How to detect apple watch position using accelerometer and Gravity in swift? - ios

I have creating an application for apple watch. The Logic is, when the user rise their hand and tap a button from app. At that time I will fetch the accelerometer values. And whenever user rise their hand and meet the captured position, I have to send message to iPhone.
For me am getting the values correctly But, It will always give the values based on accelerometer. Which means user doesn't rise the hand but accelerometer values matched. So values will send to mobile.
func startUpadateAccelerometer() {
self.motionManager.accelerometerUpdateInterval = 1.0 / 10.0
self.motionManager.startAccelerometerUpdates(to: OperationQueue()) { (accelerometerData, error) -> Void in
guard accelerometerData != nil else
{
print("There was an error: \(String(describing: error))")
return
}
DispatchQueue.main.async {
if(self.can_reset){
let differenceX : Bool = self.validateButtom(currentValue: accelerometerData!.acceleration.x, inititalValue: self.gravityReference.x)
let differenceY : Bool = self.validateButtom(currentValue: accelerometerData!.acceleration.y, inititalValue: self.gravityReference.y)
if(differenceX && differenceY && self.gravityOffsetDifference(currentValue: accelerometerData!.acceleration.x, referenceValue: self.gravityReference.x ) && self.gravityOffsetDifference(currentValue: accelerometerData!.acceleration.y, referenceValue: self.gravityReference.y)){
WKInterfaceDevice().play(.success)
// self.addLog(_logStr: EventsTypes.Achievements1.rawValue)
self.logString += String(format: "X: %0.3f Y: %0.3f Z: %0.3f \n", accelerometerData!.acceleration.x,accelerometerData!.acceleration.y,accelerometerData!.acceleration.z)
self.m_XYZValueLbl.setText(self.logString)
self.is_RechedZeroPos = true
self.session?.sendMessage(["msg" : "\(self.logString)"], replyHandler: nil) { (error) in
NSLog("%#", "Error sending message: \(error)")
}
} else {
if(self.checkAchievements2_3(deviceMotionData: accelerometerData!.acceleration) == true) {
if self.is_RechedZeroPos == true {
self.addLog(_logStr: EventsTypes.Achievements2.rawValue)
self.is_RechedZeroPos = false
} else {
self.addLog(_logStr: EventsTypes.Achievements3.rawValue)
}
}
}
} else {
self.gravityReference = accelerometerData!.acceleration
//self.logString = String(format: "Reference Acceleration %0.3f %0.3f %0.3f \n", self.gravityReference.x,self.gravityReference.y,self.gravityReference.z)
self.can_reset = true
}
}
}
}
func validateButtom(currentValue : Double , inititalValue : Double) -> Bool {
if( currentValue == 0 && inititalValue == 0) {
return true
} else if( currentValue < 0 && inititalValue < 0) {
return true
} else if( currentValue > 0 && inititalValue > 0) {
return true
} else {
return false
}
}
func gravityOffsetDifference(currentValue : Double , referenceValue: Double) -> Bool {
var difference : Double!
if (fabs(currentValue) <= fabs(referenceValue)) {
difference = fabs(referenceValue) - fabs(currentValue)
} else {
difference = fabs(currentValue) - fabs(referenceValue)
}
if (difference <= gravityOffset ) {
return true
} else {
return false
}
}
Please guide me to get the values only when the user captured the position.

Accelerometers measure changes in velocity along the x, y, and z axes
Fetching accelerometer data
let motion = CMMotionManager()
func startAccelerometers() {
// Make sure the accelerometer hardware is available.
if self.motion.isAccelerometerAvailable {
self.motion.accelerometerUpdateInterval = 1.0 / 60.0 // 60 Hz
self.motion.startAccelerometerUpdates()
// Configure a timer to fetch the data.
self.timer = Timer(fire: Date(), interval: (1.0/60.0),
repeats: true, block: { (timer) in
// Get the accelerometer data.
if let data = self.motion.accelerometerData {
let x = data.acceleration.x
let y = data.acceleration.y
let z = data.acceleration.z
// Use the accelerometer data in your app.
}
})
// Add the timer to the current run loop.
RunLoop.current.add(self.timer!, forMode: .defaultRunLoopMode)
}
}
Important
If your app relies on the presence of accelerometer hardware, configure the UIRequiredDeviceCapabilities key of its Info.plist file with the accelerometer value. For more information about the meaning of this key, see Information Property List Key Reference.

Related

SceneKit. Place nodes in one "surface"

The users draw a line on drawing views and then I need to translate these points into 3d world, but place these points in one "surface". For this, I map the array of points into vectors (I use hitTest with .featurePoint) and then filter this array for the further one
func didEndDrawing(with points: [CGPoint]) {
guard let transform = sceneView.pointOfView?.transform else { return }
let cameraVectror = SCNVector3(transform.m31, transform.m32, transform.m33)
let farthestVector = points
.reduce((vector: SCNVector3(0, 0, 0), distance: CGFloat.zero)) { result, point in
guard let vector = getVector(for: point) else { return result }
let distance: CGFloat = cameraVectror.distance(to: vector)
return distance > result.distance ? (vector, distance) : result
}
.vector
}
let parentNode = SCNNode()
parentNode.position = farthestVector
How can I adjust coordinates (I guess z position) to have all the child nodes at the same distance from the point of view?
The idea of the app is freehand drawing in AR.
