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“Popping Sound”

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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
789
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
660
Jul ’20
play audio on end of drag
I have some problem with autoplay.I added event listener on touchend to an element. I want to play audio when i finish drag finger on this element.Everywhere is written that on touchend event audio should be playing, but it doesn't. Audio is playing only if i click fast on the element without drag,I found here: https://bugs.webkit.org/show_bug.cgi?id=149367 that: Allowing media to play on touchstart means that ads videos and audio will autoplay when you scrollCan I suppose that if touchend event comes from drag then audio will not play?
1
0
928
May ’16
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
787
Dec ’18
Audio Passthrough
Hi, I'm trying to pass audio through from an input directly to the built-in speakers in a macOS app. It's to go along with passing through video to the form. I have successfully populated an AVCaptureDevice object and then initialised an AVCaptureDeviceInput from it. I've then added it as an input to my session. Am I missing something to actually output the session to the speakers though? Thanks, Jimmy -(void) initCaptureSession { session = [[AVCaptureSession alloc] init]; if ([session canSetSessionPreset : AVCaptureSessionPresetHigh]) [session setSessionPreset : AVCaptureSessionPresetHigh]; if (@available(macOS 10.14, *)) { if ([AVCaptureDevice authorizationStatusForMediaType: AVMediaTypeVideo] == AVAuthorizationStatusNotDetermined) { [AVCaptureDevice requestAccessForMediaType:AVMediaTypeVideo completionHandler:^(BOOL granted) { if (granted) { //self.videoConsentState = PrivacyConsentStateGranted; } else { //self.videoConsentState = PrivacyConsentStateDenied; }}]; } } else { // Fallback on earlier v
0
0
683
Oct ’22
No sound in beta 2
I have no sound. I am on a Macbook Pro Retina 13 Early 2015.I noticed this sometime after using a Fretlight Guitar and accomanying software. I am not sure if using MIDI triggered it somehow, but sound was working while I was using it.I have no airplay audio devices listed when option clicking the speaker icon.Under Sound Preferences, everything appears normal.MIDI Audio setup the master volume slider is greyed out and set all the way down.I've tried resetting the SMC and PRAM to no avail.There is sound on boot, but abosultely nothing in OS X.Volume controls are fine, no cross circle or red light.
1
0
383
Jul ’15
Fade in background sound with SKAudioNode
From the first glance, it looked like SKAudioNode would deliver all the sound functionaliy I need for a simple game-like app.But it seems to be making life difficult.I wanted to create an AudioNode, and have it start with zero volume, and then fade up to an audio level.After a few attempts, I now have this. //create audio in paused state amb.runAction(SKAction.pause()) amb.runAction(SKAction.changeVolumeTo(0.0, duration: 0.0)) //and then after a delay - unpause and fade in amb.runAction(SKAction.play()) amb.runAction(SKAction.changeVolumeTo(0.2, duration: 20))But the duration parameter seems to be ignored.Also finding that scene transitions don't like scenes with audio. I am occasionally seeing crashes. XCode itself crashes when previewing a scene with looping audio. And (just a little) worried that Demo Bots example code does not include any sound at all. I am puzzled about how best to proceed.
11
0
4.5k
Apr ’16
Combining two audio AVAssetWriterInput
Hello,I am working with Replay Kit 2, to record the screen, the app output audio, and the phone input microphone.This means I can have up to 3 AVAssetWriterInput instances:- 1 for the app video (screen recording)- 1 for app audio (stereo, 2 channels, 441000 sample rate, 64000 bit rate)- 1 for microphone audio (mono, 1 channel, 441000 sample rate, 64000 bit rate)I am using a AVAssetWriter to combine these three inputs. (using add: method)This results in an mp4 with two different audio tracks, one with only the app audio, and another with the microphone audio. This means in some players like VLC only one track at a time is played.Is there any specific way to combine both inputs into one in the final MP4?
3
0
3.0k
Jan ’18
Xcode audio problem with Webm
Hi, I have an app ready from Construct 3, everything is fine but I have audio problems only in Xcode. I exported the game from Construct 3 to Xcode using Cordova, but some high audio frequencies are distorting (aliasing). I think is a problem with WebM files. If I could add these audio files as m4a directly in Xcode, I think the problem would be solved. is this something that can be done? Thank you in advance
0
0
269
Oct ’20
how to record audio at distance?
