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Popping Sound

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protocol extension bug?
A simple playground use case:protocol Timeout { var timeout: Double { get } } extension Timeout { var timeout: Double { return 30.0} } class A: Timeout { } class B: Timeout { var timeout: Double { return 0 } } class C: A { var timeout: Double { return 0 } } func testTimeout(obj: AnyObject) { if let o = obj as? Timeout where o.timeout > 0 { print((o) has timeout value: (o.timeout)) } else { print((obj) has NO timeout) } } /: A and B gave expected result */ testTimeout(A()) A has timeout value: 30.0 testTimeout(B()) B has NO timeout /: expect C to say no timeout, but instead it gave Timeout extension's value! */ testTimeout(C()) C has timeout value: 30.0It shows when C derive from A, which used Timeout protocol extension's default timeout property, C lost the ability to provide its own implementation for the protocol... This sounded like a bug to me...
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Jun ’15
How do I avoid recording audio produced by the phone?
Hi guys,My app starts to capture audio and video from the camera, while playing an HLS in an AVPlayer instance.The problem I'm encountering is that the camera captures also audio produced from the video playback. And that's someone I don't want..Is there a smart way to avoid that? that is, to filter out the sound produced from the device speakers?Thanks..!
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Jun ’15
Reply to Complications locally scheduled wakeup
The way it was spoken in the WatchConnectivity session made is sound like the same system used for remote notification will be used for local notifications and thus fall under the same limit.Note: 2 per hour is over a 24 hour period, so really if you consider that the watch is likely charging for 7 hours a day you really can update the watch about three times an hour. Which in all honesty is probably more than enough, I doubt anyone is looking at their wrist every 5 minutes and if they are they need to be within an app and not on the clock face.
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’15
Reply to kAudioUnitSubType_AUiPodTime vs kAudioUnitSubType_AUiPodTimeOther
There are two iPodTime stretchers on iOS and from the complexity / performance vs. quality trade off view of the world you can think of these two as simple and not so simple.kAudioUnitSubType_AUiPodTime (iOS Only) - Simple - Time domain algorithm. This AU can only perform time stretching. Lowest quality, very fast, suitable for speech. When selecting the kAudioQueueTimePitchAlgorithm_LowQualityZeroLatency Audio Queue algorithm or AVAudioTimePitchAlgorithmLowQualityZeroLatency audioTimePitchAlgorithm, this is the AU being used.kAudioUnitSubType_AUiPodTimeOther (iOS & OS X) - Not So Simple - Time domain algorithm. Much better quality and more flexible than AUiPodTime, fast, suitable for speech but can also be applied to music. When selecting the kAudioQueueTimePitchAlgorithm_TimeDomain Audio Queue algorithm or AVAudioTimePitchAlgorithmTimeDomain audioTimePitchAlgorithm, this is the AU being used.The other Time AU available on iOS and OS X is kAudioUnitSubType_NewTimePitch. NewTimePitch is
Topic: Media Technologies SubTopic: Audio Tags:
Jun ’15
Apple Watch Sound settings
When trying to control the sound and haptic feedback on the Apple Watch there is no response whatsoever. The watch does not make a sound or the device does not vibrate when changing the haptic feedback as it should do so. I know this is not a hardware issue due to the fact that the watch does make a charging sound when placed on the charger and when starting a workout. Has anyone else come across the sound settings not working whatsoever or responding to any sort of changes with feedback.
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Jun ’15
Reply to Bug reporting: tracking issues closed as "duplicate"
Thanks for the link to openradar.me. Sounds like the next best thing. There are solutions to most of the things you mentioned, like allowing developers to mark bugs as private, and keeping attached files private regardless. As far as hackers trolling, that is certainly the biggest threat IMO, but one that exists anyway with the advent of openradar.me.The only harm in filing duplicate reports, besides that I cannot track the status when it is closed as duplicate, is the effort required by me to determine that there is indeed an OS bug, and to fill out the report. The last one took me around 6 hours to be confident that it was an OS issue and to file the report. That is a lot of harm to my productivity.Also, openradar.me will probably discourage developers from filing a bug report if they see its already open, why go through the effort just to have it marked as closed for being duplicate (thats a lot more work than a vote would be). It also allows hackers a place to troll. If visibility going to happen
Jun ’15
Disk Not Ejected Properly Eject "J_CCSA_X64FRE_EN_US_DVD5"
I just had a notification pop up with this warning:Disk Not Ejected ProperlyEject J_CCSA_X64FRE_EN_US_DVD5before disconnecting or turning it.....Has anyone seen this? I don't even have a disk drive on the machine. I updated to the latest beta version of El Capitain, but that was a few hours ago. From my googling I see that this is usually the name of the Windows 8 install disk.
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Jun ’15
Reply to El capitan Beta 2
Could you elaborate on the trouble you have installing DP1 - it sounds like you've downloaded it okay, but that you can't install it from your Yosemite partition. Is that correct?If so, you could:Refer to the following support article for how to make an installer on a temporary partition/USB/external drive: https://support.apple.com/en-gb/HT201372Reboot, holding alt/option, and choose the new installer partition/drive. It should be fairly straightforward from there.
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’15
Need Help With Audio
Okay I'm stuck on a part with the code like you know how splashy fish and flappy bird make the game over sound when you die and the sound when you tap it the bird makes a sound I'm trying to do something like that, but I can't figure out how I'm stuck trying to make it where when you crash it makes a crash noise and game over and I'm also trying to get it to where you can tap it and it makes a noise when you tap I have the audio I just don't know how to input it.import SpriteKitclass GameScene: SKScene, SKPhysicsContactDelegate { var score = 0 var scoreLabel = SKLabelNode() var gameOverLabel = SKLabelNode() var goat = SKSpriteNode() var nite = SKSpriteNode() var labelHolder = SKSpriteNode() let goatGroup:UInt32 = 1 let objectGroup:UInt32 = 2 let gapGroup:UInt32 = 0 << 3 let playPopAction = SKAction.playSoundFileNamed(Powerup.mp3, waitForCompletion: false) var gameOver = 0 var movingObjects = SKNode() override func didMoveToView(view: SKView) { self.physicsWorld.contac
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Jun ’15
Declaring features that require persistent location
Hi everyone,Would really appreciate your help figuring out where to declare the features that require persistent location. ThanksAdditionally, your app declares support for location in the UIBackgroundModes key in your Info.plist file but does not declare any features that require persistent location. Apps that declare support for location in the UIBackgroundModes key in your Info.plist file must have features that require persistent location.The application uses location persistent in foreground. There are configured in plist files. (Please see the image bellow).The application uses a method for sending data. There are used for statistical data in back office and for push notification services.The flow is simple: user interacts with a beacons, based on location and beacons Minor and Major parameters, user receive a notification with deeplinking in application.Beside this alert messages what should we do based on your code review?-(void)sendLocationToServer:(NSString*)longa lat:(NSString*)lat{ NSString* url =
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2.3k
Jun ’15