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Popping Sound

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Reply to AlarmKit - Custom Sounds?
I don't think it has to be a .caf file or a specific length. I made my sound in GarageBand and it's about 10 seconds in total, so not hugely long but more than just a simple beep, and I first made the sound quite awhile ago when caf was being promoted by Apple but I think any standard audio type that is compatible with CoreAudio should work. Also, after you add your file make sure its Target Membership includes whatever Target will be calling the audio, that might have an effect. So if you are calling it from your LiveActivity Target, the sound may have to have the LiveActivity target as a Target Membership. I haven't tried that on a sound (mine is just a simple Lock Screen alarm) but I know that has an impact on other media.
Jun ’25
Crash: Call must be on main thread
As Swift give as async await functions, I tried to use them for push notifications. In my case if I use extension TMNotificationCenter: UNUserNotificationCenterDelegate { func userNotificationCenter(_ center: UNUserNotificationCenter, willPresent notification: UNNotification, withCompletionHandler completionHandler: @escaping (UNNotificationPresentationOptions) -> Void) { completionHandler([.sound, .banner, .list, .badge]) } func userNotificationCenter(_ center: UNUserNotificationCenter, didReceive response: UNNotificationResponse, withCompletionHandler completionHandler: @escaping () -> Void) { completionHandler() } } There are no error, erevything works fine, but when I change to this: extension TMNotificationCenter: UNUserNotificationCenterDelegate { func userNotificationCenter(_ center: UNUserNotificationCenter, willPresent notification: UNNotification) async -> UNNotificationPresentationOptions { print(#function) return [.sound, .banner, .list, .badge] } func userNotificationCe
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Aug ’23
Reply to AlarmKit - Custom Sounds?
What I did to play a custom sound was I just did Add File Glass Drum.caf to add it to the Bundle, then in the func where I schedule the alarm in the AlarmConfiguration I add sound: AlertConfiguration.AlertSound.named(Glass Drum.caf) and that works. Also be sure you have imported ActivityKit. My problem is that when I hit the Stop button, the alarm is dismissed, but the sound keeps playing. I also have the problem where if I haven't locked the screen I get the sound but no alarm visual presentation. Any help on those items would be great.
Jun ’25
Audio issue on iPhone 15 pro (iOS18.5)
I have an audio issue on iPhone 15 Pro (iOS18.5). After some steps, the new call will be on one-way audio status, but tap mute and unmute will back to normal. See the attached video and check the yellow dot indicator for the audio status. Video link: https://youtube.com/shorts/DqYIIIqtMKI?feature=share I have a similar issue on iOS15 and iOS16, and no issue on iOS17, but now I have this issue on iOS18 with dynamic island model devices. Please check. Thanks.
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Jun ’25
Reply to iOS 18 beta bug: NavigationStack pushes the same view twice
After multiple testing of my solution above I ran into other issues (that occur on iOS 18.0 no matter if this fix is in place or not). A view is pushed back after I pop from it. Any help would be greatly appreciated. It might be because I am using @Environment(.dismiss) var dismiss but the app is too big to completely break it apart just because Apple broke the navigation of SwiftUI in iOS 18.0. Guess I have to accept it and show some message to users on this specific iOS version.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jun ’25
Reply to ffmpeg xcframework not working on Mac, but working correctly on iOS
Exactly what problems are you having? I reviewed those QT instructions. They don't look too bad. However, your build scripts are significantly different. In particular, you're trying to use brew. Brew can be useful in some cases where people just want to download some open source tool on their Mac and run it without thinking. But if you're going to distribute something, especially on iOS, it should be considered a non-starter. Trying to build both iOS and Mac versions of a framework using command line scripts can be very challenging. There are lots of subtle problems. You're essentially doing a cross-compile. It sounds like so many people have done this that there's good support for iOS. That's considered the default. So it makes sense you would have trouble with an oddball platform (relatively speaking) like macOS. If you can get the source into a true Xcode project, it would be much, much easier to build multiple platforms. For the record, ffmpeg is a challenging project. I did need to incorporate
Topic: Media Technologies SubTopic: General Tags:
Jun ’25
Is External Payment Link Entitlement (ELAE) allowed for fitness apps?
