I have a published app where the record and playback worked fine. Recently I upgraded to iOS 9. Now the record and playback works sporadically - like one time in ten tries. Using AVAudioSession, AVAudioRecorder, AVAudioPlayer.Normal functioning is that during playback the other sound-related buttons (such as record) are made inactive/grayed out for the few seconds duration of the playbackCurrently, when you record (or attempt to) and playback fails, the sound-related buttons are inactive/grayed out and just hang in that stateOther audio-related actions in this module (such as playback of pre-recorded narration of the verse) continue to function as expectedI used the record-playback function at least as recently as December 1 and it was working fineI am at a loss as to how to proceed to either investigate or repair the problem.I have at least one friend who has also had audio issues with iOS 9. Is there a bug here? Is Apple working on it? Is there a reason to just wait for A
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Hi, Looking to get secondary tap sound in UI, When in menus on visionOS there is a secondary sound that isn't a button sound when you tap on elements not - does anyone know how to add this sound (it's also in settings when you tap on any element? Currently I am generating a similar field as in the appstore settings but the onTapGesture doesn't make a system sound. Thanks! let title: String let subtitle: String? let action: (() -> Void)? @State private var isHovered = false init(title: String, subtitle: String? = nil, action: (() -> Void)? = nil) { self.title = title self.subtitle = subtitle self.action = action } var body: some View { HStack { VStack(alignment: .leading, spacing: 2) { Text(title) .font(.body) .foregroundColor(.primary) if let subtitle = subtitle { Text(subtitle) .font(.caption) .foregroundColor(.secondary) } } Spacer() Image(systemName: chevron.right) .font(.system(size: 12, weight: .medium)) .foregroundColor(.secondary) } .padding(.horizonta
I am trying to mix the audio from 2 different hardware audio devices together in real-time and record the results. Does anybody have any idea how to do this? This is on macOS. Things I have tried and why it didn't work: Adding 2 audio AVCaptureDevices to an AVCaptureMovieFileOutput or AVAssetWriter. This results in a file that has 2 audio tracks. This doesn't work for me for various reasons. Sure I can mix them together with an AVAssetExportSession, but it needs to be real-time. Programmatically creating an aggregate device and recording that as an AVCaptureDevice. This sort of works, but it always results in a recording with strange channel issues. For example, if I combine a 1 channel mic and a 2 channel device, I get a recording with 3 channel audio (L R C). If I make an aggregate out of 2 stereo devices, I get a recording with quadraphonic sound(L R Ls Rs), which won't even play back on some players. If I always force it to stereo, all stereo tracks ge
Anyone else notice the sound the watch makes when placed on a charger is missing in beta 4 and 5?
I am displaying the list of sound , retrieved from /System/Library/Audio/UISounds.When user select any sound from the app, I send the name of sound to the server. When server send the push notification , it configure that name in push notification, Still Device play the default system sound.What do I have to do so that system play selected system sound on push notification ? ( WhatsApp is giving this feature).
I'm trying to do something similar to Tile.app. When it shows a notification, it plays a sound. That seems simple enough-- use UILocalNotification and include the sound file name. But local notifications limit sounds to no more than 30 seconds, and Tile's sound keeps playing for a whole lot longer than that. I expect it's looping, and it continues until I can't stand the noise any more.The sound also plays even if the phone's mute switch is on, which doesn't happen with local notifications.I thought maybe I could post a text-only local notification and have my app play the sound. But using AVAudioPlayer, the play method returns NO and the sound doesn't play.I've seen it suggested that this is by design, that apps aren't supposed to be able to play sounds from the background-- only continue sound that's already playing. I'd accept that reasoning except that Tile does it, so it's obviously possible. One suggested workaround is to l
Push notification audio sound working fine in other devices but in two iPad the sounds are not working. Two models in which audio sound is not working are : iPad(MHNF3LL) iPad(MK7M3LL) Both iPad have iOS 15.3.1 version. Is there any particular settings needed in the app to make the custom audio sound audible ?
Upgrading to IOs 16 causes MFI Hearing Devices to no longer receive music or app audio to users hearing devices, e.g., Cochlear Implants. However, telephone audio and voice mail continues to be transmitted normally, just not from any other sources like music files or youtube, etc.
Is there a way to adjust the sound intensity and make the Haptic prominent programmatically (Swift).
How do you add a audio player to a swift playgrounds app project? How would you be able to add local audio along in the backend along with a interactive audio player in the frontend??? Thanks!
We have a software product that sends prints to a printer driver with the driver settings pre-saved to a file and applied at the time of printing. For reasons outside the scope of this question in some specific cases we need to open a pop up window for the OEM driver for the settings to be accepted by the OEM driver. In these cases the user has to click Print a second time, not ideal. Our dev team is having a difficult time automatically clicking that second Print button so the user doesn't have to. The goal is the window would pop up for a fraction of a second and the file is sent off right away with only one click by the user. I have personally tried playing around with AppleScript to accomplish this but have not been able to do so. The application itself is written with QT and here is the info regarding the button in question from Accessibility Inspector: Does anyone have any knowledge how to auto press this button?
Hi Apple Developer Community,Im realy new to ios dev and i have a problem with the question where to start and with witch framework.I want to develop a small app for realtime audio processing with fft.For fft i want use the accelerate framework.But how can a get the input from the mic and use this in the accelerate framework?Which framework is for this? AVFoundation(AVAudioEnging or AVAudioSession ...) or the Audio Toolkit thanks for help
Is it possible to play WebM audio on iOS? Either with AVPlayer, AVAudioEngine, or some other API? Safari has supported this for a few releases now, and I'm wondering if I missed something about how to do this. By default these APIs don't seem to work (nor does ExtAudioFileOpen). Our usecase is making it possible for iOS users to play back audio recorded in our webapp (desktop versions of Chrome & Firefox only support webm as a destination format for MediaRecorder)
Just saw the Audio Workgroup WWDC20 video. Thanks for bringing this up as it reduces uncertainty for most real-time audio Apps. I am wondering about the availability of Workgroups. The speaker mentions Fall 2020. Is this already part of iOS 14? Is this only iOS 14+ feature or is there backward compatibility? thanks in advance, Arshia Cont
After ios 14.5 release, should lower version also present ATT Auth pop-up? (for example, iOS 14.2.. etc)