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Swift Game Development

You're reading from   Swift Game Development Learn iOS 12 game development using SpriteKit, SceneKit and ARKit 2.0

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781788471152
Length 434 pages
Edition 3rd Edition
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Authors (2):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Table of Contents (20) Chapters Close

Preface 1. Designing Games with Swift 2. Sprites, Camera, Action! FREE CHAPTER 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-Ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine – HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing out in the Crowd with Advanced Features 11. Introduction to SceneKit 12. Choosing a Monetization Strategy 13. Integrating with Game Center 14. Introduction to Spritekit with ARKit 15. Introduction to Scenekit with ARKit 16. Publishing the Game on the App Store 17. Multipeer Augmented Reality Other Books You May Enjoy Index

Adding music with AVAudio


SpriteKit and Swift make it very easy to play sounds in our games. We can drag sound files into our project, just like image assets, and trigger playback with SKActionplaySoundFileNamed.

We can also use the AVAudio class from the AVFoundation framework for more precise audio control. We will use AVAudio to play our background music.

Adding sound assets to the game

Locate the Sound directory in the Assets folder and add it to your project by dragging and dropping it into the project navigator. Once you are done, you should see the Sound folder show up in your project, just like any other file.

Playing background music

First, we will add the background music. We want our music to play, regardless of which scene the player is currently looking at, so we will play the music from the view controller itself. To play the music, follow these steps:

  1. Open GameViewController.swift and add the following import statement at the very top, just below the existing import lines, to allow...

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