Search results for

“Popping Sound”

20,149 results found

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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 :)
3
0
5.7k
Jul ’21
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
0
0
752
Jun ’20
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!
8
0
581
Sep ’15
Mute Audio Input on macOS
Is it possible for a macOS app to mute the audio input for whatever is selected under System Preferences -> Sound -> Input?The goal is to be certain that microphone audio is not being sent to any running applications.Cheers,Patrick
0
0
1.4k
Apr ’20
synchronizing audio recording to playback
I am playing back audio on an AVPlayer while recording audio with AVAcaptureSession. How can I synchronize the recording to the audio playback timeline. I am subtracting both inputLatency & outputLatency from AVAudioSession to the timestamp of the capture audio but the timing seems to be still be off. What other latencies do I need to compensate for?
2
0
991
Jun ’20
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!
0
0
1.1k
Mar ’19
Notification Sound with iOS 17
Why did Apple change the sound for Notifications in iOS 17??? I just finally upgraded today from iOS 16.7.2 to iOS 17.1.1 and among other things I don't like, this one makes no sense whatsoever! Why can't user select the sound we want for Notifications? At least when I had the Tri-Tone sound I could hear it. The new sound is way too quiet, causing me to miss notifications now. PLEASE FIX THIS ASAP!
1
0
693
Nov ’23
Custom Keyboard Audio Recording
I am writing a custom keyboard. I need to record audio (which than is send to our server for processing) - I gave the keyboard full access, but it seems audio recordings are not working.Is it possible to access the audio device for recording in a custom keyboard? Do I need some other permissions for this?thanks
Topic: UI Frameworks SubTopic: AppKit Tags:
1
0
1.2k
Oct ’15
Alarmkit custom sound plays once
When setting a custom sound in AlarmKit, the alarm only plays the audio file once. I can understand why push notifications would play a sound only once, but I don’t understand why alarms can only play the sound for less than 30 seconds. We’re already at beta 6, so I’m wondering if Apple still hasn’t fixed this or if they have no intention of fixing it.
5
0
896
Aug ’25
iOS 18 Bug: NavigationStack, paths, searchable and popping to root
Hello everyone, I wanted to post this as a sanity check before I create a Feedback for this bug. I'm using Xcode 16.1 Beta (167B5001e) along with iOS 18.1 Beta. When using a NavigationStack with a bindable path and navigating to another view while searching, it won't allow you to pop to root by resetting the path. Here's some simple code: // Base code from: // https://sarunw.com/posts/how-to-pop-to-root-view-in-swiftui/ import SwiftUI struct ContentView: View { @State private var path: [Int] = [] var body: some View { NavigationStack(path: $path) { Button(Start) { path.append(1) } .navigationDestination(for: Int.self) { int in DetailView(path: $path, count: int) } .navigationTitle(Home) } } } struct DetailView: View { @Binding var path: [Int] @State private var searchText = let count: Int var body: some View { Button(Go deeper) { path.append(count + 1) } .navigationBarTitle(count.description) .toolbar { ToolbarItem(placement: .bottomBar) { Button(Pop to Root) { path = [] } } } .sea
2
0
1.1k
Aug ’24
SpriteKit - Associating sound with motion
I need to associate sound with the movement of a sprite. Movement can be as a result of physics, not as a result of an SKAction. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. But am having difficulty associating the sound with movement. The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. I tried SKAction.playSoundFileNamed first - the sound kept going even when the object was not moving. I tried adding an SKAudioNode with Play and Stop, with no
0
0
755
Nov ’23
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 :)
Replies
3
Boosts
0
Views
5.7k
Activity
Jul ’21
Attaching audio to MSMessageTemplateLayout
Attaching an audio file to MSMessageTemplateLayout's mediaFileURL property appears to still not be working in Beta 7. Has anyone found workarounds for this?
Replies
5
Boosts
0
Views
894
Activity
Aug ’16
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
Replies
0
Boosts
0
Views
752
Activity
Jun ’20
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!
Replies
8
Boosts
0
Views
581
Activity
Sep ’15
Glitch in Pubg sound
Hi, when I turn on my mic my speaker volume is low and I cannot hear any game sounds . This happened since I updated to iOS 14 . Can anyone help me with how to solve this issue.
Replies
7
Boosts
0
Views
5.1k
Activity
Oct ’20
