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Popping Sound

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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
Using Picture-in-Picture for Background Audio Calls on iOS
I’m developing an app with audio calling functionality, and I’d like to take advantage of Picture-in-Picture (PiP) so that when the user moves the app to the background, the ongoing call can remain minimized on the Home screen. Based on my research, it seems possible to display a view in PiP mode and have it play, and I haven’t found any documentation stating that this is prohibited. Could you please confirm if this is allowed?
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Jul ’25
iOS Team Provisioning Profile” Missing UIBackgroundModes Entitlement
I’m trying to enable Background Modes (specifically for audio, background fetch, remote notifications) in my iOS SwiftUI app, but I’m getting this error: Provisioning profile “iOS Team Provisioning Profile: [my app]” doesn’t include the UIBackgroundModes entitlement. On the developer website when I make the provision profile It doesnt give me the option to allow background modes. I added it to the sign in capabilities seccion in X code and matched the bundle ID to the provision profile and certificate etc but it still runs this error because the provision profile doesnt have the entitlements..
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Jul ’25
XCode overwrites watch companion's Info.plist with invalid data
Hi developers. I've been working on a Watch companion app for my product these past few days, and I'm currently trying to push it to TestFlight. I get stuck at the validation step with endless errors. The first one typically is missing WKApplication in Info.plist. That's fine, I'll add the field in Watch target > Info. Now more errors appear: Invalid UIDeviceFamily value of '1' and '2' Unsupported key UIRequiredDeviceCapabilities DTPlatformName value invalid Missing architecture, the bundle must contain arm64_32 because it's built with watchOS SDK 5+ I never set these values in the Info tab, so my guess is they're being overwritten by the Runner Build Settings, even though watch target build settings are correct (for example, Targeted Device Family is set to Apple Watch). What I've tried so far: Disabling auto generation of the Info.plist, and manually setting UIDeviceFamily to '4', but that doesn't help, unless I do it after creating the archive by editing the archive files and resending it to validation.
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Jul ’25
Example for AccessorySetupKit bluetoothTransportBriding
Hi there! I'm developing a dual-mode bluetooth accessory and would like to pair it through AccessorySetupKit. I'm using an ESP32 with Bluekitchen btstack. This supports CTKD, which seems to be a requirement for the Bluetooth transport bridging according the WWDC19 session 901. I've been in contact with the btstack developer and verified that I can get the device to generate an LTK for the classic transport when reading an encrypted attribute. I'm not able to get this to work with the bluetoothTransportBriding option with AccessorySetupKit though. What I've found so far is that if I omit the .bluetoothTransportBriding option during pairing I will get a pairing request when I read an encrypted attribute after connecting with the CBConnectPeripheralOptionEnableTransportBridgingKey option. If I accept this request it seems like the system automatically brings up the A2DP profile. However if I include .bluetoothTransportBriding and/or .bluetoothPairingLE this option does not pop up, but the system does no
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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 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
WiFi 6 MIMO and spatial audio support for CarPlay
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 hidesBottomBarWhenPushed in iOS 26
While testing further on iOS 26, I noticed another issue when using hidesBottomBarWhenPushed = true. When I push a view controller with this property enabled and then navigate back, the pushed view controller’s deinit() is not called. Additionally, the navigation bar does not properly reset — for example, the rightBarButtonItem set in the pushed view controller remains visible even after returning to the previous screen (e.g., the Home tab). It seems likely that because deinit() is not called, the pushed controller is not fully removed from memory, which may explain why its navigationItem is still affecting the navigation bar after popping. This behavior disappears when I comment out hidesBottomBarWhenPushed = true.
Topic: UI Frameworks SubTopic: UIKit
Jul ’25