This sample app uses SceneKit’s node-based audio API to associate environmental sounds with a virtual object that’s placed in the real world. Because audio is 3D positional in SceneKit by default, volume is automatically mixed based on the user’s distance from a node.
Run an AR Session and Place Virtual Content
Before you can use audio, you need to set up a session and place the object from which to play sound. For simplicity, this sample runs a world tracking configuration and places a virtual object on the first horizontal plane that it detects. For more detail about this kind of session setup, see Building Your First AR Experience. The object placement approach in this sample is similar to the one demonstrated in Handling 3D Interaction and UI Controls in Augmented Reality.
Add 3D Audio to the Scene
To play audio from a given position in 3D space, create an SCNAudioSource from an audio file. This sample loads the file from the bundle in viewDidLoad:
Then, the audio source is configured and prepared:
When you’re ready to play the sound, create an SCNAudioPlayer, passing it the audio source: