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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 FREE CHAPTER 2. Sprites, Camera, Action! 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

Playing sound effects


Playing simple sounds is even easier. We will use SKAction objects to play sounds on specific events, such as when picking up a coin or starting the game.

Adding the coin sound effect to the Coin class

First, we will add a happy sound each time the player collects a coin. To add the coin sound effect, follow these steps:

  1. Open Coin.swift and add a new property to the Coin class to cache a coin sound action:

            let coinSound =  
                SKAction.playSoundFileNamed("Sound/Coin.aif",  
                waitForCompletion: false) 
  2. Locate the collect function and add the following line at the bottom of the function to play the sound:

            // Play the coin sound: 
            self.run(coinSound) 

That is all you need to do to play the coin sound every time the player collects a coin. You can run the project now to test it out if you like.

To avoid memory-based crashes, it is important to cache each playSoundFileNamed action object and rerun the same object each time you want to...

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