Update
With Voltan's help I was able to solve it
points.forEach { point in
let scenePoint = sceneView.unprojectPoint(SCNVector3(point.x, point.y, CGFloat(projectedPoint.z)))
let sphere = SCNSphere(radius: 0.01)
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
sphere.materials = [material]
let node = SCNNode(geometry: sphere)
node.position = scenePoint
sceneView.scene.rootNode.addChildNode(node)
}
If I'm understanding correctly, you want some kind of tap/drag combination - get the points from the 2D world and translate to a 3D world. This is some game code for a missile command type game, maybe it will help you with unprojectPoint stuff. There are some timers that aren't included, but hopefully you will get the idea.
#objc func handleTap(recognizer: UITapGestureRecognizer)
{
if(data.gameState == .endGame)
{
endGameAnimates.stop()
let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
return
}
if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
currentLocation = recognizer.location(in: gameScene)
let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
if(data.gameState == .endGame) // Allow animations to finish, otherwise they will show up next round
{
DispatchQueue.main.async { self.endGameAnimates.stop() }
let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
return
}
if(data.missilesAvailable <= 0)
{
sound.playSoundType(vSoundType: .defenseFails)
hudControl.notify()
}
else
{
gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 0)
sound.playSoundType(vSoundType: .defenseFires)
}
}
//**************************************************************************
#objc func handlePan(recognizer: UIPanGestureRecognizer)
{
currentLocation = recognizer.location(in: gameScene)
let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
switch recognizer.state
{
case UIGestureRecognizer.State.began:
gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 1)
SNDdefenseSoundCount = 0
if(data.missilesAvailable <= 0) { sound.playSoundType(vSoundType: .defenseFails); hudControl.notify() }
beginLocation.x = currentLocation.x
break
case UIGestureRecognizer.State.changed:
if(currentLocation.x > beginLocation.x + dragDistance)
{
beginLocation.x = currentLocation.x
if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
SNDdefenseSoundCount += 1
}
if(currentLocation.x < beginLocation.x - dragDistance)
{
beginLocation.x = currentLocation.x
if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
SNDdefenseSoundCount += 1
}
break
case UIGestureRecognizer.State.ended:
if(data.missilesAvailable > 0)
{
if(SNDdefenseSoundCount < 2) { sound.playSoundType(vSoundType: .defenseFires) }
else { sound.playSoundType(vSoundType: .defensePans) }
}
break
default:
break
}

AudioKit playback cracks

I want to analyze the microphone input frequency and then play the correct note which is near the frequency which was determined. I did that with of AudioKit.
This is working right now but since I implemented AudioKit to get the frequency feature the sound which plays after the frequency detection cracks sometimes during playback. Thats happened after I implemented AudioKit. Everything was fine before that...
var mic: AKMicrophone!
var tracker: AKFrequencyTracker!
var silence: AKBooster!
func initFrequencyTracker() {
AKSettings.channelCount = 2
AKSettings.audioInputEnabled = true
AKSettings.defaultToSpeaker = true
AKSettings.allowAirPlay = true
AKSettings.useBluetooth = true
AKSettings.allowHapticsAndSystemSoundsDuringRecording = true
mic = AKMicrophone()
tracker = AKFrequencyTracker(mic)
silence = AKBooster(tracker, gain: 0)
}
func deinitFrequencyTracker() {
AKSettings.audioInputEnabled = false
plotTimer.invalidate()
do {
try AudioKit.stop()
AudioKit.output = nil
} catch {
print(error)
}
}
func initPlotTimer() {
AudioKit.output = silence
do {
try AKSettings.setSession(category: .playAndRecord, with: [.defaultToSpeaker, .allowBluetooth, .allowAirPlay, .allowBluetoothA2DP])
try AudioKit.start()
} catch {
AKLog("AudioKit did not start!")
}
setupPlot()
plotTimer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(updatePlotUI), userInfo: nil, repeats: true)
}
func setupPlot() {
let plot = AKNodeOutputPlot(mic, frame: audioInputPlot.bounds)
plot.translatesAutoresizingMaskIntoConstraints = false
plot.alpha = 0.3
plot.plotType = .rolling
plot.shouldFill = true
plot.shouldCenterYAxis = false
plot.shouldMirror = true
plot.color = UIColor(named: uiFarbe)
audioInputPlot.addSubview(plot)
// Pin the AKNodeOutputPlot to the audioInputPlot
var constraints = [plot.leadingAnchor.constraint(equalTo: audioInputPlot.leadingAnchor)]
constraints.append(plot.trailingAnchor.constraint(equalTo: audioInputPlot.trailingAnchor))
constraints.append(plot.topAnchor.constraint(equalTo: audioInputPlot.topAnchor))
constraints.append(plot.bottomAnchor.constraint(equalTo: audioInputPlot.bottomAnchor))
constraints.forEach { $0.isActive = true }
}
#objc func updatePlotUI() {
if tracker.amplitude > 0.3 {
let trackerFrequency = Float(tracker.frequency)
guard trackerFrequency < 7_000 else {
// This is a bit of hack because of modern Macbooks giving super high frequencies
return
}
var frequency = trackerFrequency
while frequency > Float(noteFrequencies[noteFrequencies.count - 1]) {
frequency /= 2.0
}
while frequency < Float(noteFrequencies[0]) {
frequency *= 2.0
}
var minDistance: Float = 10_000.0
var index = 0
for i in 0..<noteFrequencies.count {
let distance = fabsf(Float(noteFrequencies[i]) - frequency)
if distance < minDistance {
index = i
minDistance = distance
}
print(minDistance, distance)
}
// let octave = Int(log2f(trackerFrequency / frequency))
frequencyLabel.text = String(format: "%0.1f", tracker.frequency)
if frequencyTranspose(note: notesToTanspose[index]) != droneLabel.text {
momentaneNote = frequencyTranspose(note: notesToTanspose[index])
droneLabel.text = momentaneNote
stopSinglePlayer()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.03, execute: {
self.prepareSinglePlayerFirstForStart(note: self.momentaneNote)
self.startSinglePlayer()
})
}
}
}
func frequencyTranspose(note: String) -> String {
var indexNote = notesToTanspose.firstIndex(of: note)!
