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Popping Sound

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No Sound Output
After a little effort, I got the Apple TV configured. Everything seems to work, except I am not getting any sound from it when I try to play content (I tried a free TV shows as a test).I know the HDMI cable is OK, it's the same cable I use with my Roku box. Using the volume controls on the remote makes the LED blink, but nothing else happens. I even tried using AirPlay with an iPad app that generates sound, but nothing was heard.Any ideas?
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377
Sep ’15
Playing Video (with audio; from asset) and recording video and audio (from front camera)?
Hi, I do not know if is this possible, but I have problem to achieve this. I have UIView (VideoView) who has AVPlayerLayer, and plays some video from assets, and have own audio. Over this view, have another (smaller) UIView (CameraView) who have: AVCaptureVideoPreviewLayer (show front camera) AVCaptureSession AVCaptureDevice AVAudioSession to show preview of user front camera and record audio & video from self. And run in same time. Similar to FaceTime Call. AVAudioSession in CameraView is set up something like this: let audioSession = AVAudioSession.sharedInstance() do { if #available(iOS 11.0, *) { try audioSession.setCategory(.playAndRecord, mode: .spokenAudio, policy: AVAudioSession.RouteSharingPolicy.default, options: [.duckOthers]) } else { try audioSession.setCategory(.playAndRecord, mode: .spokenAudio) } try audioSession.setActive(true) } catch let error { print(Audio setup error, #file, #function, #line, error.localizedDescription) } But still, I have some kind of echo
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682
Aug ’20
Playing a sound effect before record video makes video's sound volume is low
I am using AudioService API to play a sound effect before start video recoding, I found a weird thing that the final result video's volume is relative to sound effect volume. if sound effect volume is big, the final video's volume became so low, if sound effect volume is quite, final video's volume is big. I think the iphone's microphone or audio framework make this, maybe it detected the peak volume and balance audio record volume. I use 'playAndRecord' to record video, dosen't change it when play sound effect. need help to slove this issue, i want the video's volume is constants
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773
Aug ’22
Audio problem in VoIP App
Hi,Our VoIP App was fully tested and working fine on iOS 8 for Incoming and outgoing calls.When iOS 9.0.1 was installed on iphone 4 and 6, Audio sound quality of outgoing call part was NOT understandable.After we upgraded our VoIP app, using XCode 7.0 we recompiled our code with no error or warnings yet the audio quality problem in outgoing call still exists.Without any error or warnings, can you inform us of what changes in “Audio” that might affect this ?Our App is using following iOS Audio Frameworks1- AV Foundation framework2- Audio ToolKit framework3- Core Audio frameworkAdditionally, we use GSM Codec for our VoIP calls.Any ideas on how can we progress to a satisfactory solution?Thanks and RegardsMajid Hameed Khan
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449
Oct ’15
Airplay , HDMI audio output
I'm curious. Does audio output via Airplay or HDMI have increased volume in the treble ? I'm currently attenuating the treble by about 10db or higher compared to lower frequencies.Aside from bit depth and samping frequency, which audio output provides better sound ? HDMI vs Airplay audio output...which has less jitter ?Thanks.
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485
Jun ’17
Basic audio synchronization
I have an iOS music game (-ish) app that requires some basic synchronization between audio playback and other non-video events. To keep it simple, let's say I have some sound effects in files and I want to show a dot on the screen when a sound effect is played with a high degree of accuracy. Playing through the built-in speaker is fine, but users will often be using AirPods and the added latency is too noticeable. I don't need this to be super-low latency, I just need to know what the latency is so that I can show the dot exactly when the user hears the sound. I've mostly been experimenting in the AVAudioEngine/AVPlayerNode space. Those provide a variety of latency/ioBufferDuration properties (see below), but unfortunately they seem pretty inaccurate. Are they supposed to be? Is there a better way to sync non-video things with audio playback? func printLatencyInfo() { ttprint(audioSession.inputLatency: (audioSession.inputLatency)) ttprint(audioSession.outputLatency
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1k
Jan ’21
SwiftUI Swipe to pop navigation
I want to hide the navigationbar in my swiftUI View and i can do that using the .navigationbarhiddent(true) but i still want to have the swipe to back functionality, i added my own button to dismiss the view but i couldn’t know how to add the swipe to back functionality. i stumbled upon this answer but it was not perfect because it applied to all the Views in my app, I want to be able to add it to only a the views of my choosing. extension UINavigationController: UIGestureRecognizerDelegate { override open func viewDidLoad() { super.viewDidLoad() interactivePopGestureRecognizer?.delegate = self } public func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool { return viewControllers.count > 1 }}
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1k
Feb ’22
How to make a pop up view?
I am new to Xcode and I have made a small game in SwiftUI. I want to have a button in the corner that displays a new view with the some rules on it. I don’t want to use navigationView or Tabview because it takes up to much space from the game. how do I achieve this? thank you already :)
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5.6k
Jul ’21
No sound or vibrations
My phone will not vibrate or have any sound. I can still talk to people on the phone, but I usually have to call them back because I didn't notice they called. I flip switch on side on phone.. Nothing happens. Can put headphones in and hear muffled sound. Anyone else having similar problems? I've tried restarting and nothing works. Ugh. I'm pretty sure it's an iOS 9 issue but it was not fixed in 9.0.1, hopefully it will be in 9.0.2 Let me know if I'm not alone I'm kind of freaking out and starting to think its my phone even tho the sound worked one minute and not the next without me doing anything to the phone. Thanks!
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564
Sep ’15
How to record audio played by the app
Hi all,I would like to know if it's possible to record all audio played by my app, either played via AudioUnit, AVPlayer, AudioQueue or some other source (except system sounds / sounds from other apps). The thing is that some of the audio played by the app is generated by code that resides in a static library, the source of which is hard for me to access. Thus I would like to achieve this by intercepting the mixed down audio from all sources before it leaves the app. I'm thinking in the way of setting up an AudioUnit and connecting it's input bus to the audio coming from the app, but I am not sure if this can work. I tried to setup a remoteIO audio unit, and getting the samples from the output callback sample buffers, but it does not work that way, only makes a very annoying noise, which is mixed with other app audio 🙂Thanks in advance for all your thoughts!
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1.1k
Mar ’19
Analyzing Audio to Classify Sounds With Core ML
Hi, was following along with this documentation (https://developer.apple.com/documentation/soundanalysis/analyzing_audio_to_classify_sounds) trying classify sounds within my SwiftUI app. Here's what I have: let noiseDetector = NoiseDetector() let model: MLModel = noiseDetector.model let analysisQueue = DispatchQueue(label: com.apple.AnalysisQueue) public var noiseType: String = default class ResultsObserver : NSObject, SNResultsObserving, ObservableObject { func request(_ request: SNRequest, didProduce result: SNResult) { guard let result = result as? SNClassificationResult, let classification = result.classifications.first else { return } noiseType = classification.identifier let formattedTime = String(format: %.2f, result.timeRange.start.seconds) print(Analysis result for audio at time: (formattedTime)) let confidence = classification.confidence * 100.0 let percent = String(format: %.2f%%, confidence) print((classification.identifier): (percent) confidence.n) } func request(_ request: SNRe
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709
Jun ’20