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“Popping Sound”

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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
503
Sep ’16
Installer pop-up question - new on Big Sur
When I download my installer dmg file, & start the installation, I get a pop-up .. would like access to files in your Downloads folder. I can select NO - dont allow - and my installer completes w/o errors. Is there a setting in my Info.plist that can say I do not need access? Or is there a way to trace what is going on? My install scripts access the temp install directory - but not downloads I tried putting the dmg file on my desktop & same error.
2
0
1.6k
Feb ’21
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
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
671
Sep ’21
Bug: Channels erroneously populated when sending audio from an iPhone to a linux gadget audio device.
I have a device which is using linux gadget audio to receive audio input via USB, exposing 24 capture channels. This device works well with Mac, Windows, and Android phones. However, when sending audio from an iPhone (both USB-C iPhones and lightning iPhones using an official Apple lightning -> usb adaptor) I am seeing strange behaviour. Audio which is sent from the iPhone to any one of inputs 12, 19, 20, 21, or 22 appears in all of those channels, rather than only the channel to which audio is routed. I have confirmed on my linux device that these channels are not being erroneously populated by the software running on that device; the issue is visible in audio recorded directly from the gadget using arecord, meaning it is present in the audio being sent from the iPhone. I have confirmed that the gadget channel mask is correct for 24 channel audio (0xFFFFFF). As said above, audio routed to this device from any non-iPhone devic
0
0
447
Apr ’26
#pragma clang attribute pop with no matching push
I have just upgraded a workspace from 8 to 9.1. It has a mixture of Objective-C and Swift.I've gone through the changes to convert everything to Swift 4. The app builds and runs without error.When I try to run the unit tests, I receive a compile error in my <module_name>-Swift.h generated file.// Generated by Apple Swift version 4.0.2 (swiftlang-900.0.69.2 clang-900.0.38)#pragma clang diagnostic push#pragma clang diagnostic ignored -Wgcc-compat...#if __has_attribute(external_source_symbol)# define SWIFT_STRINGIFY(str) #str# define SWIFT_MODULE_NAMESPACE_PUSH(module_name) _Pragma(SWIFT_STRINGIFY(clang attribute push(__attribute__((external_source_symbol(language=Swift, defined_in=module_name, generated_declaration))), apply_to=any(function, enum, objc_interface, objc_category, objc_protocol))))# define SWIFT_MODULE_NAMESPACE_POP _Pragma(clang attribute pop)#else# define SWIFT_MODULE_NAMESPACE_PUSH(module_name)# define SWIFT_MODULE_NAMESPACE_POP#endif...SWIFT_MODULE_NAMESPACE_PUSH(<module_name
2
0
2k
Nov ’17
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
816
Nov ’23
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
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 }}
0
0
1.1k
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 :)
3
0
5.8k
Jul ’21
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!
Replies
0
Boosts
0
Views
503
Activity
Sep ’16
Installer pop-up question - new on Big Sur
When I download my installer dmg file, & start the installation, I get a pop-up .. would like access to files in your Downloads folder. I can select NO - dont allow - and my installer completes w/o errors. Is there a setting in my Info.plist that can say I do not need access? Or is there a way to trace what is going on? My install scripts access the temp install directory - but not downloads I tried putting the dmg file on my desktop & same error.
Replies
2
Boosts
0
Views
1.6k
Activity
Feb ’21
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
Import Sound to Reality Composer?
i want to import Sound into Reality Composer... ... so how to prepare and convert Audio Files on my Device, before import new Sound to my Composition. usually there are many options in .mp3 or .wav available, also in different qualities and length?
Replies
1
Boosts
0
Views
2.0k
Activity
Jul ’20
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
912
Activity
Aug ’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
Replies
0
Boosts
0
Views
671
Activity
Sep ’21
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
WatchOS Core Audio
I saw in the watchOS 3 API differences that CoreAudio was added. Is there now a way to stream audio from the watch to the phone as it is recorded?Thanks,Sam
Replies
0
Boosts
0
Views
441
Activity
Aug ’16
Bug: Channels erroneously populated when sending audio from an iPhone to a linux gadget audio device.
I have a device which is using linux gadget audio to receive audio input via USB, exposing 24 capture channels. This device works well with Mac, Windows, and Android phones. However, when sending audio from an iPhone (both USB-C iPhones and lightning iPhones using an official Apple lightning -> usb adaptor) I am seeing strange behaviour. Audio which is sent from the iPhone to any one of inputs 12, 19, 20, 21, or 22 appears in all of those channels, rather than only the channel to which audio is routed. I have confirmed on my linux device that these channels are not being erroneously populated by the software running on that device; the issue is visible in audio recorded directly from the gadget using arecord, meaning it is present in the audio being sent from the iPhone. I have confirmed that the gadget channel mask is correct for 24 channel audio (0xFFFFFF). As said above, audio routed to this device from any non-iPhone devic
Replies
0
Boosts
0
Views
447
Activity
Apr ’26
#pragma clang attribute pop with no matching push
I have just upgraded a workspace from 8 to 9.1. It has a mixture of Objective-C and Swift.I've gone through the changes to convert everything to Swift 4. The app builds and runs without error.When I try to run the unit tests, I receive a compile error in my <module_name>-Swift.h generated file.// Generated by Apple Swift version 4.0.2 (swiftlang-900.0.69.2 clang-900.0.38)#pragma clang diagnostic push#pragma clang diagnostic ignored -Wgcc-compat...#if __has_attribute(external_source_symbol)# define SWIFT_STRINGIFY(str) #str# define SWIFT_MODULE_NAMESPACE_PUSH(module_name) _Pragma(SWIFT_STRINGIFY(clang attribute push(__attribute__((external_source_symbol(language=Swift, defined_in=module_name, generated_declaration))), apply_to=any(function, enum, objc_interface, objc_category, objc_protocol))))# define SWIFT_MODULE_NAMESPACE_POP _Pragma(clang attribute pop)#else# define SWIFT_MODULE_NAMESPACE_PUSH(module_name)# define SWIFT_MODULE_NAMESPACE_POP#endif...SWIFT_MODULE_NAMESPACE_PUSH(<module_name
Replies
2
Boosts
0
Views
2k
Activity
Nov ’17
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
816
Activity
Nov ’23
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
Audio Unit logo for website
hi, Is there an Audio Unit logo I can show on my website? I would love to show that my application is able to host Audio Unit plugins. regards, Joël
Replies
0
Boosts
0
Views
738
Activity
Sep ’25
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 }}
Replies
0
Boosts
0
Views
1.1k
Activity
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 :)
Replies
3
Boosts
0
Views
5.8k
Activity
Jul ’21