let chosenInstrument = UserDefaults.standard.object(forKey: "whichInstrument") as! String
if chosenInstrument == "Bb" {
if indexNote + 2 >= notesToTanspose.count {
indexNote -= 12
}
return notesToTanspose[indexNote + 2]
} else if chosenInstrument == "Eb" {
if indexNote - 3 < 0 {
indexNote += 12
}
return notesToTanspose[indexNote - 3]
} else {
return note
}
}
Appears that your implementation can be improved slightly by putting the multithreading principles of iOS into practice. Now, I'm not an expert in the subject, but if we look into the statement: "the sound which plays after the frequency detection cracks sometimes during playback".
I'd like to point out that the "frequency" of the "crack" is random or unpredictable and this happens during computation.
So, move code that doesn't need to be computed in the main thread to a background thread (https://developer.apple.com/documentation/DISPATCH)
While refactoring, you can test your implementation by increasing the frequency of calls to the callback computation of your Timer, so reduce the value to 0.05 for example. Which means that if you increase the frequency to, let's say 0.2, you'll probably hear less random crackles.
Now, this is easier said than done when considering concurrency but that's what you need to improve.

AudioKit output changes to ear speakers

I implemented the AudioKit "MICROPHONE ANALYSIS" example https://audiokit.io/examples/MicrophoneAnalysis/ in my App.
I want to analyze the microphone input frequency and then play the correct note which is near the frequency which was determined.
Normally the sound output is the speaker or a Bluetooth device connected to my iPhone but after implementing the "MICROPHONE ANALYSIS" example the sound output changed to the tiny little speaker on the top of the iPhone which is normally used when you get a call.
How can I switch to the "normal" speaker or to the connected Bluetooth device like before?
var mic: AKMicrophone!
var tracker: AKFrequencyTracker!
var silence: AKBooster!
func initFrequencyTracker() {
AKSettings.audioInputEnabled = true
mic = AKMicrophone()
tracker = AKFrequencyTracker(mic)
silence = AKBooster(tracker, gain: 0)
}
func deinitFrequencyTracker() {
plotTimer.invalidate()
do {
try AudioKit.stop()
AudioKit.output = nil
} catch {
print(error)
}
}
func initPlotTimer() {
AudioKit.output = silence
do {
try AudioKit.start()
} catch {
AKLog("AudioKit did not start!")
}
setupPlot()
plotTimer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(updatePlotUI), userInfo: nil, repeats: true)
}
func setupPlot() {
let plot = AKNodeOutputPlot(mic, frame: audioInputPlot.bounds)
plot.translatesAutoresizingMaskIntoConstraints = false
plot.alpha = 0.3
plot.plotType = .rolling
plot.shouldFill = true
plot.shouldCenterYAxis = false
plot.shouldMirror = true
plot.color = UIColor(named: uiFarbe)
audioInputPlot.addSubview(plot)
// Pin the AKNodeOutputPlot to the audioInputPlot
var constraints = [plot.leadingAnchor.constraint(equalTo: audioInputPlot.leadingAnchor)]
constraints.append(plot.trailingAnchor.constraint(equalTo: audioInputPlot.trailingAnchor))
constraints.append(plot.topAnchor.constraint(equalTo: audioInputPlot.topAnchor))
constraints.append(plot.bottomAnchor.constraint(equalTo: audioInputPlot.bottomAnchor))
constraints.forEach { $0.isActive = true }
}
#objc func updatePlotUI() {
if tracker.amplitude > 0.1 {
let trackerFrequency = Float(tracker.frequency)
guard trackerFrequency < 7_000 else {
// This is a bit of hack because of modern Macbooks giving super high frequencies
return
}
var frequency = trackerFrequency
while frequency > Float(noteFrequencies[noteFrequencies.count - 1]) {
frequency /= 2.0
}
while frequency < Float(noteFrequencies[0]) {
frequency *= 2.0
}
var minDistance: Float = 10_000.0
var index = 0
for i in 0..<noteFrequencies.count {
let distance = fabsf(Float(noteFrequencies[i]) - frequency)
if distance < minDistance {
index = i
minDistance = distance
}
}
// let octave = Int(log2f(trackerFrequency / frequency))
frequencyLabel.text = String(format: "%0.1f", tracker.frequency)
if frequencyTranspose(note: notesToTanspose[index]) != droneLabel.text {
note = frequencyTranspose(note: notesToTanspose[index])
droneLabel.text = note
DispatchQueue.main.asyncAfter(deadline: .now() + 0.03, execute: {
self.prepareSinglePlayerFirstForStart(note: self.note)
self.startSinglePlayer()
})
}
}
}
func frequencyTranspose(note: String) -> String {
var indexNote = notesToTanspose.firstIndex(of: note)!
let chosenInstrument = UserDefaults.standard.object(forKey: "whichInstrument") as! String
if chosenInstrument == "Bb" {
if indexNote + 2 >= notesToTanspose.count {
indexNote -= 12
}
return notesToTanspose[indexNote + 2]
} else if chosenInstrument == "Eb" {
if indexNote - 3 < 0 {
indexNote += 12
}
return notesToTanspose[indexNote - 3]
} else {
return note
}
}
It's a good practice to control the session settings, so start by creating a method in your application to take care of that during initialisation.
