 
             let currentOffsetX = CGFloat(newValue) * (10 * sampleStep)
 
+            // 0.5 用于回去
+            let duration: NSTimeInterval = newValue > audioPlayedDuration ? 0.02 : 0.5
+
             if fullOffsetX > fullWidth {
 
                 if currentOffsetX <= fullWidth * 0.5 {
-                    UIView.animateWithDuration(0.02, delay: 0.0, options: .CurveLinear, animations: { [weak self] in
+                    UIView.animateWithDuration(duration, delay: 0.0, options: .CurveLinear, animations: { [weak self] in
                         self?.voiceIndicatorImageViewCenterXConstraint.constant = -fullWidth * 0.5 + 2 + currentOffsetX
                         self?.view.layoutIfNeeded()
                     }, completion: { _ in })


    func audioPlayerDidFinishPlaying(player: AVAudioPlayer, successfully flag: Bool) {

        state = .FinishRecord
        audioPlaying = false

        println("audioPlayerDidFinishPlaying: \(flag)")
    }

                }

            } else {
                UIView.animateWithDuration(duration, delay: 0.0, options: .CurveLinear, animations: { [weak self] in
                    self?.voiceIndicatorImageViewCenterXConstraint.constant = -fullWidth * 0.5 + 2 + currentOffsetX
                    self?.view.layoutIfNeeded()
                }, completion: { _ in })
