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Popping Sound

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Reply to Why Does AVCaptureSessionInterruptionReasonVideoDeviceNotAvailableWithMultipleForegroundApps Occur on iPhone?
Hello @leizh007, First, a point of clarification: According to the Apple documentation https://developer.apple.com/documentation/avfoundation/avcapturesession/interruptionreason/videodevicenotavailablewithmultipleforegroundapps?language=objc , this interruption typically occurs when the app is running in a multi-app layout such as Slide Over, Split View, or Picture in Picture — all of which are iPad-only features. Picture in Picture is supported on iPhone as well (FaceTime for example). Now, back to your original question: Why Does AVCaptureSessionInterruptionReasonVideoDeviceNotAvailableWithMultipleForegroundApps Occur on iPhone? Based on what you've mentioned, it sounds like you are receiving this interruption when there are not multiple foreground apps. That should not happen, and so my recommendation is that you file a bug report for this issue using Feedback Assistant if you haven't already. And users have reported that when the above error occurs and causes the camera to go black, restarting th
Jul ’25
How to Enable Game Mode
What is Game Mode? Game Mode optimizes your gaming experience by giving your game the highest priority access to your CPU and GPU, lowering usage for background tasks. And it doubles the Bluetooth sampling rate, which reduces input latency and audio latency for wireless accessories like game controllers and AirPods. See Use Game Mode on Mac See Port advanced games to Apple platforms How can I enable Game Mode in my game? Add the Supports Game Mode property (GCSupportsGameMode) to your game’s Info.plist and set to true Correctly identify your game’s Application Category with LSApplicationCategoryType (also Info.plist) Note: Enabling Game Mode makes your game eligible but is not a guarantee; the OS decides if it is ok to enable Game Mode at runtime An app that enables Game Mode but isn’t a game will be rejected by App Review. How can I disable Game Mode? Set GCSupportsGameMode to false. Note: On Mac Game Mode is automatically disabled if the game isn’t running full screen.
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Jul ’25
Reply to Getting a basic URL Filter to work
While the extension is .stopped, ALL URL LOADS are blocked on the device. Is this to be expected? (shouldFailClosed is set to false) This sounds like a bug, if shouldFailClosed is false, when the feature fails to come up, all URLs should be allowed. Please file a feedback with repro steps and sysdiagnose.
Jul ’25
Always audio from latest connected external USB mic
Hello! I've two mics connected to a USB-hub. The USB-hub is then connected to my iPad. Both mics are part of the audio session's list of available inputs. The problem is that regardless of which mic I select in my app (using setPreferredInput() on the audio session), the audio keeps coming from the mic that was last connected to the USB-hub. Anyone that knows if this is a limitation in iPadOS/iOS?
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Jul ’25
WiFi 6 MIMO and spatial audio support
On Accessory Interface Specification CarPlay Addendum R10, it says that it is recommended that the accessory uses a MIMO (2x2) hardware configuration, does this imply that WiFi 5 and SISO (1X1) will be phased out in the near future? When will WiFi 6 MIMO (2x2) become mandatory? On Accessory Interface Specification CarPlay Addendum R10, it says that Spatial Audio is mandatory. However, for aftermarket in-vehicle infotainment (IVI) system due to the number of speakers are less than 6, is it allowed not to support spatial audio for this type of aftermarket IVI system?
