I have an app that has been working fine but since iOS10 the custom sound of an APNS does not seem to work.This is my APNS payload...{aps:{alert:{loc-args:[TEST ALERT,TEST,TEST/TEST],loc-key:APNS_MSG2},sound:cabinbong.aiff,badge:0,category:testAlert},custom:{a:b,c:0,d:54.1}}
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Popping Sound
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Hi everyone, I’m running an iPhone X on the latest beta of iOS , Is anyone experiencing and sound issues with Apple Airpods ? Connecting fine however all music and podcasts are playing at a very low volume when connected . Thanks C
Is it possible for an external microphone to work as an audio input for a session?I'm wondering if a microphone on a monitor can be used as an input device,which will work with audio units and the AV frameworks. Regards,Brian
Hello All,I'm having an app works on the background recording sounds all the time, when its running will block all notifcations sonds (No Sound no vibration) Please advice further.BestAnwar
Issue with sound
I appreciate that very similar questions have been asked already, but users of my app have requested certain functionality that simply doesn’t seem possible given the current background mode regulations in iOS. However, many similar apps do have this functionality. So, could it be that I am missing something.Basically, a meditation timer app needs to be able to play bell sounds periodically. Some users, those who meditate for long periods of time for example, like to switch their screens off to preserve the battery charge, and because of that the app needs to play these bell sounds from the background.So far, my solution has been to use Local Notifications to play the sounds as they can be timed accurately and also can play custom sounds.However, there are two issues that my users are unhappy about:1. They want the bell sounds to play even when the silent switch is on (they don't want to be disturbed by other notifications, but do want the meditation bells)2. They want the
I have an app that produce kind of sounds / music taping buttons. I need to record those sounds as I play with the app. I cannot find any doc or example about this issue. I have tried with many approaches but I couldn't get any good result. Any insight ?
Does anyone else have to put their watch into airplane mode when streaming music via Bluetooth. I have already completely factory reset my watch and iPhone and continue to have this issue. If the watch is allowed to be connected while Bluetooth audio streaming is occurring, the audio becomes choppy.
(OSX Sierra) The only time a banner or sound shows / plays is when the app is not in focus, when in focus a message still appears in the desktop notification center but I would like at least a sound when it arrives, preferably including the alert banner. Any suggestions ?
I am using an AVAudioPlayer to play a tick sound once per second in a SwiftUI app. When running the app on an iPhone 16 (18.2.1) the tick sounds increase in volume after a few seconds. This does not happen in the simulator nor on an iPhone SE 2020 (18.1.1).
Topic:
Media Technologies
SubTopic:
Audio
Hi,I've tried to get some audio things going on a new Mac mini 8,1 macOS 10.14.2 (18C54), and ran into an issue where there is no output from the built-in audio devices when using AVAudioEngine.Xcode prints this while setting up the AVAudioEngine:[AudioHAL_Client] HALC_ShellDriverPlugIn.cpp:104:Open: HALC_ShellDriverPlugIn::Open: opening the plug-in failed, Error: 2003329396 (what)If the built-in speaker or the headphone jack is selected as sound output device, no sound comes out from my AVAudioEngine app.If I select output via DisplayPort or AirPlay, sound is working, even though above error is also being printed.Here's repo with an example project: https://github.com/nsdvr/avaudioengine_basic_outputIt just plays a .wav file when you press the button. My own project uses a custom AudioUnit generator, and its internalRenderBlock is getting called, so the engine seems to be running fine, there's just silence at the physical outputs.Relevant setup code:- (void) setup
I have a system sound( eg: Voicemail.caf) to play through AVAudioPlayer.It has different location in iPhone and iPad /System/Library/Audio.Is there a interface to get path of system sound directly rather than browsing through system directories.If not, could we include this sound file in our app bundle(eg. Resources). Are there chances of App rejection/licensing part if we do so?
When I start the app in iOS 13.X, the Audio Context starts in a state of “suspended”.after the user clicked the “play” button (which has ‘onclick’ or ‘touchend’ event to trigger the context.resume() and wait until resolved), the audio context state turning into ‘running’.Then I use the method ‘createMediaElementSource’ and provide the HTML audio element and connect the source to the context.destination, but it doesn’t make any difference, because the audio fails to put out any sound.However, in iOS 12.X it works, so I can assume that the nodes connected properly.Is there something else i should do to make it work on iOS 13?Thanks in advance.
Hi, I am looking forward to Integrate Carplay audio to android headunit speakers. Uing Mfi document we were able to implement Carplay and we see carplay app working on the headunit but we dont see the audio working on headunit speakers i.e we are trying to play the audio on the headunit speakers rather than on iphone speakers when connected to Now playing app in carplay and it seems to not work, we dont see any availbale document or sample that talk about this setup. Can you please help us with the support to integrate carplay audio to headunit .
Hi, what is the best approach of customising the sound (notification) and haptic feedback on apple watch 6 and later? I wonder if I can play a sound/haptic feedback when receiving a remote (can be silent?) notification to apple watch? Thanks