Following up, there's an example where I set a category and the desired options:
func start() {
do {
let session = AVAudioSession.sharedInstance()
try session.setCategory(.playAndRecord, options: .defaultToSpeaker)
try session.setActive(true, options: .notifyOthersOnDeactivation)
try session.overrideOutputAudioPort(AVAudioSession.PortOverride.speaker)
try AudioKit.start()
} catch {
// your error handler
}
}
You can call the method start where you make the call to AudioKit.Start() in initPlotTimer.
The example above is using the AVAudioSession, which I believe is what AKSettings wraps (please feel free to edit my answer to not mislead future readers, as I'm not looking at the AudioKit source-code at the moment).
Now that AVAudioSession is exposed, let's stick with the method offered by AudioKit since that's what you're dealing with.
Here's another example using AKSettings:
func start() {
do {
AKSettings.channelCount = 2
AKSettings.ioBufferDuration = 0.002
AKSettings.audioInputEnabled = true
AKSettings.bufferLength = .medium
AKSettings.defaultToSpeaker = true
// check docs for other options and settings
try AKSettings.setSession(category: .playAndRecord, with: [.defaultToSpeaker, .allowBluetooth])
try AudioKit.start()
} catch {
// your handler
}
}
Have in mind that you don't necessarily have to call it start, or run AudioKit's start method, I'm just exposing the initialisation phase, to make it readable to you and other use-cases.
Reference:
https://developer.apple.com/documentation/avfoundation/avaudiosession/categoryoptions
https://audiokit.io/docs/Classes/AKSettings.html

can't get returned values in a structure in swift 3

I'm having this code:
//
// Measurement.swift
// BicycleSpeed
import Foundation
import CoreBluetooth
// CSC Measurement
// https://developer.bluetooth.org/gatt/characteristics/Pages/CharacteristicViewer.aspx?u=org.bluetooth.characteristic.csc_measurement.xml
//
// Flags : 1 byte. Bit 0: Wheel. Bit 1: Crank
// Cumulative Wheel revolutions: 4 bytes uint32
// Last wheel event time: 2 bytes. uint16 (1/1024s)
// Cumulative Crank revolutions: 2 bytes uint16
// Last cranck event time: 2 bytes. uint16 (1/1024s)
struct Measurement : CustomDebugStringConvertible {
let hasWheel:Bool
let hasCrank:Bool
let cumulativeWheel:UInt32
let lastWheelEventTime:TimeInterval
let cumulativeCrank:UInt16
let lastCrankEventTime:TimeInterval
let wheelSize:UInt32
init(data:Data, wheelSize:UInt32) {
self.wheelSize = wheelSize
// Flags
var flags:UInt8=0
(data as NSData).getBytes(&flags, range: NSRange(location: 0, length: 1))
hasWheel = ((flags & BTConstants.WheelFlagMask) > 0)
hasCrank = ((flags & BTConstants.CrankFlagMask) > 0)
var wheel:UInt32=0
var wheelTime:UInt16=0
var crank:UInt16=0
var crankTime:UInt16=0
var currentOffset = 1
var length = 0
if ( hasWheel ) {
length = MemoryLayout<UInt32>.size
(data as NSData).getBytes(&wheel, range: NSRange(location: currentOffset, length: length))
currentOffset += length
length = MemoryLayout<UInt16>.size
(data as NSData).getBytes(&wheelTime, range: NSRange(location: currentOffset, length: length))
currentOffset += length
}
if ( hasCrank ) {
length = MemoryLayout<UInt16>.size
(data as NSData).getBytes(&crank, range: NSRange(location: currentOffset, length: length))
currentOffset += length
length = MemoryLayout<UInt16>.size
(data as NSData).getBytes(&crankTime, range: NSRange(location: currentOffset, length: length))
currentOffset += length
}
cumulativeWheel = CFSwapInt32LittleToHost(wheel)
lastWheelEventTime = TimeInterval( Double(CFSwapInt16LittleToHost(wheelTime))/BTConstants.TimeScale)
cumulativeCrank = CFSwapInt16LittleToHost(crank)
lastCrankEventTime = TimeInterval( Double(CFSwapInt16LittleToHost(crankTime))/BTConstants.TimeScale)
}
func timeIntervalForCurrentSample( _ current:TimeInterval, previous:TimeInterval ) -> TimeInterval {
var timeDiff:TimeInterval = 0
if( current >= previous ) {
timeDiff = current - previous
}
else {
// passed the maximum value
timeDiff = ( TimeInterval((Double( UINT16_MAX) / BTConstants.TimeScale)) - previous) + current
}
return timeDiff
}
func valueDiffForCurrentSample<T:UnsignedInteger>( _ current:T, previous:T , max:T) -> T {
var diff:T = 0
if ( current >= previous ) {
diff = current - previous
}
else {
diff = ( max - previous ) + current
}
return diff
}
func valuesForPreviousMeasurement( _ previousSample:Measurement? ) -> ( cadenceinRPM:Double?, distanceinMeters:Double?, speedInMetersPerSecond:Double?)? {
var distance:Double?, cadence:Double?, speed:Double?