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Jul ’25
Reply to WWDC25 Metal & game technologies group lab
(Continued) Are there any actual game sample projects available to download? See Metal Sample Code Library Try Bring your advanced games to Mac, iPad, and iPhone. This tutorial covers essential technologies for implementing games on Apple platforms, including Metal rendering, audio, input, and display APIs. See Port advanced games to Apple platforms See Design advanced games for Apple platforms Inspired by Liquid Glass, I want to add shader effects to my app in SwiftUI, but I'm concerned about performance. How do Metal shaders fit in to the SwiftUI layout/drawing system, and are there any performance pitfalls to watch out for? SwiftUI invokes your shaders during rendering. We recommend Optimize SwiftUI performance with Instruments to understand the performance impact of Metal shaders executed during a SwiftUI rendering pass. A newbie to Apple Developer Experience - where can I start if i want to start learning to create games (i understand it will take time) A good place to get started is the Game Po
Topic: Graphics & Games SubTopic: Metal Tags:
Jul ’25
Reply to Can't post because "This post contains sensitive language"
Hello, I have been working on an audio module that plays a specific sound at regular intervals -- similar to a workout timer that alerts the user to switching exercises every few minutes. I'm configuring my audio session like this: let session = AVAudioSession.sharedlnstance() try session.setCategory( .playback, mode: default, options: [.interruptSpokenAudioAndMixWithOthers, duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try session. setActive(true) I schedule playback using a DispatchQueue (that's what scheduleAudio does): self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for kue in interval.cues { audio.node.scheduleBuffer(kue.buffer, at: AVAudioTime(hostTime: kue.hostTime)) } } catch { print (Audio activation failed: (error)) } } This works perfectly in the foreground. But once the app goes into the background, the scheduled callback runs, yet the
Jul ’25
Reply to Can't post because "This post contains sensitive language"
This works perfectly in the foreground. But once the app goes into the background, the scheduled callback runs, yet the audio engine does not start, resulting in 'AVAudioSession.ErrorCode.cannotStartPlaying'. Interestingly, if the app is already playing audio before going to the background, the scheduled sounds continue to play as expected. I have added the required background audio mode to my Info plist file by including the key UlBackgroundModes with the value audio. Is there anything else I should configure? What is the best practice to play periodic audio cues when the app runs in the background? How do apps that do turn-by-turn navigation handle continuous audio playback in the background? Any advice or pointers would be greatly appreciated!
Jul ’25
Reply to Can't post because "This post contains sensitive language"
Hello, I have been working on an audio module that plays a specific sound at regular intervals -- similar to a workout timer that alerts the user to switching exercises every few minutes. I'm configuring my audio session like this: let session = AVAudioSession.sharedlnstance() try session.setCategory( .playback, mode: default, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try session. setActive(true)
Jul ’25
How to play Vorbis/OGG files with swift?
Does anyone have a working example on how to play OGG files with swift? I've been trying for over a year now. I was able to wrap the C Vorbis library in swift. I then used it to parse an OGG file successfully. Then I was required to use Obj-C++ to fill the PCM because this method seems to only be available in C++ and that part hangs my app for a good 40 seconds to several minutes depending on the audio file, it then plays for about 2 seconds and then crashes. I can't get the examples on the Vorbis site to work in objective-c and i tried every example on github I could find (most of which are for iOS - I want to play the files on mac) I also tried using Cricket Audio framework below. https://github.com/sjmerel/ck It has a swift example and it can play their proprietary soundbank format but it is also supposed to play OGG and it just doesn't do anything when trying to play OGG as you can see in the posted issue https://github.com/sjmerel/ck/issues/3 Right now I believe every player that can pl
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Jul ’25
SwiftUI vs Flutter for Embedding Unity in an iOS App?
I need help. Looking for devs who’ve integrated Unity into a native iOS app (Swift/SwiftUI) SwiftUI vs Flutter for Embedding Unity in an iOS App? I’m planning an iOS-first app where users interact with a real-time 3D custom avatar with 52 blendshapes powered by Unity, using SALSA LipSync + Emoter for facial animation. The avatar will respond to voice using Whisper → GPT-4 → ElevenLabs. My plan is to embed Unity only for the avatar screen, and build the rest of the app (chat, voice input, onboarding, etc.) natively? Here’s the decision I’m stuck on: Should I stick with SwiftUI, since it gives full access to iOS-native features like ARKit, audio routing, and StoreKit? I only plan to develop for iOS. Has anyone here integrated Unity with Flutter for mobile app successfully? Any pitfalls or major limitations I should know about before going that route? I haven’t started development yet — just want to make sure I choose the right foundation for performance, flexibility, and long-term growth. Any experienc
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Jul ’25
Reply to iOS 26 how to disable swipe to navigate back
In iOS 26, UINavigationController has a new property called interactiveContentPopGestureRecognizer and is described as this: The interactive content pop gesture recognizes on the entire content area of the navigation controller in cases that are not covered by the interactive pop gesture recognizer and initiates an interactive pop. This property should only be used to set up failure requirements with it. So I believe now the pop gesture properties are defined as so: interactivePopGestureRecognizer is the swipe from the edge gesture interactiveContentPopGestureRecognizer is the swipe anywhere in the main content gesture So by disabling both gesture recognisers, you should be good to implement your custom swipe gestures. navigationController?.interactivePopGestureRecognizer?.isEnabled = false navigationController?.interactiveContentPopGestureRecognizer?.isEnabled = false
Topic: UI Frameworks SubTopic: UIKit
Jul ’25