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“Popping Sound”

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Keyframe animation crashes with +[_SwiftUILayerDelegate _screen]: unrecognized selector sent to class on iOS 26
We have an UIViewController called InfoPlayerViewController. Its main subview is from a child view controller backed by SwiftUI via UIHostingController. The InfoPlayerViewController conforms to UIViewControllerTransitioningDelegate. The animation controller for dismissing is DismissPlayerAnimationController. It runs UIKit keyframe animations via UIViewPropertyAnimator. When the keyframe animation is executed there’s an occasional crash for end users in production. It only happens on iOS 26. FB Radar: FB20871547 An example crash is below. Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Reason: +[_SwiftUILayerDelegate _screen]: unrecognized selector sent to class 0x20c95da08 Termination Reason: SIGNAL 6 Abort trap: 6 Triggered by Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x1a23828c8 __exceptionPreprocess + 164 (NSException.m:249) 1 libobjc.A.dylib 0x19f2f97c4 objc_exception_throw + 88 (objc-exception.mm:356) 2 CoreFoundation 0x1a241e6cc +[NSObject
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623
Jan ’26
Reply to Internal error, NEHotspotConfigurationErrorDomain
[quote='869524022, PJStation, /thread/107851?answerId=869524022#869524022, /profile/PJStation'] haven't been able to reproduce it on iOS 26 yet. [/quote] Hey hey, that sounds like progress (-: If you manage to find reproducible steps for iOS 26 or later, we’d definitely appreciate a bug report about that. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Jan ’26
After unholding CallKit, the audio does not restore.
In my application, I use CallKit and have supportsHolding = true set. During my phone call, another call comes in (e.g., GSM). I accept the incoming call and put the current call on hold. If I end the active call myself, everything is fine, and CallKit calls the method provider(_ provider: CXProvider, didActivate audioSession: AVAudioSession). However, if the other party ends the call, the second call remains on hold. In the application, the user clicks on unhold, and I notify CallKit that the hold has ended. But in this case, the didActivate method is not called at all. If I try to activate the audio myself after unhold, I receive the error: Domain=NSOSStatusErrorDomain Code=561017449 Session activation failed UserInfo={NSLocalizedDescription=Session activation failed} AVAudioSessionErrorInsufficientPriority == NSOSStatusErrorDomain Code: 561017449 What needs to be done for CallKit to activate my audio?
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1.6k
Jan ’26
Reply to After unholding CallKit, the audio does not restore.
@DTS Engineer But AVAudioSessionInterruptionTypeEnded does not get posted when the incoming cellular call is terminated from the Caller side. I think AVAudioSessionInterruptionTypeEnded only gets posted when there is an incoming call and user choose to not to receive the call. Even in Speakerbox, same issue is happening. Please refer https://developer.apple.com/forums/thread/762059 . And also why should the app need to activate the audio session separately. I think it should be done by iOS Callkit itself once we perform CXSetHeldAction with false right?
Topic: App & System Services SubTopic: General Tags:
Jan ’26
iOS 26 didRegisterForRemoteNotificationsWithDeviceToken is not being called
We have an app in Swift that uses push notifications. It has a deployment target of iOS 15.0 I originally audited our app for iOS 26 by building it with Xcode 26 beta 3. At that point, all was well. Our implementation of application:didRegisterForRemoteNotificationsWithDeviceToken was called. But when rebuilding the app with beta 4, 5 and now 6, that function is no longer being called. I created a simple test case by creating a default iOS app project, then performing these additional steps: Set bundle ID to our app's ID Add the Push Notifications capability Add in application:didRegisterForRemoteNotificationsWithDeviceToken: with a print(HERE) just to set a breakpoint. Added the following code inside application:didFinishLaunchingWithOptions: along with setting a breakpoint on the registerForRemoteNotifications line: UNUserNotificationCenter.current().requestAuthorization(options: [.badge, .alert, .sound]) { granted, _ in DispatchQueue.main.async { UIApplication.shared.registerForRemoteNotifications
8
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1.4k
Jan ’26
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tri
3
0
650
Jan ’26
Reply to SwiftData with CloudKit Sync Issue
This might be late but I'm currently digging into a bug that popped up out of nowhere. I've had flawless syncing for 5 months, then a new user says his data is not syncing between iPad and iPhone, and now I'm experiencing the same on my devices. The debug builds worked fine, the production builds are intermittently not syncing and I have bad requests in my CloudKit log.