Hi,Can someone explain me how I can run a remote recording audio on my phone?I found an example of an audio recorder with swift. It's works great and I can upload records in Firebase.Now, I want to execute the same things but without using the record button in my app.For example a web page with a button start recording on the IOs phone.Or another app on a second phone starts the action to register on the first phoneI don't know how it's possible and which types of communication, I can use it for remote access.If my project it's not clear, ask me details.Thank you for your help.
6
0
3.8k
Aug ’17
Can audio from streaming service be manipulated?
My question is very high level being totally new to streaming media.Is it feasible to intercept the audio component of a TV broadcast stream, and then replace segments of that audio?Conceptually, this capability/app would run on the streaming device (e.g. Apple TV) and be configurable by the end user.Any guidance on the feasibility appreciated. And if so, would appreciate as well guidance on technical standards, technical components, SDK, classes, etc. that I could begin to study related to this audio handling.ThanksP.S. - Are there any legal ramifications of manipulating the audio output (presented to end user/viewer only) of broadcast from “x” network / service (fill in your content provider of choice).
3
0
437
Apr ’20
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
789
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
660
Activity
Jul ’20
play audio on end of drag
I have some problem with autoplay.I added event listener on touchend to an element. I want to play audio when i finish drag finger on this element.Everywhere is written that on touchend event audio should be playing, but it doesn't. Audio is playing only if i click fast on the element without drag,I found here: https://bugs.webkit.org/show_bug.cgi?id=149367 that: Allowing media to play on touchstart means that ads videos and audio will autoplay when you scrollCan I suppose that if touchend event comes from drag then audio will not play?
Replies
1
Boosts
0
Views
928
Activity
May ’16
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
787
Activity
Dec ’18
Audio Passthrough
Hi, I'm trying to pass audio through from an input directly to the built-in speakers in a macOS app. It's to go along with passing through video to the form. I have successfully populated an AVCaptureDevice object and then initialised an AVCaptureDeviceInput from it. I've then added it as an input to my session. Am I missing something to actually output the session to the speakers though? Thanks, Jimmy -(void) initCaptureSession { session = [[AVCaptureSession alloc] init]; if ([session canSetSessionPreset : AVCaptureSessionPresetHigh]) [session setSessionPreset : AVCaptureSessionPresetHigh]; if (@available(macOS 10.14, *)) { if ([AVCaptureDevice authorizationStatusForMediaType: AVMediaTypeVideo] == AVAuthorizationStatusNotDetermined) { [AVCaptureDevice requestAccessForMediaType:AVMediaTypeVideo completionHandler:^(BOOL granted) { if (granted) { //self.videoConsentState = PrivacyConsentStateGranted; } else { //self.videoConsentState = PrivacyConsentStateDenied; }}]; } } else { // Fallback on earlier v
Replies
0
Boosts
0
Views
683
Activity
Oct ’22
No sound in beta 2
I have no sound. I am on a Macbook Pro Retina 13 Early 2015.I noticed this sometime after using a Fretlight Guitar and accomanying software. I am not sure if using MIDI triggered it somehow, but sound was working while I was using it.I have no airplay audio devices listed when option clicking the speaker icon.Under Sound Preferences, everything appears normal.MIDI Audio setup the master volume slider is greyed out and set all the way down.I've tried resetting the SMC and PRAM to no avail.There is sound on boot, but abosultely nothing in OS X.Volume controls are fine, no cross circle or red light.
