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Home/ Questions/Q 499589
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T06:00:03+00:00 2026-05-13T06:00:03+00:00

Ok this works – (id)initWithCoder:(NSCoder*)coder { if ((self = [super initWithCoder:coder])) { // Load

  • 0

Ok this works

- (id)initWithCoder:(NSCoder*)coder
{
 if ((self = [super initWithCoder:coder]))
  {
   // Load the sounds
  NSURL *soundURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"Begin Drawing" ofType:@"wav"]];
  AudioServicesCreateSystemSoundID((CFURLRef)soundURL, &_boomSoundIDs[0]);
  soundURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"Middle Drawing" ofType:@"wav"]];
  AudioServicesCreateSystemSoundID((CFURLRef)soundURL, &_boomSoundIDs[1]);
  soundURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"End Drawing" ofType:@"wav"]];
  AudioServicesCreateSystemSoundID((CFURLRef)soundURL, &_boomSoundIDs[2]);  
  }
 return self;
}

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event 
{
 UITouch *touch = [touches anyObject];

 if ([touches count] == 1)
  {
  AudioServicesPlaySystemSound(_boomSoundIDs[0]);
 }

But this is what I am trying to fix

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event 
{
if ([touches count] == 1)
  {
  AudioServicesPlaySystemSound(_boomSoundIDs[1]);
 }

It just plays so continuously that the sound will not play all the way through, but begin every time the user moves their finger, I want is to actually play all the way through then loop again

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-13T06:00:04+00:00Added an answer on May 13, 2026 at 6:00 am

    The system sound API is probably not the best pick for what you are trying to do. Take a look at AVAudioPlayer. The API is simple and it lets you check if the sound is already playing.

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