Solution 1:
import UIKit
import AudioToolbox
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// 这句话会使iPhone产生震动效果,可以加在按钮里面。
AudioServicesPlayAlertSound(SystemSoundID(kSystemSoundID_Vibrate))
}
}
load onto your phone and it will vibrate. You can put it in a function or IBAction as you wish.
Code Update:
AudioServicesPlayAlertSoundWithCompletion(SystemSoundID(kSystemSoundID_Vibrate)) { }
As apple code docs written:
This function will be deprecated in a future release. Use
AudioServicesPlaySystemSoundWithCompletion instead.
NOTE: If vibrate doesn’t work. check vibrate is enable in sounds and haptics settings
Solution 2:
In iOS 10 on iPhone 7 or 7 Plus, try:
let generator = UIImpactFeedbackGenerator(style: .heavy) generator.impactOccurred()
Solution 3:
Other vibration types:
import AudioToolbox AudioServicesPlaySystemSound(1519) // Actuate "Peek" feedback (weak boom) AudioServicesPlaySystemSound(1520) // Actuate "Pop" feedback (strong boom) AudioServicesPlaySystemSound(1521) // Actuate "Nope" feedback (series of three weak booms)
More About Vibration – http://www.mikitamanko.com/blog/2017/01/29/haptic-feedback-with-uifeedbackgenerator/
Solution 4:
Swift 4.2 Updated
Just insert code below into your project.
Usage
Vibration.success.vibrate()
Source Code
enum Vibration {
case error
case success
case warning
case light
case medium
case heavy
@available(iOS 13.0, *)
case soft
@available(iOS 13.0, *)
case rigid
case selection
case oldSchool
public func vibrate() {
switch self {
case .error:
UINotificationFeedbackGenerator().notificationOccurred(.error)
case .success:
UINotificationFeedbackGenerator().notificationOccurred(.success)
case .warning:
UINotificationFeedbackGenerator().notificationOccurred(.warning)
case .light:
UIImpactFeedbackGenerator(style: .light).impactOccurred()
case .medium:
UIImpactFeedbackGenerator(style: .medium).impactOccurred()
case .heavy:
UIImpactFeedbackGenerator(style: .heavy).impactOccurred()
case .soft:
if #available(iOS 13.0, *) {
UIImpactFeedbackGenerator(style: .soft).impactOccurred()
}
case .rigid:
if #available(iOS 13.0, *) {
UIImpactFeedbackGenerator(style: .rigid).impactOccurred()
}
case .selection:
UISelectionFeedbackGenerator().selectionChanged()
case .oldSchool:
AudioServicesPlaySystemSound(SystemSoundID(kSystemSoundID_Vibrate))
}
}
}
Solution 5:
For iOS 10.0+ You can try UIFeedbackGenerator
Simple viewController above, just replace your view controller in your test “single view app”
import UIKit
class ViewController: UIViewController {
var i = 0
override func viewDidLoad() {
super.viewDidLoad()
let btn = UIButton()
self.view.addSubview(btn)
btn.translatesAutoresizingMaskIntoConstraints = false
btn.widthAnchor.constraint(equalToConstant: 160).isActive = true
btn.heightAnchor.constraint(equalToConstant: 160).isActive = true
btn.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
btn.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
btn.setTitle("Tap me!", for: .normal)
btn.setTitleColor(UIColor.red, for: .normal)
btn.addTarget(self, action: #selector(tapped), for: .touchUpInside)
}
@objc func tapped() {
i += 1
print("Running \(i)")
switch i {
case 1:
let generator = UINotificationFeedbackGenerator()
generator.notificationOccurred(.error)
case 2:
let generator = UINotificationFeedbackGenerator()
generator.notificationOccurred(.success)
case 3:
let generator = UINotificationFeedbackGenerator()
generator.notificationOccurred(.warning)
case 4:
let generator = UIImpactFeedbackGenerator(style: .light)
generator.impactOccurred()
case 5:
let generator = UIImpactFeedbackGenerator(style: .medium)
generator.impactOccurred()
case 6:
let generator = UIImpactFeedbackGenerator(style: .heavy)
generator.impactOccurred()
default:
let generator = UISelectionFeedbackGenerator()
generator.selectionChanged()
i = 0
}
}
}