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“Popping Sound”

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Audio input on the AppleTV simulator
We're prototyping without the actual hardware, and I'm trying to port a portion of our iOS application to AppleTV. We use Audio Units for recording from the microphone.The Audio Units code seems to work fine. It's querying things like the recording frequency from the simulator, and initializing everything for recording. The hold up is the audio session. The play and record category for AVAudioSession (and all the recording based audio categories) are defined as part of AVFoundation on the AppleTV, but they're not marked as available at runtime.Does the simulator currently not support audio input? Is there a feature to enable it? And I'm assuming the hardware will allow recording for the remote microphone if these APIs are present. Is that the case?
2
0
1.1k
Sep ’15
No sound after updating.
I have updated my ipad 7th gen to ipados18.3 Beta last week and I realized that there is no sound at all no sound from speakers and no sound from bluetooth devices and no sound from airplay, I've checked google and reddit and alot of research people told me its a software bug, i submitted a bug report and now im still waiting for a bug fix update, youtube dosent work neither spotify aswell their UI stops working when i try to use it, So how long do i have to wait for a bug fix? Thanks apple.
0
0
328
Jan ’25
Frustrating pop-up "Cannot Verify Server Identity"
For the last several betas, I keep getting the following error: Cannot Verify Server Identity The identity of domain name cannot be verified. This post won't allow me to type in the server, but it is in the attached picture. I keep assuming it is a beta issue, but it is persisting across betas. Any ideas on how to get rid of this or what is causing it? It also popped up on my new iPhone 14 Pro after synching with the iPhone 13 Pro it replaced.
0
0
360
Sep ’22
Audio Unit V2: kAudioComponentInstantiation_LoadInProcess?
Hello all,I'm seeing that Final Cut Pro and Garageband use InfoHelper to validate Audio Units now, whereas Logic Pro X still uses auvaltool. After some debugging I've noticed that InfoHelper uses worker threads to instantiate audio units.From what I understand after watching the WWDC video on Audio Unit Extensions, V2 Audio Units should still be loaded 'in-process' by the host, but I see this isn't occuring during validation.Does anyone know if it's possible to use this new flag for instantiating v2 audio units? I have a requirement that the app must be created on the main thread (using Qt as a graphical frontend). Seems that something along these lines may help.CheersDaniel
0
0
551
Aug ’17
using audio buffer from ReplayKit
So currently I using blackhole program to connect the output into input device. I can see that ReplayKit is able to pickup the input and get audio buffer. however, there is no data in the buffer. if there is no data, does that mean there s no audio recorded, or the audio data is store somewhere else?
0
0
797
Aug ’22
Playing periodic audio in background using AVFoundation - facing audio session startup failure
Hello everyone, I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes. Following AVFoundation documentation, I’m configuring my audio session like this: let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try? session.setActive(true) When it’s time to play cues, I schedule playback on a DispatchQueue: // scheduleAudio uses DispatchQueue self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for sample in interval.samples { audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime)) } } catch { print(Audio activation failed: (error)) } } This works p
0
0
298
Jul ’25
Recording stereo audio with `AVCaptureAudioDataOutput`
Hey all! I'm building a Camera app using AVFoundation, and I am using AVCaptureVideoDataOutput and AVCaptureAudioDataOutput delegates. (I cannot use AVCaptureMovieFileOutput because I am doing some processing inbetween) When recording the audio CMSampleBuffers to the AVAssetWriter, I noticed that compared to the stock iOS camera app, they are mono-audio, not stereo audio. I wonder how recording in stereo audio works, are there any guides or documentation available for that? Is a stereo audio frame still one CMSampleBuffer, or will it be multiple CMSampleBuffers? Do I need to synchronize them? Do I need to set up the AVAssetWriter/AVAssetWriterInput differently? This is my Audio Session code: func configureAudioSession(configuration: CameraConfiguration) throws { ReactLogger.log(level: .info, message: Configuring Audio Session...) // Prevent iOS from automatically configuring the Audio Session for us audioCaptureSession.automaticallyConfig
0
0
1.1k
Apr ’24
Can't stop playing audio
private let walkAudioSource = SCNAudioSource(fileNamed: Scenes.scnassets/Audio/RamboWalk.wav)! init() { super.init() walkAudioSource.isPositional = true walkAudioSource.load() } private func moveHero() { node.runAction(SCNAction.playAudio(walkAudioSource, waitForCompletion: false), forKey: walkAudioSource) node.runAction(SCNAction.wait(duration: 1.0)) { Swift.print(self.node.removeAction(forKey: walkAudioSource)) self.node.removeAction(forKey: walkAudioSource) } }when executing:moveHero()i can hear the audio playing and see output:self.node.removeAction(forKey: walkAudioSource)but audio is still playingAnybody knows how to stop audio playing?