guard let previousSample = previousSample else {
return nil
}
if ( hasWheel && previousSample.hasWheel ) {
let wheelTimeDiff = timeIntervalForCurrentSample(lastWheelEventTime, previous: previousSample.lastWheelEventTime)
let valueDiff = valueDiffForCurrentSample(cumulativeWheel, previous: previousSample.cumulativeWheel, max: UInt32.max)
distance = Double( valueDiff * wheelSize) / 1000.0 // distance in meters
if distance != nil && wheelTimeDiff > 0 {
speed = (wheelTimeDiff == 0 ) ? 0 : distance! / wheelTimeDiff // m/s
}
}
if( hasCrank && previousSample.hasCrank ) {
let crankDiffTime = timeIntervalForCurrentSample(lastCrankEventTime, previous: previousSample.lastCrankEventTime)
let valueDiff = Double(valueDiffForCurrentSample(cumulativeCrank, previous: previousSample.cumulativeCrank, max: UInt16.max))
cadence = (crankDiffTime == 0) ? 0 : Double(60.0 * valueDiff / crankDiffTime) // RPM
}
print( "Cadence: \(String(describing: cadence)) RPM. Distance: \(String(describing: distance)) meters. Speed: \(String(describing: speed)) Km/h" )
return ( cadenceinRPM:cadence, distanceinMeters:distance, speedInMetersPerSecond:speed)
}
var debugDescription:String {
get {
return "Wheel Revs: \(cumulativeWheel). Last wheel event time: \(lastWheelEventTime). Crank Revs: \(cumulativeCrank). Last Crank event time: \(lastCrankEventTime)"
}
}
var myMeasurement = ((Measurement?) -> (cadenceinRPM: Double?, DistanceinMeters: Double?, speedinMetersPerSecond: Double?)).self
struct dataVariables {
static var mySpeed = myMeasurement.speedInMetersPerSecond
static var myCadence : Double?
static var miDistance : Double?
static var myLastWheelEventTime : Double? = Measurement.valuesForPreviousMeasurement(lastWheelEventTime)
static var myLastCrankEventTime : Double? = Measurement.valuesForPreviousMeasurement(lastCrankEventTime)
}
}
}
and I'm trying to assign to static variables inside the struct dataVariables the returned values cadenceinRPM,distanceinMeters,speedinMetersPerSecond
as well as lastWheelEventTime and lastCrankEventTime, so I can access them in another class, but I'm having the following errors:
on var mySpeed : Instance member'myMeasurement' cannot be used on type 'Measurement'
on var myLastWheelEventTime and var myLastCrankEventTime : Instance member 'valuesForPreviousMeasurement' cannot be used on type 'Measurement' ; did you mean to use a value of this type instead?
how can a reference to those returned values than?
Can somebody explain the error? I searched for other similar questions but I'm not getting to a solution yet
I have tried to change var myVariable to
var myMeasurement = Measurement.self
but the errors stayed the same.
and this other code
//
// CadenceSensor.swift
import Foundation
import CoreBluetooth
/*
// Bluetooth "Cycling Speed and Cadence"
https://developer.bluetooth.org/gatt/services/Pages/ServiceViewer.aspx?u=org.bluetooth.service.cycling_speed_and_cadence.xml
Service Cycling Speed and Cadence. Characteristic [2A5B] // Measurement
Service Cycling Speed and Cadence. Characteristic [2A5C] // Supported Features
Service Cycling Speed and Cadence. Characteristic [2A5D] // Sensor location
Service Cycling Speed and Cadence. Characteristic [2A55] // Control Point
*/
public struct BTConstants {
static let CadenceService = "1816"
static let CSCMeasurementUUID = "2a5b"
static let CSCFeatureUUID = "2a5c"
static let SensorLocationUUID = "2a5d"
static let ControlPointUUID = "2a55"
static let WheelFlagMask:UInt8 = 0b01
static let CrankFlagMask:UInt8 = 0b10
static let DefaultWheelSize:UInt32 = UInt32(myVariables.circonferenzaRuota!) // In millimiters. 700x30 (by default my bike's wheels) :)
static let TimeScale = 1024.0
}
protocol CadenceSensorDelegate {
func errorDiscoveringSensorInformation(_ error:NSError)
func sensorReady()
func sensorUpdatedValues( speedInMetersPerSecond speed:Double?, cadenceInRpm cadence:Double?, distanceInMeters distance:Double? )
}
class CadenceSensor: NSObject {
let peripheral:CBPeripheral
var sensorDelegate:CadenceSensorDelegate?
var measurementCharasteristic:CBCharacteristic?
var lastMeasurement:Measurement?
let wheelCircunference:UInt32
init(peripheral:CBPeripheral , wheel:UInt32=BTConstants.DefaultWheelSize) {
self.peripheral = peripheral
wheelCircunference = wheel
}
func start() {
self.peripheral.discoverServices(nil)
self.peripheral.delegate = self
}
func stop() {
if let measurementCharasteristic = measurementCharasteristic {
peripheral.setNotifyValue(false, for: measurementCharasteristic)
}
}
func handleValueData( _ data:Data ) {
let measurement = Measurement(data: data, wheelSize: wheelCircunference)
print("\(measurement)")
let values = measurement.valuesForPreviousMeasurement(lastMeasurement)
lastMeasurement = measurement
sensorDelegate?.sensorUpdatedValues(speedInMetersPerSecond: values?.speedInMetersPerSecond, cadenceInRpm: values?.cadenceinRPM, distanceInMeters: values?.distanceinMeters)
}
}
extension CadenceSensor : CBPeripheralDelegate {
func peripheral(_ peripheral: CBPeripheral, didUpdateNotificationStateFor characteristic: CBCharacteristic, error: Error?) {
guard error == nil else {
sensorDelegate?.errorDiscoveringSensorInformation(NSError(domain: CBErrorDomain, code: 0, userInfo: [NSLocalizedDescriptionKey:NSLocalizedString("Error receiving measurements updates", comment:"")]))
return
}
print("notification status changed for [\(characteristic.uuid)]...")
