I am experiencing no haptic output while testing the code below on my physical device (iPhone XR). I followed Apple Developer's "Playing a Single-tap Haptic Pattern" article, as well as double-checked with various other articles on the internet, and I am confident I have implemented it correctly. Moreover, there are no errors that are caught when running. What could be the reason why my device is not outputting the haptic pattern?
Side Notes:
- I can confirm that my phone does produce haptics for other apps, so it does not appear to be an issue with my physical device.
- I also implement an AVAudioPlayer separately; I doubt that would interfere, but I thought I'd mention it just in case.
Any help would be much appreciated--thanks!
var hapticEngine: CHHapticEngine!
var hapticPlayer: CHHapticPatternPlayer!
override func viewDidLoad() {
super.viewDidLoad()
// Create and configure a haptic engine.
do {
hapticEngine = try CHHapticEngine()
} catch let error {
fatalError("Engine Creation Error: \(error)")
}
// The reset handler provides an opportunity to restart the engine.
hapticEngine.resetHandler = {
print("Reset Handler: Restarting the engine.")
do {
// Try restarting the engine.
try self.hapticEngine.start()
// Register any custom resources you had registered, using registerAudioResource.
// Recreate all haptic pattern players you had created, using createPlayer.
} catch let error {
fatalError("Failed to restart the engine: \(error.localizedDescription)")
}
}
// The stopped handler alerts engine stoppage.
hapticEngine.stoppedHandler = { reason in
print("Stop Handler: The engine stopped for reason: \(reason.rawValue)")
switch reason {
case .audioSessionInterrupt: print("Audio session interrupt")
case .applicationSuspended: print("Application suspended")
case .idleTimeout: print("Idle timeout")
case .systemError: print("System error")
@unknown default:
print("Unknown error")
}
}
// Create haptic dictionary
let hapticDict = [
CHHapticPattern.Key.pattern: [
[
CHHapticPattern.Key.event: [
CHHapticPattern.Key.eventType: CHHapticEvent.EventType.hapticTransient,
CHHapticPattern.Key.time: 0.001,
CHHapticPattern.Key.eventDuration: 1.0
]
]
]
]
// Create haptic pattern from haptic dictionary, then add it to the haptic player
do {
let pattern = try CHHapticPattern(dictionary: hapticDict)
hapticPlayer = try hapticEngine.makePlayer(with: pattern)
} catch let error {
print("Failed to create hapticPlayer: \(error.localizedDescription)")
}
// ...
}
// ...
func playHaptic() {
//audioPlayer?.play()
// Start Haptic Engine
do {
try hapticEngine.start()
} catch let error {
print("Haptic Engine could not start: \(error.localizedDescription)")
}
// Start Haptic Player
do {
try hapticPlayer.start(atTime: 0.0)
print("Why")
} catch let error {
print("Haptic Player could not start: \(error.localizedDescription)")
}
// Stop Haptic Engine
hapticEngine.stop(completionHandler: nil)
}