Hi everyone, We're working on a fitness and wellness app that offers subscription-based content like workout videos, nutrition plans, and personal coaching. We've read the updated documentation on the External Link Account Entitlement (ELAE), which allows certain apps to include a link to an external website for account management and payments. However, based on what Apple describes as eligible “reader apps” (video streaming, books, audio, etc.), it's unclear whether fitness apps can apply for and use this entitlement. Our questions: Can a fitness app use the External Link Account Entitlement to link out to a web-based subscription page? If not currently supported, is there any plan to expand this to other categories like health & fitness? We are fully compliant with App Store IAP rules today, but we're exploring all legitimate options as we aim to provide a smooth and transparent experience across platforms (iOS, Android, and web). Any insights from the community or Apple team would be appreciat
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Jun ’25
MacOS app on Sonoma with xcode Version 16.3 (16E140)
We are working on a screen capture app. I have provisioning setup for a developer id certificate for do direct distribution and a distribution certificate for Mac Store distribution; I submitted the app to the store with the distribution certificate provisioning active. We need to add documentation so while we are waiting, we decided to distribute the app directly and this is where the problems come in. I made the developer id certificate and archive->exported the app. Then I manually stapled the app with xcrun stapler staple Madshot360.app. I created a dmg file with the exported app. The problems are; The app captures screen area with ScreenCaptureKit. A prior version of the app used a development certificate. When a user runs this new developer id cert app. the macos gets confused because it doesn't connect the new version to the already permissioned older app version. The user has to manually delete the old permission and then restart the app so the new version creates a new record which can then be ena
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Jun ’25
CarPlay: no banner or sound for APNs while connected, works on phone (iOS 18.0, UNNotificationCategoryOptions.allowInCarPlay)
Hi everyone! I’m integrating push notifications for a taxi-driver app and ran into a blocking CarPlay issue. When the iPhone is connected to CarPlay (wired or wireless), the push arrives on the phone without any sound and nothing is shown or announced on the CarPlay screen. If I unplug CarPlay, the same push plays the default sound and shows a normal banner on the lock screen, so the payload itself looks valid. Environment iPhone 13 Pro, iOS 18.0 CarPlay head-unit: Xcode 16.2 CarPlay Simulator App built with Flutter 3.22 + firebase_messaging: ^15.2.5 Deployment target: iOS 14.0 Xcode capabilities enabled: Push Notifications, Time-Sensitive Notifications App settings on the device: Allow Notifications -› Sounds ON, Show in CarPlay ON Siri › Announce Notifications › CarPlay: master toggle ON + my app added to the allowed list Driving Focus = Off (same result if it’s On) Native setup in AppDelegate.swift UNUserNotificationCenter.current().requestAuthorization( options: [.alert, .sound
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Jun ’25
Reply to CarPlay: no banner or sound for APNs while connected, works on phone (iOS 18.0, UNNotificationCategoryOptions.allowInCarPlay)
We're building a taxi driver app. Our goal is simple: Play a notification sound when a new ride request arrives — even if the iPhone is connected to CarPlay. We use Firebase push with sound: default and interruption-level: time-sensitive. The app requests .carPlay and uses a category with .allowInCarPlay. Everything works when CarPlay is disconnected — we get sound and banner. But when connected to CarPlay: the push is delivered silently, no sound is played (even on the phone), Siri Announce is enabled, but nothing is spoken. Questions: Is notification sound blocked when CarPlay is active, unless the app has CarPlay entitlement? Is Siri Announce the only way to notify the driver audibly in this case? Would getting a CarPlay entitlement (e.g. CarPlay.communication) fix this without building a full CarPlay UI? Thanks — all we need is a reliable sound alert when a new ride comes in.
Jun ’25
Smart Adaptive Volume & Brightness - Say Goodbye to Noise & Visual Pollution!
Hello everyone in the iOS Devolution community! I'd like to share a suggestion that I believe would bring an unprecedented level of intelligence and comfort to the daily iPhone experience: Smart Adaptive Volume & Brightness. The Problem We Aim to Solve How many times has your iPhone rung too loudly in a quiet environment, embarrassing you in a meeting or waking someone up? Or, the opposite, you missed an important call on a busy street because the volume was too low? And what about screen brightness? It's a constant adjustment: too bright in the dark, hard to see in the sun. Currently, we have to manually adjust volume and brightness, or rely on Auto-Brightness (which only works for the screen) and Focus modes, which can be a bit all or nothing. This leads to interruptions, frustration, and that feeling that your phone isn't really adapting to you. The Solution: Smart Adaptive Volume & Brightness My proposal is for iOS to use the iPhone's own sensors to dynamically adapt notification and ringtone volu
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Jun ’25