Search results for

Popping Sound

19,350 results found

Post

Replies

Boosts

Views

Activity

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
955
Jun ’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
0
0
1.3k
Apr ’20
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
378
Aug ’25
Persisting Audio Options in AVPlayerViewController
Hi,I am working on a video application for tvOS. Our streams include multiple options for both subtitles and audio options. The subtitles just work. When I change a subtitle option, the subtitle language in the system Settings app also changes. However, the same is not true for audio options. When I choose an audio option for a video in my app, the audio option setting in Settings.app remains unchanged. Is this known/expected behavior, or do I need to configure my app to work with audio options?Thanks,Halen
0
0
389
May ’17
Core Audio in watchOS 3
If you take a look at the differences document on watchOS 3, Apple has posted that Core Audio is now available in watchOS 3: The Core Audio framework (CoreAudio.framework) provides data types that help you represent audio streams, complex buffers, and time values.So can we use this to capture sample buffers as it is recording audio and if so, is there any sample code on how to do this?Thanks!
0
0
478
Sep ’16
Javascript Audio iOS
Hi, how can I fade out the background music (html5 audio element) of my browser game under iOS? Neither can I set audio.volume nor does it work to pipe it through the Web Audio API and modify the gain value. Both solutions work great on basically every non-Apple OS and browser. But it fails on Safari/OSX and in my experience on any browser under iOS. This is quite frustrating. So: how can I fade out music in my browser game under iOS? Thanks Leander
0
0
630
Sep ’21
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
656
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
1.1k
Oct ’15
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
709
Nov ’23
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
1k
Aug ’24