}
func peripheral(_ peripheral: CBPeripheral, didUpdateValueFor characteristic: CBCharacteristic, error: Error?) {
print("Updated [\(characteristic.uuid)]...")
guard error == nil , let data = characteristic.value else {
return
}
handleValueData(data)
}
func peripheral(_ peripheral: CBPeripheral, didDiscoverServices error: Error?) {
guard error == nil else {
sensorDelegate?.errorDiscoveringSensorInformation(error! as NSError)
return
}
// Find the cadence service
guard let cadenceService = peripheral.services?.filter({ (service) -> Bool in
return service.uuid == CBUUID(string: BTConstants.CadenceService)
}).first else {
sensorDelegate?.errorDiscoveringSensorInformation(NSError(domain: CBErrorDomain, code: NSNotFound, userInfo: [NSLocalizedDescriptionKey:NSLocalizedString("Cadence service not found for this peripheral", comment:"")]))
return
}
// Discover the cadence service characteristics
peripheral.discoverCharacteristics(nil, for:cadenceService )
print("Cadence service discovered")
}
func peripheral(_ peripheral: CBPeripheral, didDiscoverCharacteristicsFor service: CBService, error: Error?) {
guard let characteristics = service.characteristics else {
sensorDelegate?.errorDiscoveringSensorInformation(NSError(domain: CBErrorDomain, code: NSNotFound, userInfo: [NSLocalizedDescriptionKey:NSLocalizedString("No characteristics found for the cadence service", comment:"")]))
return
}
print("Received characteristics");
// Enable notifications for the measurement characteristic
for characteristic in characteristics {
print("Service \(service.uuid). Characteristic [\(characteristic.uuid)]")
if characteristic.uuid == CBUUID(string: BTConstants.CSCMeasurementUUID) {
print("Found measurement characteristic. Subscribing...")
peripheral.setNotifyValue(true, for: characteristic)
measurementCharasteristic = characteristic
}
}
sensorDelegate?.sensorReady()
}
}
and this other code
//
// MainViewController.swift
// BicycleSpeed
import UIKit
import CoreBluetooth
class MainViewController: UIViewController {
struct Constants {
static let ScanSegue = "ScanSegue"
static let SensorUserDefaultsKey = "lastsensorused"
}
var bluetoothManager:BluetoothManager!
var sensor:CadenceSensor?
weak var scanViewController:ScanViewController?
var infoViewController:InfoTableViewController?
var accumulatedDistance:Double?
lazy var distanceFormatter:LengthFormatter = {
let formatter = LengthFormatter()
formatter.numberFormatter.maximumFractionDigits = 1
return formatter
}()
//#IBOutlet var labelBTStatus:UILabel!
#IBOutlet var scanItem:UIBarButtonItem!
#IBOutlet weak var idLabel: UILabel!
override func viewDidLoad() {
bluetoothManager = BluetoothManager()
bluetoothManager.bluetoothDelegate = self
scanItem.isEnabled = false
}
deinit {
disconnectSensor()
}
#IBAction func unwindSegue( _ segue:UIStoryboardSegue ) {
bluetoothManager.stopScan()
guard let sensor = (segue as? ScanUnwindSegue)?.sensor else {
return
}
print("Need to connect to sensor \(sensor.peripheral.identifier)")
connectToSensor(sensor)
}
func disconnectSensor( ) {
if sensor != nil {
bluetoothManager.disconnectSensor(sensor!)
sensor = nil
}
accumulatedDistance = nil
}
func connectToSensor(_ sensor:CadenceSensor) {
self.sensor = sensor
bluetoothManager.connectToSensor(sensor)
// Save the sensor ID
UserDefaults.standard.set(sensor.peripheral.identifier.uuidString, forKey: Constants.SensorUserDefaultsKey)
UserDefaults.standard.synchronize()
}
// TODO: REconnect. Try this every X seconds
func checkPreviousSensor() {
guard let sensorID = UserDefaults.standard.object(forKey: Constants.SensorUserDefaultsKey) as? String else {
return
}
guard let sensor = bluetoothManager.retrieveSensorWithIdentifier(sensorID) else {
return
}
self.sensor = sensor
connectToSensor(sensor)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if let infoVC = segue.destination as? InfoTableViewController {
infoViewController = infoVC
}
if segue.identifier == Constants.ScanSegue {
// Scan segue
bluetoothManager.startScan()
scanViewController = (segue.destination as? UINavigationController)?.viewControllers.first as? ScanViewController
}
}
}
extension MainViewController : CadenceSensorDelegate {
func errorDiscoveringSensorInformation(_ error: NSError) {
print("An error ocurred disconvering the sensor services/characteristics: \(error)")
}
func sensorReady() {
print("Sensor ready to go...")