Replies
1
Boosts
0
Views
383
Activity
Jul ’15
Fade in background sound with SKAudioNode
From the first glance, it looked like SKAudioNode would deliver all the sound functionaliy I need for a simple game-like app.But it seems to be making life difficult.I wanted to create an AudioNode, and have it start with zero volume, and then fade up to an audio level.After a few attempts, I now have this. //create audio in paused state amb.runAction(SKAction.pause()) amb.runAction(SKAction.changeVolumeTo(0.0, duration: 0.0)) //and then after a delay - unpause and fade in amb.runAction(SKAction.play()) amb.runAction(SKAction.changeVolumeTo(0.2, duration: 20))But the duration parameter seems to be ignored.Also finding that scene transitions don't like scenes with audio. I am occasionally seeing crashes. XCode itself crashes when previewing a scene with looping audio. And (just a little) worried that Demo Bots example code does not include any sound at all. I am puzzled about how best to proceed.
Replies
11
Boosts
0
Views
4.5k
Activity
Apr ’16
Combining two audio AVAssetWriterInput
Hello,I am working with Replay Kit 2, to record the screen, the app output audio, and the phone input microphone.This means I can have up to 3 AVAssetWriterInput instances:- 1 for the app video (screen recording)- 1 for app audio (stereo, 2 channels, 441000 sample rate, 64000 bit rate)- 1 for microphone audio (mono, 1 channel, 441000 sample rate, 64000 bit rate)I am using a AVAssetWriter to combine these three inputs. (using add: method)This results in an mp4 with two different audio tracks, one with only the app audio, and another with the microphone audio. This means in some players like VLC only one track at a time is played.Is there any specific way to combine both inputs into one in the final MP4?
Replies
3
Boosts
0
Views
3.0k
Activity
Jan ’18
Xcode audio problem with Webm
Hi, I have an app ready from Construct 3, everything is fine but I have audio problems only in Xcode. I exported the game from Construct 3 to Xcode using Cordova, but some high audio frequencies are distorting (aliasing). I think is a problem with WebM files. If I could add these audio files as m4a directly in Xcode, I think the problem would be solved. is this something that can be done? Thank you in advance
Replies
0
Boosts
0
Views
269
Activity
Oct ’20
how to record audio at distance?
Hi,Can someone explain me how I can run a remote recording audio on my phone?I found an example of an audio recorder with swift. It's works great and I can upload records in Firebase.Now, I want to execute the same things but without using the record button in my app.For example a web page with a button start recording on the IOs phone.Or another app on a second phone starts the action to register on the first phoneI don't know how it's possible and which types of communication, I can use it for remote access.If my project it's not clear, ask me details.Thank you for your help.
Replies
6
Boosts
0
Views
3.8k
Activity
Aug ’17
Working with phone call audio?
Is it possible (and if not, why isn't it possible) for developers to access live phone call audio through an app? I know of a few apps that allow users to equalize sound from music/media apps, but none that can manipulate phone call audio. Is this just a security feature to prevent malicious developers from recording calls?
Replies
1
Boosts
0
Views
633
Activity
Jun ’20
CarPlay Audio entitlement
Hi, My account was approved for the com.apple.developer.playable-content entitlement, but now it's deprecated and I want to switch to the new one com.apple.developer.carplay-audio. I have some problems making the transition, do I need to submit a new request to Apple for the new entitlement? Thanks.
Replies
1
Boosts
0
Views
878
Activity
Jul ’21
Phase Audio and Unity
Does Phase support creating new sound events at runtime? Is that implemented in the plugin for Unity as well? Does Phase support Unity's addressable system, are they compatible?
Replies
0
Boosts
0
Views
523
Activity
Dec ’24
connected devices audio
HelloI would like to know the list of currently connected devices. (audio)I am looking for a way to get a signal when the car is connected to BluetoothHave a good day.
Replies
0
Boosts
0
Views
713
Activity
Apr ’18
Can audio from streaming service be manipulated?
My question is very high level being totally new to streaming media.Is it feasible to intercept the audio component of a TV broadcast stream, and then replace segments of that audio?Conceptually, this capability/app would run on the streaming device (e.g. Apple TV) and be configurable by the end user.Any guidance on the feasibility appreciated. And if so, would appreciate as well guidance on technical standards, technical components, SDK, classes, etc. that I could begin to study related to this audio handling.ThanksP.S. - Are there any legal ramifications of manipulating the audio output (presented to end user/viewer only) of broadcast from “x” network / service (fill in your content provider of choice).
Replies
3
Boosts
0
Views
437
Activity
Apr ’20