Comments (5)
@slifty This is exactly the reason why the object is released immediately. Creating an object and releasing it right after it's created is not currently supported but it might make sense in some cases. I'll think about it, maybe there is a point of retaining the object whenever it starts playing
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Sorry -- it was just me doing something silly.
The sound object fell out of scope before the sound had a chance to resolve.
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Hi! @slifty I'm facing the same problem when creating an instance of a sound object. How did you solve it?
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@Fedenieto90 So caveat that I'm not an expert on Swift, but it seems that if you create the object within a method, the object loses scope and gets cleaned up immediately after the function ends. This is different from how things work out in, for instance, Node, where you can trigger a promise and it will resolve later.
I had to make the instance a class variable, so that it wouldn't get removed from memory right after the method finished.
Here is the commit / line where I played the sound -- BadIdeaFactory/arobotherapy@7de5bbc#diff-e3089959bce5859a9a8a8e6f0e5af7abR83
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Thanks! 👍
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Related Issues (20)
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- Hello. I would like to know if you are going to release a version for Swift 4.2 HOT 10
- Sound stops in version 1.0.0 HOT 1
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- Inconsistencies between static methods and instances HOT 2
- Sound.Category Not Working On IOS 14 HOT 3
- Can I play Internet audio files ? HOT 1
- After the 5th time playing a sound doesn't start from 0:00. HOT 3
- How to prevent Error Code -42 HOT 1
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