlayer *)player {
[self fadeAVAudioPlayerLinear:player over:5.0 fadeToLevel:0 fadeMode:fadeAVAudioPlayer_default];
}

An extension for swift 3 inspired from the most voted answer. For those of you who like copy-pasting :)
extension AVAudioPlayer {
func fadeOut() {
if volume > 0.1 {
// Fade
volume -= 0.1
perform(#selector(fadeOut), with: nil, afterDelay: 0.1)
} else {
// Stop and get the sound ready for playing again
stop()
prepareToPlay()
volume = 1
}
}
}

I wrote a helper class in Swift for fading AvAudioPlayer in and out. You can use logarithmic volume function for more gradual fading effect.
let player = AVAudioPlayer(contentsOfURL: soundURL, error: nil)
let fader = iiFaderForAvAudioPlayer(player: player)
fader.fadeIn()
fader.fadeOut()
Here a demo app: https://github.com/evgenyneu/sound-fader-ios

Swift 3
I like Ambroise Collon answer's , so i voted up but Swift is statically typed so the performSelector: methods are to fall by the wayside, maybe an alternative could be dispatch async (in this version I've added also the destination volume as parameter)
func dispatchDelay(delay:Double, closure:#escaping ()->()) {
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + delay, execute: closure)
}
extension AVAudioPlayer {
func fadeOut(vol:Float) {
if volume > vol {
//print("vol is : \(vol) and volume is: \(volume)")
dispatchDelay(delay: 0.1, closure: {
[weak self] in
guard let strongSelf = self else { return }
strongSelf.volume -= 0.01
strongSelf.fadeOut(vol: vol)
})
} else {
volume = vol
}
}
func fadeIn(vol:Float) {
if volume < vol {
dispatchDelay(delay: 0.1, closure: {
[weak self] in
guard let strongSelf = self else { return }
strongSelf.volume += 0.01
strongSelf.fadeIn(vol: vol)
})
} else {
volume = vol
}
}
}

This seems to me to be a descent use of an NSOperationQueue.
Hence here is my solution:
-(void) fadeIn
{
if (self.currentPlayer.volume >= 1.0f) return;
else {
self.currentPlayer.volume+=0.10;
__weak typeof (self) weakSelf = self;
[NSThread sleepForTimeInterval:0.2f];
[self.fadingQueue addOperationWithBlock:^{
NSLog(#"fading in %.2f", self.currentPlayer.volume);
[weakSelf fadeIn];
}];
}
}
-(void) fadeOut
{
if (self.currentPlayer.volume <= 0.0f) return;
else {
self.currentPlayer.volume -=0.1;
__weak typeof (self) weakSelf = self;
[NSThread sleepForTimeInterval:0.2f];
[self.fadingQueue addOperationWithBlock:^{
NSLog(#"fading out %.2f", self.currentPlayer.volume);
[weakSelf fadeOut];
}];
}
}

How about this: (if time passed in is negative then fade out the sound, otherwise fade in)
- (void) fadeInOutVolumeOverTime: (NSNumber *)time
{
#define fade_out_steps 0.1
float theVolume = player.volume;
NSTimeInterval theTime = [time doubleValue];
int sign = (theTime >= 0) ? 1 : -1;
// before we call this, if we are fading out, we save the volume
// so that we can restore back to that level in the fade in
if ((sign == 1) &&
((theVolume >= savedVolume) ||
(theTime == 0))) {
player.volume = savedVolume;
}
else if ((sign == -1) && (theVolume <= 0)) {
NSLog(#"fading");
[player pause];
[self performSelector:#selector(fadeInOutVolumeOverTime:) withObject:[NSNumber numberWithDouble:0] afterDelay:1.0];
}
else {
theTime *= fade_out_steps;
player.volume = theVolume + fade_out_steps * sign;
[self performSelector:#selector(fadeInOutVolumeOverTime:) withObject:time afterDelay:fabs(theTime)];
}
}