Jan ’26
iOS Speech Error on Mobile Simulator (Error fetching voices)
I'm writing a simple app for iOS and I'd like to be able to do some text to speech in it. I have a basic audio manager class with a speak function: import Foundation import AVFoundation class AudioManager { static let shared = AudioManager() var audioPlayer: AVAudioPlayer? var isPlaying: Bool { return audioPlayer?.isPlaying ?? false } var playbackPosition: TimeInterval = 0 func playSound(named name: String) { guard let url = Bundle.main.url(forResource: name, withExtension: mp3) else { print(Sound file not found) return } do { if audioPlayer == nil || !isPlaying { audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.currentTime = playbackPosition audioPlayer?.prepareToPlay() audioPlayer?.play() } else { print(Sound is already playing) } } catch { print(Error playing sound: (error.localizedDescription)) } } func stopSound() { if let player = audioPlayer { playbackPosition = player.currentTime player.stop() } } func speak(text: String) { let synthesizer = AVSpeechSyn
5
0
696
Dec ’25
Reply to Home App Intermittent Hub Not Responding Bug
Decided to start from scratch to see if it would resolve the issue. I removed all of my 100+ devices, deleted scenes/automation, and deleted the Home. I rebooted all devices (including network) and created a new home. I started off with adding Hue device and when I later launched the Home app I got the Home hub is unresponsive pop up. I did set everything back up again and will continue to monitor but so far the issue unfortunately still persists.
Topic: App & System Services SubTopic: General Tags:
Dec ’25
Reply to Can backgrounded apps record audio?
I'm having the same issue. There does not appear to be a way to get audio to record in the background for longer than 30 seconds.
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Jan ’26
Why is there no pop-up prompt when using the NEHotspot Configuration Manager app's Configuration interface to connect to WiFi failed
When using the NEHotspotConfigurationManager applyConfiguration interface for network connection.Sometimes there is a pop-up prompt when the connection fails, and sometimes there is no pop-up prompt. Why is there no pop-up prompt when the connection fails
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1
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0
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152
Activity
Jan ’26
Keyframe animation crashes with +[_SwiftUILayerDelegate _screen]: unrecognized selector sent to class on iOS 26
We have an UIViewController called InfoPlayerViewController. Its main subview is from a child view controller backed by SwiftUI via UIHostingController. The InfoPlayerViewController conforms to UIViewControllerTransitioningDelegate. The animation controller for dismissing is DismissPlayerAnimationController. It runs UIKit keyframe animations via UIViewPropertyAnimator. When the keyframe animation is executed there’s an occasional crash for end users in production. It only happens on iOS 26. FB Radar: FB20871547 An example crash is below. Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Reason: +[_SwiftUILayerDelegate _screen]: unrecognized selector sent to class 0x20c95da08 Termination Reason: SIGNAL 6 Abort trap: 6 Triggered by Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x1a23828c8 __exceptionPreprocess + 164 (NSException.m:249) 1 libobjc.A.dylib 0x19f2f97c4 objc_exception_throw + 88 (objc-exception.mm:356) 2 CoreFoundation 0x1a241e6cc +[NSObject
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4
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0
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623
Activity
Jan ’26
Motiv Audio app crashes while opening Motiv Video app
Install both Motiv Audio and Motiv Video apps from the App Store. Open and use the Motiv Audio app. Remove audio app from background. Open Motiv Video app. Observe that the Motiv Audio app crashes. Both apps are checking Free available space. Both app are using Audio Engine
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1
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0
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69
Activity
Jan ’26
Reply to Internal error, NEHotspotConfigurationErrorDomain
[quote='869524022, PJStation, /thread/107851?answerId=869524022#869524022, /profile/PJStation'] haven't been able to reproduce it on iOS 26 yet. [/quote] Hey hey, that sounds like progress (-: If you manage to find reproducible steps for iOS 26 or later, we’d definitely appreciate a bug report about that. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Views
Activity
Jan ’26
After unholding CallKit, the audio does not restore.
In my application, I use CallKit and have supportsHolding = true set. During my phone call, another call comes in (e.g., GSM). I accept the incoming call and put the current call on hold. If I end the active call myself, everything is fine, and CallKit calls the method provider(_ provider: CXProvider, didActivate audioSession: AVAudioSession). However, if the other party ends the call, the second call remains on hold. In the application, the user clicks on unhold, and I notify CallKit that the hold has ended. But in this case, the didActivate method is not called at all. If I try to activate the audio myself after unhold, I receive the error: Domain=NSOSStatusErrorDomain Code=561017449 Session activation failed UserInfo={NSLocalizedDescription=Session activation failed} AVAudioSessionErrorInsufficientPriority == NSOSStatusErrorDomain Code: 561017449 What needs to be done for CallKit to activate my audio?