accumulatedDistance = 0.0
}
func updateSensorInfo() {
let name = sensor?.peripheral.name ?? ""
let uuid = sensor?.peripheral.identifier.uuidString ?? ""
OperationQueue.main.addOperation { () -> Void in
self.infoViewController?.showDeviceName(name , uuid:uuid )
}
}
func sensorUpdatedValues( speedInMetersPerSecond speed:Double?, cadenceInRpm cadence:Double?, distanceInMeters distance:Double? ) {
accumulatedDistance? += distance ?? 0
let distanceText = (accumulatedDistance != nil && accumulatedDistance! >= 1.0) ? distanceFormatter.string(fromMeters: accumulatedDistance!) : "N/A"
let speedText = (speed != nil) ? distanceFormatter.string(fromValue: speed!*3.6, unit: .kilometer) + NSLocalizedString("/h", comment:"(km) Per hour") : "N/A"
let cadenceText = (cadence != nil) ? String(format: "%.2f %#", cadence!, NSLocalizedString("RPM", comment:"Revs per minute") ) : "N/A"
OperationQueue.main.addOperation { () -> Void in
self.infoViewController?.showMeasurementWithSpeed(speedText , cadence: cadenceText, distance: distanceText )
}
}
}
extension MainViewController : BluetoothManagerDelegate {
func stateChanged(_ state: CBCentralManagerState) {
print("State Changed: \(state)")
var enabled = false
var title = ""
switch state {
case .poweredOn:
title = "Bluetooth ON"
enabled = true
// When the bluetooth changes to ON, try to reconnect to the previous sensor
checkPreviousSensor()
case .resetting:
title = "Reseeting"
case .poweredOff:
title = "Bluetooth Off"
case .unauthorized:
title = "Bluetooth not authorized"
case .unknown:
title = "Unknown"
case .unsupported:
title = "Bluetooth not supported"
}
infoViewController?.showBluetoothStatusText( title )
scanItem.isEnabled = enabled
}
func sensorConnection( _ sensor:CadenceSensor, error:NSError?) {
print("")
guard error == nil else {
self.sensor = nil
print("Error connecting to sensor: \(sensor.peripheral.identifier)")
updateSensorInfo()
accumulatedDistance = nil
return
}
self.sensor = sensor
self.sensor?.sensorDelegate = self
print("Sensor connected. \(String(describing: sensor.peripheral.name)). [\(sensor.peripheral.identifier)]")
updateSensorInfo()
sensor.start()
}
func sensorDisconnected( _ sensor:CadenceSensor, error:NSError?) {
print("Sensor disconnected")
self.sensor = nil
}
func sensorDiscovered( _ sensor:CadenceSensor ) {
scanViewController?.addSensor(sensor)
}
}
in MainViewController.swift, there is this func sensorUpdatedValues that converts the three values that I want, to strings and initialize the the func showMeasurementWithSpeed ins the InfoTableViewController.swift .
Could I just return the three values inside function sensorUpdateValues instead to be able to store them into new variables?
The better way to solve this is by passing on the sensor object to the InfoTableViewController in the prepare(forSegue:) and then inside InfoTableViewControlleryou can call sensor.lastMeasurement.speedInMetersPerSecond or any other var that is inside there. Since the class is passed on by reference it will retain the data even when you transition to a new ViewController.
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if let infoVC = segue.destination as? InfoTableViewController {
infoVC.sensor = self.sensor
}
if segue.identifier == Constants.ScanSegue {
// Scan segue
bluetoothManager.startScan()
scanViewController = (segue.destination as? UINavigationController)?.viewControllers.first as? ScanViewController
}
}
Then of course you can do whatever you want with this data in the new VC( assign the values to labels or whatnot)
I believe it's because you have that func declared as an instance level function rather than a class/struct level function. You should be able to simply add the "static" keyword to make it accessible for the way you are using it in your sample code. i.e. "static func valuesForPreviousMeasurement ..."
** UPDATE - Added a simple example to show the difference between class and instance functions.
// This is an instance function being used. It's called such because
// you need an actual object instance in order to call the func.
var myCar: Car = Car()
myCar.startEngine()
// This is a class level function being used. It's called such because
// you don't actually need an object instance: It's simply part of the class.
Car.PriceForModel("HondaCivic")
Finally Solved .. it was easier than thought.. as I was understanding the three values I'm interested in were passed some how to the infoTableViewController I wanted to get rid of. And they were passed, already converted to String with the function sensorUpdatedValues inside MainView controller
func sensorUpdatedValues( speedInMetersPerSecond speed:Double?, cadenceInRpm cadence:Double?, distanceInMeters distance:Double? ) {
accumulatedDistance? += distance ?? 0
let distanceText = (accumulatedDistance != nil && accumulatedDistance! >= 1.0) ? distanceFormatter.string(fromMeters: accumulatedDistance!) : "N/A"
let speedText = (speed != nil) ? distanceFormatter.string(fromValue: speed!*3.6, unit: .kilometer) + NSLocalizedString("/h", comment:"(km) Per hour") : "N/A"
let cadenceText = (cadence != nil) ? String(format: "%.2f %#", cadence!, NSLocalizedString("RPM", comment:"Revs per minute") ) : "N/A"
OperationQueue.main.addOperation { () -> Void in
self.infoViewController?.showMeasurementWithSpeed(speedText , cadence: cadenceText, distance: distanceText )
}
}
so I traced down the function inside my InfospeedoViewController ( as xCode was asking for it because it was present in InfoTableViewController and rerouting to InfoSpeedoViewController made it necessary) and inside that function's body I made the connection of the values to the labels.
func showMeasurementWithSpeed( _ speed:String, cadence:String, distance:String ) {
speedDisplayLabel.text = speed
cadenceDisplayLabel.text = cadence
distanceDisplayLabel.text = distance
// showDetailText(speed, atSection: Constants.MeasurementsSection, row:Constants.SpeedRow)
// showDetailText(cadence, atSection: Constants.MeasurementsSection, row:Constants.CadenceRow)
// showDetailText(distance, atSection: Constants.MeasurementsSection, row:Constants.DistanceRow)
}
the commented out parts were the old InfoTableViewController indication to fill the cells..