In Objective-C try this:
NSURL *trackURL = [[NSURL alloc]initFileURLWithPath:#"path to audio track"];
// fade duration in seconds
NSTimeInterval fadeDuration = 0.3;
// duration of the audio track in seconds
NSTimeInterval audioTrackDuration = 5.0;
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:trackURL error:nil];
[audioPlayer play];
// first we set the volume to 1 - highest
[audioPlayer setVolume:1.0];
// then to 0 - lowest
[musicAudioPlayer setVolume:0 fadeDuration:audioTrackDuration - fadeDuration];

Swift solution:
The top rated answer here is great but it gives a stuttering effect as the volume step of 0.1 is too much. Using 0.01 gives a smoother fade effect to hear.
Using this code you can specify how long you want the fade transition to last.
let fadeVolumeStep: Float = 0.01
let fadeTime = 0.5 // Fade time in seconds
var fadeVolumeStepTime: Double {
return fadeTime / Double(1.0 / fadeVolumeStep)
}
func fadeOut() {
guard let player = self.player else {
return
}
if !player.playing { return }
func fadeOutPlayer() {
if player.volume > fadeVolumeStep {
player.volume -= fadeVolumeStep
delay(time: fadeVolumeStepTime, closure: {
fadeOutPlayer()
})
} else {
player.stop()
player.currentTime = 0
player.prepareToPlay()
}
}
fadeOutPlayer()
}
func fadeIn() {
guard let player = self.player else {
return
}
if player.playing { return }
player.volume = 0
player.play()
func fadeInPlayer() {
if player.volume <= 1 - fadeVolumeStep {
player.volume += fadeVolumeStep
delay(time: fadeVolumeStepTime, closure: {
fadeInPlayer()
})
} else {
player.volume = 1
}
}
fadeInPlayer()
}
func delay(time delay:Double, closure:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(delay * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), closure)
}
you can adjust the time using fadeTime constant.

Related

video playing from application background to foreground takes 2 seconds lagging from pause to play in iOS 6.0

I have VideoController which plays video. Now VideoController is pushed in navigationController.
VideoController *ObjVideoController = [[VideoController alloc] init];
ObjVideoController.strVideoURL = [AnimationArr objectAtIndex:SequenceCount];
[self.navigationController pushViewController:ObjVideoController animated:NO];
[ObjVideoController play:[AnimationArr objectAtIndex:SequenceCount]];
Play method in VideoController is like this:
- (void)play:(NSString*)videoFile {
playbaktime = 0.0;
NSBundle *main = [NSBundle mainBundle];
NSURL *url = [NSURL fileURLWithPath:[[main resourcePath] stringByAppendingPathComponent:videoFile]];
if (!self.ctl)
{
self.ctl = nil;
self.ctl = [[MPMoviePlayerController alloc]init];
[self.view addSubview:self.ctl.view];
}
[self.ctl prepareToPlay];
self.ctl.contentURL = url;
self.ctl.controlStyle = 0;
//self.ctl.useApplicationAudioSession = NO;
[self.ctl.view setUserInteractionEnabled:NO];
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
[self.ctl.view setFrame:CGRectMake(0,0,480,320)];
else
[self.ctl.view setFrame:CGRectMake(0,0,1024,768)];
self.ctl.backgroundView.backgroundColor = [UIColor whiteColor];
[self.ctl play];
}
Now observer has been add for UIApplicationWillResignActive, UIApplicationDidBecomeActive. Its selector are given below:
-(void)Pause_Video:(NSNotification*)notification {
Pausevideo = 1;
playbaktime = self.ctl.currentPlaybackTime;
[self.ctl pause];
}
-(void)Play_Video:(NSNotification*)notification {
if(self.ctl.loadState == MPMovieLoadStateUnknown)
{
[self play:self.strVideoURL];
Pausevideo = 0;
}
else{
if (self.ctl.playbackState == MPMoviePlaybackStatePaused) {
[self.ctl play];
Pausevideo = 0;
}
else
{
[self.ctl setInitialPlaybackTime:playbaktime];
[self.ctl play];
Pausevideo = 0;
}
}
}
Hope u understood question and help will be appreciated.
You seem to be calling prepareToPlay every time before playing, this is not necessary, just call it once when you load the file. There is no need to call it after you pause.
Additionally, you are incurring a lag because notifications do not fire instantly. Specifically, UIApplicationDidBecomeActive only fires well after the app has entered the foreground. What you want instead is to observe the UIApplicationWillEnterForegroundNotification, which will fire as the app is entering the foreground, and allow you to decrease the lag significantly.

