Is anyone having issues with inputs on external interfaces such as motu, apollo or presonus usb/firewire/thunderbolt 2/3 devices? Specifically the motu ultralite mk3 hybrid. the drivers work in high sierra but in mojave for some reason the inputs are showing in audio midi setup but are completely greyed out. Outputs are working fine
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Hi Apple Team, We have a technical query regarding one feature- Audio Recognition and Live captioning. We are developing an app for deaf community to avoid communication barriers. We want to know if there is any possibility to recognize the sound from other applications in an iPhone and show live captions in our application (based on iOS).
I want to use the APPs to listen to spatialized audio that I am synthetically generating, and have that audio be in a certain location with respect to the head. As you turn your head, the sound moves. As you walk around you can hear the sound moving in different positions. Is there example code of this out there? How do I make this happen on iOS? There are so many APIs out there for outputting sound on iOS, which one would be the quickest to get the spatialized 3D audio working?
In my app there is a spinning wheel. I am using KeyFrameAnimations. I want to add sound effects to the wheel rotation animation. I tried AVAudioPlayer. But I want the audio speed to change with the speed of wheel rotation. Please help me ASAP.
How to identify recording audio is pleasant or unpleasant in iOS. I am recording of a motor vehicle sound and want to measure sound is pleasant/unpleasant or noisy means basically want to measure motor sound of vehicle for maintenance in iOS.
Does anybody got any luck playing sound on Apple Watch? I have tried since watchOS 2 and never get to work. In watchOS 3 documentation (https://developer.apple.com/library/prerelease/content/documentation/General/Conceptual/WatchKitProgrammingGuide/AudioandVideo.html#//apple_ref/doc/uid/TP40014969-CH24-SW19), it says:Any audio you play is routed to a paired Bluetooth headset if one is available. If no Bluetooth headset is available, audio is routed to the Apple Watch speaker.Here's my code - instead of hearing the sound, the UI hung. I have placed the sound asset ShipHit.m4a in both Watch App and Watch Extension for testing purpose. let url = NSURL.fileURL(withPath: Bundle.main().pathForResource(ShipHit, ofType: m4a)!) let asset = WKAudioFileAsset(url: url) let playerItem = WKAudioFilePlayerItem(asset: asset) soundPlayer = WKAudioFilePlayer(playerItem: playerItem) ... if soundPlayer.status == .readyToPlay { soundPlayer.play() }
Hello,I'm developing a pre-amp that will accept a music stream over ethernet. On OSX side, I'm writing a driver (just plugin) that will take system audio and send it over ethernet. I'm able to collect the audio data. Now I need to figure out how to stream it out.What is the proper way to do sockets in an audio plugin? I tried using socket callbacks with CFRunLoop but it seems to be freezing all of coreaudiod. Any other suggestion on this architecutre will be appreciated. For example, does anyone see a need for a kernel level driver or will the plugin suffice?Thanks,Konstantin
We've been using remote push notifications from a gateway to allow us to provide auth information. In some cases there's no sound to tell the user that a notification has arrived. In our code we specify UNAuthorizationOptionSounds, and the notification settings on the devices are set to allow notifications and sounds for the application. The client code hasn't changed in a couple of years, so I'm wondering whether something might have happened from the sending side. That's not my strongest area though. Does anyone know whether there could have been a change in the call generating the push notification which cut off the sound, and where I would look for documentation on that?
UITabBarController | | VC_Tab1 --------------------------- VC_Tab2 | | | | VC_Tab1_Child VC_Tab2_Child | (HeaderView) | (MyButton) The structure of the view controllers and views in the project is as described above. self.navigationController?.popToRootViewController(animated: false) tabBarController.selectedIndex = 1 When popToRootViewController(animated: false) is called in VC_Tab1_Child, followed by setting the tab controller’s selectedIndex = 1, the following results are observed: viewWillAppear(_:), deinit, viewDidAppear(_:), The originally expected results are as follows viewWillDisappear(_:), viewDidDisappear(_:), deinit, deinit, deinit, headerView.backButton.rx.tap -> Event completed headerView.backButton.rx.tap -> isDisposed viewWillAppear(_:), viewDidAppear(_:), The HeaderView belonging to VC_Tab1_Child was not deallocated, and the resources associated with that view were also not released. Similarly, VC_Tab1_Child.viewWillDisappear and VC_Tab1_Child.didDisappear were not called. s
I'm using few images and audio in my playground/playgroundbook which is from a famous TV show. I'm not sure if there's any copyright infringement against use of those images/audio. The swift student challenge guidelines state that, any public domain images and/or audio files can be used with rightful credits and and a brief explanation. So, is it safe/sufficient if I give the credits and explanation, or should I consider replacing those assets ? Thanks in advance.
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I have an AVAudioEngine,but I don't know how to export the audio in AVAudioEngine to a file. Anyone can help?
How can you add a live audio player to Xcode where they will have a interactive UI to control the audio and they will be able to exit out of the app and or turn their device off and it will keep playing? Is their a framework or API that will work for this? Thanks! Really need help with this…. 🤩
Dear all,My app is being rejected for almost 16 times now citing te below reason.We discovered one or more bugs in your app when reviewed on iPhone and iPad running iOS 11.2.5 on Wi-Fi connected to an IPv6 network.Specifically, after inputing the demo account credentials in the fields provided and tapping Login, we are presented with a blank alert with “OK” listed at the bottomMy base URL is ipv6 enabled.PLEASE I NEED URGENT HELP IN RESOLVING THIS. MY CLIENT IS REALLY FURIOUS BECAUSE OF THIS PLEASE HELP
`import UIKit import AppTrackingTransparency func requestDFA(){ if #available(iOS 14, *){ ATTrackingManager.requestTrackingAuthorization { status in switch status { case .authorized: // 用户已授权跟踪 print(Tracking authorization status: authorized) case .denied: // 用户拒绝跟踪 print(Tracking authorization status: denied) case .notDetermined: // 用户尚未做出选择 print(Tracking authorization status: not determined) case .restricted: // 跟踪受限,例如在家长控制设置下 print(Tracking authorization status: restricted) default: print(Tracking authorization status: unknown) } } } } @main class AppDelegate: UIResponder, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { // Override point for customization after application launch. requestDFA() return true } // MARK: UISceneSession Lifecyclez func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptio
We selling pre-record attraction audio guide through our app, when we first submit for review we have been told that because the audio files would be use on the cunsumers' device therefore it classified as service on the apple platform we can not direct the payment process to third party, the payment has to be make through Apple. but recently we have just fund out that one of the app has very similar functions but they can sell their audio files through wechat payment system. can anyone tell me why is this?The App is can be fund through the link below:https://itunes.apple.com/cv/app/yu-yin-dao-you-dao-ting-tu-shuo/id1035532946?mt=8there first audio always free all others are chargeable.