Many thanks for your help. I learned a few things and consolidated others. I guess we went the hard way trying to catch this values in the wrong place, but I guess that just because I had all the project's file printed that I could trace the data flow easier. Not fully understanding the code because of my low knowledge of swift made it a bit more difficoult, but I had this feeling the this solution was logic as often the simple way is the best way, an often one just can't see it.
thanks again
I have two more values I want to get. A new adventure begins ..should I post another question or continue this one?

Integrating audio and accelerometer for Swift 2.0? (Using coremotion)

import CoreMotion
var ButtonAudio4URL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Swing", ofType: "wav")!)
var ButtonAudioPlayer4 = AVAudioPlayer()
do {
try ButtonAudioPlayer4 = AVAudioPlayer(contentsOfURL: ButtonAudio4URL)
ButtonAudioPlayer4.prepareToPlay()
} catch {
print("audioPlayer failure")
}
func play() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
}
func play2() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
}
func play3() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
}
func stop() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
}
func stop2() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
}
func stop3() {
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
}
lastDirection = 0 //Idle accel
threshold = 1.0 //Minimum positive(right) accel
nthreshold = -1.0 //Minimum negative(left) accel
if motionManager.accelerometerAvailable {
let queue = NSOperationQueue()
motionManager.startAccelerometerUpdatesToQueue(queue, withHandler: {
data, error in
guard let data = data else{
return
}
// Get the acceleration
let xAccel = data.acceleration.x //X accel
let yAccel = data.acceleration.y //Y accel
let zAccel = data.acceleration.z //Z accel
let xPositive = xAccel > 0 //Positive(right) x accel
let xNegative = xAccel < 0 //Negative(left) x accel
let yPositive = yAccel > 0 //Positive(up) y accel
let yNegative = yAccel < 0 //Negative(down) y accel
let zPositive = zAccel > 0 //Positive(front) z accel
let zNegative = zAccel < 0 //Negative(back) z accel
// Run if the acceleration is higher than theshold
if abs(xAccel) > self.threshold {
//If moved right
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && xPositive {
self.lastDirection = 1
print("Up")
self.play()
} else if self.lastDirection != -1 && !xPositive {
self.lastDirection = -1
print("Down")
self.play()
}
}
}
// Run if the acceleration is higher than ntheshold
if abs(xAccel) < self.nthreshold {
//If moved left
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && xNegative {
self.lastDirection = 1
print("Up")
self.play2()
} else if self.lastDirection != -1 && !xNegative {
self.lastDirection = -1
print("Down")
self.play2()
}
}
}
// Run if the acceleration is higher than theshold
if abs(yAccel) > self.threshold {
//If moved up
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && yPositive {
self.lastDirection = 1
print("Up")
self.play()
} else if self.lastDirection != -1 && !yPositive {
self.lastDirection = -1
print("Down")
self.play()
}
}
}
// Run if the acceleration is higher than ntheshold
if abs(yAccel) < self.nthreshold {
//If moved left
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && yNegative {
self.lastDirection = 1
print("Up")
self.play2()
} else if self.lastDirection != -1 && !yNegative {
self.lastDirection = -1
print("Down")
self.play2()
}
}
}
// Run if the acceleration is higher than theshold
if abs(zAccel) > self.threshold {
//If moved front
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && zPositive {
self.lastDirection = 1
print("Up")
self.play()
} else if self.lastDirection != -1 && !zPositive {
self.lastDirection = -1
print("Down")
self.play()
}
}
}
// Run if the acceleration is higher than theshold
if abs(zAccel) < self.nthreshold {
//If moved back
dispatch_async(dispatch_get_main_queue()) {
if self.lastDirection != 1 && zNegative {
self.lastDirection = 1
print("Up")
self.play2()
} else if self.lastDirection != -1 && !zNegative {
self.lastDirection = -1
print("Down")
self.play2()
}
}
}
})
}
Hello,
I have built an iOS app with Xcode 7.2, Swift 2.0, for i0S 9.2
I would like to add a feature where when the user waves their device in the air, a sound will be played. My problem is that, although the sound plays, it suddenly stops, and is replayed when moved again in the process of playing the sound. I would like the sound to just be played once, without any overlapping or stopping. I have included all the code related to CoreMotion, and excluded all others.
Thank you.
If I do understand your purpose, you probably would like to have a boolean barrier to prevent duplicated playing.
Ex:
var isPlaying1 = false
func play() {
if self.isPlaying1 == true {
return
}
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.play()
self.isPlaying1 = true
}
func stop() {
if self.isPlaying1 == false {
return
}
ButtonAudioPlayer4.currentTime = 0
ButtonAudioPlayer4.stop()
self.isPlaying1 = false
}

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