Hi everyone,I'm developing a USB Audio + MIDI interface. The audio part of the interface supports Asynchronous USB audio class 1.0.Lately I am having some issues on iOS with specific Apple Devices (iPhone 7, 7 Plus and X).After a random amount of time from the beginning of audio playback, all of a sudden, the audio stream can become corrupt (very loud digital distortion).The interface works fine on all other Apple devices, Macs and Windows PCs.The problem started to appear with iOS 11. I never experienced anything similar with iOS 10.I am trying to figure out what is causing the problem looking also at the USB packet stream but even when the problem arise nothing strange happens. The audio data sent by the OS is clearly corrupted (abrupt changes in the samples value).As anyone having similar problems?Thanks
Search results for
Popping Sound
19,600 results found
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
On iOS, I don't see a way to create a CMClock that is synchronised to Audio input source currently in use by RemoteIO unit, API is only for Audio output. Is there a way to access the audio clock for RemoteIO unit?
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
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
I have one iOS app that is an iPad touchscreen virtual musical instrument. I have another app that is an audio visualizer (36-th octave spectrum analyzer). I used to use inter-app audio to pipe audio samples from the first app to either the second app, or to GarageBand for recording. But inter-app audio has been deprecated. My question is what is Apple's suggested method (API's etc.) to get audio samples generated in one UI app to play and display in another UI app (say on an iPad, where both apps can be on the display) in performance-near-real-time without using inter-app audio?
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
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
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 }}
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 :)
some downloaded video, edited in photo album. when choose it in UIimagePickerController, the result Video lose audio! BUT,if not edit in album,it's correct!
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?
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.
My safari audio won't play, despite other applications like Spotify and chrome working, it has no issues but safari on YouTube or anything that plays sounds won't load(on YouTube) in instagram it just won't play the audio. anything that can fix this?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
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!
I have a m audio firewire 410 card that works with Maverick. I actualise the system to high sierra and now the audio card doesn't works. Is there any way to keep it working?