1
0
790
May ’17
AVPlayer live audio buffer
I have an app which plays a live .m3u8 audio stream using an AVPlayer instance. The audio plays as expected and keeps up with the live version. I have some user reports which claim that if they stop the player for 30-60 seconds, when they resume, it resumes from its last position, not the live position. This suggests that the player is caching/buffering some of the audio they've missed. How do I ensure this does not happen? I want the audio to play at as close to live as possible.
0
0
665
Jul ’20
Adding sound to SKAction.sequence
Hi,I am trying to add sound to a sequence.First, in GameScene.swift in func didMove (after creating the mySprite of course), I added the property to the sequence:let demoAction = SKAction.move(to: CGPoint(x: 450, y: 300), duration: 3)let growAction = SKAction.scale(to: 3, duration: 3)let dialogueOne = SKAction.playSounfFileNamed(DialogueOne.m4a, waitForCompletion: false)let sequence = SKAction.sequence([demoAction, growAction, dialogueOne])mySprite.run(sequence)...and this didn't work.Then in GameScene.swift I added the property (globally):let dialogueOne = SKAction.playSounfFileNamed(DialogueOne.m4a, waitForCompletion: false)and called it at the end of the function:let demoAction = SKAction.move(to: CGPoint(x: 450, y: 300), duration: 3)let growAction = SKAction.scale(to: 3, duration: 3)let sequence = SKAction.sequence([demoAction, growAction])mySprite.run(sequence)self.run(dialogueOne)...this also didn't work.I also imported AVFoundation in both GameViewController.swift and GameScene.swift btw - not
2
0
791
Dec ’18
Audio input on the AppleTV simulator
We're prototyping without the actual hardware, and I'm trying to port a portion of our iOS application to AppleTV. We use Audio Units for recording from the microphone.The Audio Units code seems to work fine. It's querying things like the recording frequency from the simulator, and initializing everything for recording. The hold up is the audio session. The play and record category for AVAudioSession (and all the recording based audio categories) are defined as part of AVFoundation on the AppleTV, but they're not marked as available at runtime.Does the simulator currently not support audio input? Is there a feature to enable it? And I'm assuming the hardware will allow recording for the remote microphone if these APIs are present. Is that the case?
Replies
2
Boosts
0
Views
1.1k
Activity
Sep ’15
IOS Notifications and sound
Hi. Anyone knownn if there is some update or something APPLE done so that i cant get notifications and sound when i try so send information to my app, it has worked until two days ago.
Replies
0
Boosts
0
Views
390
Activity
Nov ’23
No sound after updating.
I have updated my ipad 7th gen to ipados18.3 Beta last week and I realized that there is no sound at all no sound from speakers and no sound from bluetooth devices and no sound from airplay, I've checked google and reddit and alot of research people told me its a software bug, i submitted a bug report and now im still waiting for a bug fix update, youtube dosent work neither spotify aswell their UI stops working when i try to use it, So how long do i have to wait for a bug fix? Thanks apple.
Replies
0
Boosts
0
Views
328
Activity
Jan ’25
AVCaptureMultiCamSession audio power is very low
The audio samples coming from audio connection added to AVCaptureMultiCamSession are very low power compared to AVCaptureSession. This can be easily seen by printing averagePower of audio channels in sample code of AVMultiCamPip & AVCam and comparing. Why is it so?
Replies
2
Boosts
0
Views
1.2k
Activity
Jun ’20
Frustrating pop-up "Cannot Verify Server Identity"
For the last several betas, I keep getting the following error: Cannot Verify Server Identity The identity of domain name cannot be verified. This post won't allow me to type in the server, but it is in the attached picture. I keep assuming it is a beta issue, but it is persisting across betas. Any ideas on how to get rid of this or what is causing it? It also popped up on my new iPhone 14 Pro after synching with the iPhone 13 Pro it replaced.
Replies
0
Boosts
0
Views
360
Activity
Sep ’22
Audio Unit V2: kAudioComponentInstantiation_LoadInProcess?
Hello all,I'm seeing that Final Cut Pro and Garageband use InfoHelper to validate Audio Units now, whereas Logic Pro X still uses auvaltool. After some debugging I've noticed that InfoHelper uses worker threads to instantiate audio units.From what I understand after watching the WWDC video on Audio Unit Extensions, V2 Audio Units should still be loaded 'in-process' by the host, but I see this isn't occuring during validation.Does anyone know if it's possible to use this new flag for instantiating v2 audio units? I have a requirement that the app must be created on the main thread (using Qt as a graphical frontend). Seems that something along these lines may help.CheersDaniel
Replies
0
Boosts
0
Views
551
Activity
Aug ’17
Background audio player issue
I am work an app development on an app which request an audio function in background as an alert sound. during debug testing , the function work fine, but once I testing standalone without debugging , The function not work , it will play out the sound when I back to app. does any way to trace the issues ?