Animating sequence of images in cocos2d

i have this code to show animation of a image
-(void) blink:(ccTime) delta {
animateblink ++; //adds 1 every frame
if (animateblink <= 6 ) { //if we included frames to show for breaking and the current frame is less than the max number of frames to play
if (animateblink < 6) {
[sprite setTexture:[[CCSprite spriteWithFile:[NSString stringWithFormat:#"%#_blinkk00%i.png", baseImageName,animateblink]] texture]];
[self unschedule:_cmd];
[self schedule:#selector(openEyes:) interval:0.1f];
[self schedule:#selector(moveSprite:) interval:0.1f];
}
}
}
i have 6 images of animating like
dragonimage_blinkk001,dragonimage_blinkk002,dragonimage_blinkk003,dragonimage_blinkk004,dragonimage_blinkk005,dragonimage_blinkk006 like that
i put two methods,
1: for animation time
2: for movement of the image
the code is
-(void) openEyes:(ccTime) delta {
[sprite setTexture:[[CCSprite spriteWithFile:[NSString stringWithFormat:#"%#.png", baseImageName]] texture]];
[self unschedule:_cmd];
int blinkInterval = (arc4random() % 6) + 1; // range 3 to 8
[self schedule:#selector(blink:) interval:blinkInterval];
}
-(void)moveSprite:(ccTime)delta
{
movementCounter ++;
if (movementCounter == 1000) {
[self unschedule:_cmd];
}
else
{
spriteimagename.position = ccp(spriteimagename.position.x+10,spriteimagename.position.y);
}
}
but on the first method the animation time is not correct,there is a lot of delay of animation,i just want to show animation of the images randomly and fast,its a dragon flying animation.
my sec on method is not at all working,i didn't get any movement of that image.
i hope you understand my issue.how to solve the above two method issues.
Thanks in advance.
Quick solution is to add frameIndex member in cocos2d CCSpriteFrame class. i don't know is that allowed to change. But it works fine.
#interface CCSpriteFrame : NSObject <NSCopying>
{
int frameIndex;
....
}
//Here in code initialize frames with unique index
CCAnimation* animation;
NSMutableArray *animFrames2 = [NSMutableArray array];
for( int i=1;i<=15;i++)
{
CCSpriteFrame *frame = [cache spriteFrameByName:[NSString stringWithFormat:#"ActerSmash_%d.png",i]];
frame.frameIndex = (int)i;
[animFrames2 addObject:frame];
}
animation = [CCAnimation animationWithFrames:animFrames2];
CCAnimate *action = [CCAnimate actionWithDuration:ACTER_SMASH_SPEED animation:animation restoreOriginalFrame:YES];
action.tag = kTagAnimationSmashAnim ;
mActer.AnimSmash = action;
//Checking frame Index
CCAnimate *anim = mActer.AnimSmash ;
for(CCSpriteFrame *frame in anim.animation.frames)
{
if([mActer isFrameDisplayed:frame] ) )
{
if(frame.frameIndex == 5 )
{
//Do something..
}
}
}

Value stored to seconds during its initialization is never read

float seconds = audioPlayer.currentTime;
if ((seconds = 11)){
[self performSelector:#selector(viewController) withObject:nil];
} else {
if ((seconds = 23)){
[self performSelector:#selector(secondViewController) withObject:nil];
} else {
}
Anyidea how to fix this message in blue when i just want to see if audioplayer current playback time is 11 then do this or 23 then do that
float seconds = audioPlayer.currentTime;
if (seconds == 11.0) {
// Do something
} else if (seconds == 23.0) {
// Do something else
} else {
// Do something else
}
It's probably late and you only need a second pair of eyes, happens all the time :) Try this:
float seconds = audioPlayer.currentTime;
if ((seconds == 11.0)){
[self performSelector:#selector(viewController) withObject:nil];
} else {
if ((seconds == 23.0)){
[self performSelector:#selector(secondViewController) withObject:nil];
} else {
}