Replies
4
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0
Views
1.6k
Activity
Jan ’26
Reply to After unholding CallKit, the audio does not restore.
@DTS Engineer But AVAudioSessionInterruptionTypeEnded does not get posted when the incoming cellular call is terminated from the Caller side. I think AVAudioSessionInterruptionTypeEnded only gets posted when there is an incoming call and user choose to not to receive the call. Even in Speakerbox, same issue is happening. Please refer https://developer.apple.com/forums/thread/762059 . And also why should the app need to activate the audio session separately. I think it should be done by iOS Callkit itself once we perform CXSetHeldAction with false right?
Topic: App & System Services SubTopic: General Tags:
Replies
Boosts
Views
Activity
Jan ’26
iOS 26 didRegisterForRemoteNotificationsWithDeviceToken is not being called
We have an app in Swift that uses push notifications. It has a deployment target of iOS 15.0 I originally audited our app for iOS 26 by building it with Xcode 26 beta 3. At that point, all was well. Our implementation of application:didRegisterForRemoteNotificationsWithDeviceToken was called. But when rebuilding the app with beta 4, 5 and now 6, that function is no longer being called. I created a simple test case by creating a default iOS app project, then performing these additional steps: Set bundle ID to our app's ID Add the Push Notifications capability Add in application:didRegisterForRemoteNotificationsWithDeviceToken: with a print(HERE) just to set a breakpoint. Added the following code inside application:didFinishLaunchingWithOptions: along with setting a breakpoint on the registerForRemoteNotifications line: UNUserNotificationCenter.current().requestAuthorization(options: [.badge, .alert, .sound]) { granted, _ in DispatchQueue.main.async { UIApplication.shared.registerForRemoteNotifications
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8
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0
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1.4k
Activity
Jan ’26
Swift Playground "access to other app" issue
Recently, I have experienced this issue and the alert keep popping on my playground non-stop although I pressed allow. I have attached the issue screenshot in this post. Can anyone help me with that.
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1
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0
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293
Activity
Jan ’26
Swift Playground alert pop
Hello, I’m encountering an issue where an alert dialog keeps appearing repeatedly in my swift playground project. I pressed Allow button but it keeps appearing again. Does anyone can help me about it?
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1
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0
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201
Activity
Jan ’26
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tri
Replies
3
Boosts
0
Views
650
Activity
Jan ’26
Reply to SwiftData with CloudKit Sync Issue
This might be late but I'm currently digging into a bug that popped up out of nowhere. I've had flawless syncing for 5 months, then a new user says his data is not syncing between iPad and iPhone, and now I'm experiencing the same on my devices. The debug builds worked fine, the production builds are intermittently not syncing and I have bad requests in my CloudKit log.
Replies
Boosts
Views
Activity
Jan ’26
iOS Speech Error on Mobile Simulator (Error fetching voices)
I'm writing a simple app for iOS and I'd like to be able to do some text to speech in it. I have a basic audio manager class with a speak function: import Foundation import AVFoundation class AudioManager { static let shared = AudioManager() var audioPlayer: AVAudioPlayer? var isPlaying: Bool { return audioPlayer?.isPlaying ?? false } var playbackPosition: TimeInterval = 0 func playSound(named name: String) { guard let url = Bundle.main.url(forResource: name, withExtension: mp3) else { print(Sound file not found) return } do { if audioPlayer == nil || !isPlaying { audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.currentTime = playbackPosition audioPlayer?.prepareToPlay() audioPlayer?.play() } else { print(Sound is already playing) } } catch { print(Error playing sound: (error.localizedDescription)) } } func stopSound() { if let player = audioPlayer { playbackPosition = player.currentTime player.stop() } } func speak(text: String) { let synthesizer = AVSpeechSyn
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5
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0
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696
Activity
Dec ’25
Reply to App Store distribution question
Is it possible? Sure. It's always possible for Apple to approve an app as long as it complies with all Developer and App Review requirements. If you add new features, then you'll need to release an update. If you're concerned that your app might not have enough real functionality, then your judgement might be sound.
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Activity
Dec ’25
Reply to Home App Intermittent Hub Not Responding Bug
Decided to start from scratch to see if it would resolve the issue. I removed all of my 100+ devices, deleted scenes/automation, and deleted the Home. I rebooted all devices (including network) and created a new home. I started off with adding Hue device and when I later launched the Home app I got the Home hub is unresponsive pop up. I did set everything back up again and will continue to monitor but so far the issue unfortunately still persists.
Topic: App & System Services SubTopic: General Tags:
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Views
Activity
Dec ’25