Replies
0
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0
Views
273
Activity
May ’25
using audio buffer from ReplayKit
So currently I using blackhole program to connect the output into input device. I can see that ReplayKit is able to pickup the input and get audio buffer. however, there is no data in the buffer. if there is no data, does that mean there s no audio recorded, or the audio data is store somewhere else?
Replies
0
Boosts
0
Views
797
Activity
Aug ’22
Playing periodic audio in background using AVFoundation - facing audio session startup failure
Hello everyone, I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes. Following AVFoundation documentation, I’m configuring my audio session like this: let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try? session.setActive(true) When it’s time to play cues, I schedule playback on a DispatchQueue: // scheduleAudio uses DispatchQueue self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for sample in interval.samples { audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime)) } } catch { print(Audio activation failed: (error)) } } This works p
Replies
0
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0
Views
298
Activity
Jul ’25
utilizing the Background Audio
please include the following information in the demo video:utilizing the Background Audio, VoIP and location functionality while your app is running in the background.Please ensure the video you provide shows a physical iOS device (not a simulator).
Replies
0
Boosts
0
Views
628
Activity
Apr ’18
Recording stereo audio with `AVCaptureAudioDataOutput`
Hey all! I'm building a Camera app using AVFoundation, and I am using AVCaptureVideoDataOutput and AVCaptureAudioDataOutput delegates. (I cannot use AVCaptureMovieFileOutput because I am doing some processing inbetween) When recording the audio CMSampleBuffers to the AVAssetWriter, I noticed that compared to the stock iOS camera app, they are mono-audio, not stereo audio. I wonder how recording in stereo audio works, are there any guides or documentation available for that? Is a stereo audio frame still one CMSampleBuffer, or will it be multiple CMSampleBuffers? Do I need to synchronize them? Do I need to set up the AVAssetWriter/AVAssetWriterInput differently? This is my Audio Session code: func configureAudioSession(configuration: CameraConfiguration) throws { ReactLogger.log(level: .info, message: Configuring Audio Session...) // Prevent iOS from automatically configuring the Audio Session for us audioCaptureSession.automaticallyConfig
Replies
0
Boosts
0
Views
1.1k
Activity
Apr ’24
Can't stop playing audio
private let walkAudioSource = SCNAudioSource(fileNamed: Scenes.scnassets/Audio/RamboWalk.wav)! init() { super.init() walkAudioSource.isPositional = true walkAudioSource.load() } private func moveHero() { node.runAction(SCNAction.playAudio(walkAudioSource, waitForCompletion: false), forKey: walkAudioSource) node.runAction(SCNAction.wait(duration: 1.0)) { Swift.print(self.node.removeAction(forKey: walkAudioSource)) self.node.removeAction(forKey: walkAudioSource) } }when executing:moveHero()i can hear the audio playing and see output:self.node.removeAction(forKey: walkAudioSource)but audio is still playingAnybody knows how to stop audio playing?
Replies
1
Boosts
0
Views
790
Activity
May ’17
AVPlayer live audio buffer
I have an app which plays a live .m3u8 audio stream using an AVPlayer instance. The audio plays as expected and keeps up with the live version. I have some user reports which claim that if they stop the player for 30-60 seconds, when they resume, it resumes from its last position, not the live position. This suggests that the player is caching/buffering some of the audio they've missed. How do I ensure this does not happen? I want the audio to play at as close to live as possible.
Replies
0
Boosts
0
Views
665
Activity
Jul ’20
Adding sound to SKAction.sequence
Hi,I am trying to add sound to a sequence.First, in GameScene.swift in func didMove (after creating the mySprite of course), I added the property to the sequence:let demoAction = SKAction.move(to: CGPoint(x: 450, y: 300), duration: 3)let growAction = SKAction.scale(to: 3, duration: 3)let dialogueOne = SKAction.playSounfFileNamed(DialogueOne.m4a, waitForCompletion: false)let sequence = SKAction.sequence([demoAction, growAction, dialogueOne])mySprite.run(sequence)...and this didn't work.Then in GameScene.swift I added the property (globally):let dialogueOne = SKAction.playSounfFileNamed(DialogueOne.m4a, waitForCompletion: false)and called it at the end of the function:let demoAction = SKAction.move(to: CGPoint(x: 450, y: 300), duration: 3)let growAction = SKAction.scale(to: 3, duration: 3)let sequence = SKAction.sequence([demoAction, growAction])mySprite.run(sequence)self.run(dialogueOne)...this also didn't work.I also imported AVFoundation in both GameViewController.swift and GameScene.swift btw - not
Replies
2
Boosts
0
Views
791
Activity
Dec ’18
Notification Sound Issue
anyone have the issue when have 2 or more emails and trying to set diffrenet ringtones for each Mail account? No matter what account I pick, it sets the sound for all.
Replies
0
Boosts
0
Views
1.8k
Activity
Nov ’17