AVPlayer Video SeekToTime

I'm using AVPlayer for play my video using slider and Some Buttons.
Here is my methods for moving forward and backward using buttons.
-(IBAction)MoveForward
{
//int value = timeSlider.value*36000 + 10;
//CMTime newTime = CMTimeMakeWithSeconds(value, playspeed);
//CMTime newTime = CMTimeMake(value,(playspeed*timeSlider.maximumValue));
CMTime newTime = CMTimeMakeWithSeconds(timeSlider.value, playspeed);
newTime.value += 60;
[player seekToTime: newTime];
}
-(IBAction)MoveBackward
{
CMTime newTime = CMTimeMakeWithSeconds(timeSlider.value-1, playspeed);
[player seekToTime: newTime];
}
My Problem on this is the time to Seek is not working properly. That navigate to next frame based on seconds. I need to move next frame minutely. Help me...
I don't really understand your code, you don't really need separate methods to move forwards and backwards, you can use the same one for both. I've got a working AVPlayer Movie Player, I'll show you how I did the slider part.
-(IBAction)sliding:(id)sender {
CMTime newTime = CMTimeMakeWithSeconds(seeker.value, 1);
[self.player seekToTime:newTime];
}
-(void)setSlider {
sliderTimer = [[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateSlider) userInfo:nil repeats:YES] retain];
self.seeker.maximumValue = [self durationInSeconds];
[seeker addTarget:self action:#selector(sliding:) forControlEvents:UIControlEventValueChanged];
seeker.minimumValue = 0.0;
seeker.continuous = YES;
}
- (void)updateSlider {
self.seeker.maximumValue = [self durationInSeconds];
self.seeker.value = [self currentTimeInSeconds];
}
- (Float64)durationInSeconds {
Float64 dur = CMTimeGetSeconds(duration);
return dur;
}
- (Float64)currentTimeInSeconds {
Float64 dur = CMTimeGetSeconds([self.player currentTime]);
return dur;
}
And that's it, there are two gotchas in this code, first, the duration property returns a CMTime variable, you have to convert it to a float, also, this returns the raw number of seconds, you have to convert it to h:mm:ss if you want to display time labels. Second, the updateSlider method is triggered by a timer every second.
Good Luck.
The following snippet of code worked for me:
CMTime videoLength = self.mPlayer.currentItem.asset.duration; // Gets the video duration
float videoLengthInSeconds = videoLength.value/videoLength.timescale; // Transfers the CMTime duration into seconds
[self.mPlayer seekToTime:CMTimeMakeWithSeconds(videoLengthInSeconds * [slider value], 1)
completionHandler:^(BOOL finished)
{
dispatch_async(dispatch_get_main_queue(), ^{
isSeeking = NO;
// Do some stuff
});
}];

