I’m trying to write a simple metronome, by playing a system sound every 0.25 seconds. I use GCD to play the clicks on a separate thread but the playing is uneven with the clicks coming sometimes as two quick beats followed by a slower beat. I Logged the time when the if statement in the loop is executed and its right on 0.25 seconds. I’m hoping I don’t have to use Audio Queue Services. Any suggestions?
- (IBAction)start:(id)sender
{
dispatch_queue_t clickQueue; // the queue to run the metronome clicker
dispatch_queue_t mainQueue; // I access the main queue to demonstrate how to change UIKit items
//clickQueue = dispatch_queue_create("clickQueue", NULL);
clickQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0);
mainQueue = dispatch_get_main_queue();
dispatch_async(clickQueue, ^{
double timeWas = [NSDate timeIntervalSinceReferenceDate];
//delay by a 1/10 of a second so the first few clicks don't bunch up.
double timeIs = [NSDate timeIntervalSinceReferenceDate] - 0.1;
// playing starts out as NO because it gets switched at the end of the loop
// and the PlaySystemSound block isn't off the queue yet. There is probably a
// better way to do this.
while (playing) {
timeIs = [NSDate timeIntervalSinceReferenceDate] ;
if ((timeIs - timeWas) > (60.0/240)) {
AudioServicesPlaySystemSound(sound);
timeWas = timeIs;
// I want to flast the 200 label between orange and black but I have to access
// user interface objects from the queue that they are running in, usually the
// main queue.
dispatch_async(mainQueue, ^{
if (flash)
[bpm setTextColor:[UIColor orangeColor]];
else
[bpm setTextColor:[UIColor blackColor]];
flash = !flash;
});
}
}
});
playing = !playing;
if (playing)
[startButton setTitle:@"Stop" forState:UIControlStateNormal];
else
[startButton setTitle:@"Start" forState:UIControlStateNormal];
}
Use an NSTimer for the time, and AVFoundation for the sounds.