Mute Audio Input on macOS
Is it possible for a macOS app to mute the audio input for whatever is selected under System Preferences -> Sound -> Input?The goal is to be certain that microphone audio is not being sent to any running applications.Cheers,Patrick
Replies
0
Boosts
0
Views
1.4k
Activity
Apr ’20
synchronizing audio recording to playback
I am playing back audio on an AVPlayer while recording audio with AVAcaptureSession. How can I synchronize the recording to the audio playback timeline. I am subtracting both inputLatency & outputLatency from AVAudioSession to the timestamp of the capture audio but the timing seems to be still be off. What other latencies do I need to compensate for?
Replies
2
Boosts
0
Views
991
Activity
Jun ’20
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!
Replies
0
Boosts
0
Views
1.1k
Activity
Mar ’19
audio unit with midi in/out
hi, I'm pretty new to audio unit development, but I've bought a micro synth (Korg nts-1). I just want to build an audio unit that receives and send midi input to/from the nts-1 how can I build an audio unit with midi events in input and output? can an audio unit (instrument) take the audio signal from an external instrument?
Replies
2
Boosts
0
Views
1.7k
Activity
Dec ’20
Notification Sound with iOS 17
Why did Apple change the sound for Notifications in iOS 17??? I just finally upgraded today from iOS 16.7.2 to iOS 17.1.1 and among other things I don't like, this one makes no sense whatsoever! Why can't user select the sound we want for Notifications? At least when I had the Tri-Tone sound I could hear it. The new sound is way too quiet, causing me to miss notifications now. PLEASE FIX THIS ASAP!
Replies
1
Boosts
0
Views
693
Activity
Nov ’23
Custom Keyboard Audio Recording
I am writing a custom keyboard. I need to record audio (which than is send to our server for processing) - I gave the keyboard full access, but it seems audio recordings are not working.Is it possible to access the audio device for recording in a custom keyboard? Do I need some other permissions for this?thanks
Topic: UI Frameworks SubTopic: AppKit Tags:
Replies
1
Boosts
0
Views
1.2k
Activity
Oct ’15
How to handle audio ducking in a osx application, does osx provide any notification for handling audio ducking?
When voice over is working it audio ducking will happen it will reduce my app volume too. Is there any way to handle audio ducking?, when voice over is complete its speach, app volume wont get back. In my app created my own audio device demon for enhancing audio. Is there any solution for it?
Topic: UI Frameworks SubTopic: AppKit Tags:
Replies
0
Boosts
0
Views
332
Activity
Jun ’15
Alarmkit custom sound plays once
When setting a custom sound in AlarmKit, the alarm only plays the audio file once. I can understand why push notifications would play a sound only once, but I don’t understand why alarms can only play the sound for less than 30 seconds. We’re already at beta 6, so I’m wondering if Apple still hasn’t fixed this or if they have no intention of fixing it.
Replies
5
Boosts
0
Views
896
Activity
Aug ’25
iOS 18 Bug: NavigationStack, paths, searchable and popping to root
Hello everyone, I wanted to post this as a sanity check before I create a Feedback for this bug. I'm using Xcode 16.1 Beta (167B5001e) along with iOS 18.1 Beta. When using a NavigationStack with a bindable path and navigating to another view while searching, it won't allow you to pop to root by resetting the path. Here's some simple code: // Base code from: // https://sarunw.com/posts/how-to-pop-to-root-view-in-swiftui/ import SwiftUI struct ContentView: View { @State private var path: [Int] = [] var body: some View { NavigationStack(path: $path) { Button(Start) { path.append(1) } .navigationDestination(for: Int.self) { int in DetailView(path: $path, count: int) } .navigationTitle(Home) } } } struct DetailView: View { @Binding var path: [Int] @State private var searchText = let count: Int var body: some View { Button(Go deeper) { path.append(count + 1) } .navigationBarTitle(count.description) .toolbar { ToolbarItem(placement: .bottomBar) { Button(Pop to Root) { path = [] } } } .sea
Replies
2
Boosts
0
Views
1.1k
Activity
Aug ’24
SpriteKit - Associating sound with motion
I need to associate sound with the movement of a sprite. Movement can be as a result of physics, not as a result of an SKAction. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. But am having difficulty associating the sound with movement. The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. I tried SKAction.playSoundFileNamed first - the sound kept going even when the object was not moving. I tried adding an SKAudioNode with Play and Stop, with no
Replies
0
Boosts
0
Views
755
Activity
Nov ’23