GameKit achievement questions

My game center achievements are appearing in Game Center, so I know my implementation is correct in reporting.
Couple of questions on that.
First, in Game Center it is not showing the percentage view on the image... ie 2% complete next to the achievement, even though I have reported .02. I know the achievement is being reported because if I throw the 100 at it, it records the achievement.
Second, my achievements are not appearing to the user upon reward. As I understood, this functionality was suppose to be handled automatically by gamekit. I was under the impression the the small modal would appear letting the user know they completed an achievement. I now think there is something I have to do, because no small modal is appearing.
I will attach my code, but most of it stock.
My last problem is retrieving scores. I believe I am going to have to store my own scores because my current implementation does not look like it will mesh well.
Thanks in advance...
- (void) loadAchievements
{ [GKAchievement loadAchievementsWithCompletionHandler:^(NSArray *achievements, NSError *error) {
if (error != nil)
{
// handle errors
}
if (achievements != nil)
{
// process the array of achievements.
}
}];
}
-(float)getAchievementPercentageForIdentifier:(NSString *)identifier {
__block float percentage = 0;
[GKAchievement loadAchievementsWithCompletionHandler:^(NSArray *achievements, NSError *error) {
if (error != nil)
{
// handle errors
}
if (achievements != nil)
{
// process the array of achievements.
for (GKAchievement *achievement in achievements) {
if ([achievement.identifier isEqualToString:identifier]) {
percentage = achievement.percentComplete;
NSLog(#"percent complete --> %f", achievement.percentComplete);
}
}
}
}];
NSLog(#"Percentage --> %f", percentage);
return percentage;
}
- (void) reportAchievementIdentifier: (NSString*) identifier percentComplete: (float) percent
{
GKAchievement *achievement = [[[GKAchievement alloc] initWithIdentifier: identifier] autorelease];
if (achievement)
{
achievement.percentComplete = percent;
[achievement reportAchievementWithCompletionHandler:^(NSError *error)
{
if (error != nil)
{
// Retain the achievement object and try again later (not shown).
}
}];
}
}
-(void) addCompletedGameToAchievements {
float oneGamePercentage = 0;
float tenGamePercentage = 0;
float fiftyGamePercentage = 0;
float hundredGamePercentage = 0;
float fivehundredGamePercentage = 0;
float thousandGamePercentage = 0;
int gamesComplete = 0;
oneGamePercentage = [self getAchievementPercentageForIdentifier:kAchievementGamesCompletedOne];
tenGamePercentage = [self getAchievementPercentageForIdentifier:kAchievementGamesCompletedTen];
fiftyGamePercentage = [self getAchievementPercentageForIdentifier:kAchievementGamesCompletedFifty];
hundredGamePercentage = [self getAchievementPercentageForIdentifier:kAchievementGamesCompletedHundred];
fivehundredGamePercentage = [self getAchievementPercentageForIdentifier:kAchievementGamesCompletedFivehundred];
thousandGamePercentage = [self getAchievementPercentageForIdentifier:kAchievementGamesCompletedThousand];
if (oneGamePercentage != 100) {
[self reportAchievementIdentifier:kAchievementGamesCompletedOne percentComplete:100];
}
if (tenGamePercentage != 100) {
gamesComplete = tenGamePercentage * 10;
gamesComplete++;
[self reportAchievementIdentifier:kAchievementGamesCompletedTen percentComplete:(gamesComplete * .10)];
}
if (fiftyGamePercentage != 100) {
gamesComplete = fiftyGamePercentage * 50;
gamesComplete++;
NSLog(#"fifty game reported %f ",(gamesComplete * .02));
[self reportAchievementIdentifier:kAchievementGamesCompletedFifty percentComplete:(gamesComplete * .02)];
}
if (hundredGamePercentage != 100) {
gamesComplete = hundredGamePercentage * 100;
gamesComplete++;
[self reportAchievementIdentifier:kAchievementGamesCompletedHundred percentComplete:(gamesComplete * .01)];
}
if (fivehundredGamePercentage != 100) {
gamesComplete = fivehundredGamePercentage * 500;
gamesComplete++;
[self reportAchievementIdentifier:kAchievementGamesCompletedFivehundred percentComplete:(gamesComplete * .002)];
}
if (fivehundredGamePercentage != 100) {
gamesComplete = thousandGamePercentage * 1000;
gamesComplete++;
[self reportAchievementIdentifier:kAchievementGamesCompletedThousand percentComplete:(gamesComplete * .0001)];
}
NSLog(#"100 game percentage -- > %f", hundredGamePercentage);
}
Many problems...
I'm confused by the logic behind incrementing gamesComplete
You should store them locally instead of asking GameCenter every time.
-getAchievementPercentageForIdentifier: will always return 0 because GameKit methods are asynchronous.
GKAchievement.percentageComplete is a percentage. You need to multiply by 100.
I think you have to do your own achievement notifications.