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“Popping Sound”

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SwiftUI Swipe to pop navigation
I want to hide the navigationbar in my swiftUI View and i can do that using the .navigationbarhiddent(true) but i still want to have the swipe to back functionality, i added my own button to dismiss the view but i couldn’t know how to add the swipe to back functionality. i stumbled upon this answer but it was not perfect because it applied to all the Views in my app, I want to be able to add it to only a the views of my choosing. extension UINavigationController: UIGestureRecognizerDelegate { override open func viewDidLoad() { super.viewDidLoad() interactivePopGestureRecognizer?.delegate = self } public func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool { return viewControllers.count > 1 }}
0
0
1.1k
Feb ’22
How to make a pop up view?
I am new to Xcode and I have made a small game in SwiftUI. I want to have a button in the corner that displays a new view with the some rules on it. I don’t want to use navigationView or Tabview because it takes up to much space from the game. how do I achieve this? thank you already :)
3
0
5.7k
Jul ’21
Analyzing Audio to Classify Sounds With Core ML
Hi, was following along with this documentation (https://developer.apple.com/documentation/soundanalysis/analyzing_audio_to_classify_sounds) trying classify sounds within my SwiftUI app. Here's what I have: let noiseDetector = NoiseDetector() let model: MLModel = noiseDetector.model let analysisQueue = DispatchQueue(label: com.apple.AnalysisQueue) public var noiseType: String = default class ResultsObserver : NSObject, SNResultsObserving, ObservableObject { func request(_ request: SNRequest, didProduce result: SNResult) { guard let result = result as? SNClassificationResult, let classification = result.classifications.first else { return } noiseType = classification.identifier let formattedTime = String(format: %.2f, result.timeRange.start.seconds) print(Analysis result for audio at time: (formattedTime)) let confidence = classification.confidence * 100.0 let percent = String(format: %.2f%%, confidence) print((classification.identifier): (percent) confidence.n) } func request(_ request: SNRe
0
0
746
Jun ’20
synchronizing audio recording to playback
I am playing back audio on an AVPlayer while recording audio with AVAcaptureSession. How can I synchronize the recording to the audio playback timeline. I am subtracting both inputLatency & outputLatency from AVAudioSession to the timestamp of the capture audio but the timing seems to be still be off. What other latencies do I need to compensate for?
2
0
981
Jun ’20
Mute Audio Input on macOS
Is it possible for a macOS app to mute the audio input for whatever is selected under System Preferences -> Sound -> Input?The goal is to be certain that microphone audio is not being sent to any running applications.Cheers,Patrick
0
0
1.4k
Apr ’20
How to record audio played by the app
Hi all,I would like to know if it's possible to record all audio played by my app, either played via AudioUnit, AVPlayer, AudioQueue or some other source (except system sounds / sounds from other apps). The thing is that some of the audio played by the app is generated by code that resides in a static library, the source of which is hard for me to access. Thus I would like to achieve this by intercepting the mixed down audio from all sources before it leaves the app. I'm thinking in the way of setting up an AudioUnit and connecting it's input bus to the audio coming from the app, but I am not sure if this can work. I tried to setup a remoteIO audio unit, and getting the samples from the output callback sample buffers, but it does not work that way, only makes a very annoying noise, which is mixed with other app audio 🙂Thanks in advance for all your thoughts!
0
0
1.1k
Mar ’19
SpriteKit - Associating sound with motion
I need to associate sound with the movement of a sprite. Movement can be as a result of physics, not as a result of an SKAction. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. But am having difficulty associating the sound with movement. The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. I tried SKAction.playSoundFileNamed first - the sound kept going even when the object was not moving. I tried adding an SKAudioNode with Play and Stop, with no
0
0
748
Nov ’23
Notification Sound with iOS 17
Why did Apple change the sound for Notifications in iOS 17??? I just finally upgraded today from iOS 16.7.2 to iOS 17.1.1 and among other things I don't like, this one makes no sense whatsoever! Why can't user select the sound we want for Notifications? At least when I had the Tri-Tone sound I could hear it. The new sound is way too quiet, causing me to miss notifications now. PLEASE FIX THIS ASAP!
1
0
684
Nov ’23
Custom Keyboard Audio Recording
I am writing a custom keyboard. I need to record audio (which than is send to our server for processing) - I gave the keyboard full access, but it seems audio recordings are not working.Is it possible to access the audio device for recording in a custom keyboard? Do I need some other permissions for this?thanks
Topic: UI Frameworks SubTopic: AppKit Tags:
1
0
1.2k
Oct ’15
Installer pop-up question - new on Big Sur
When I download my installer dmg file, & start the installation, I get a pop-up .. would like access to files in your Downloads folder. I can select NO - dont allow - and my installer completes w/o errors. Is there a setting in my Info.plist that can say I do not need access? Or is there a way to trace what is going on? My install scripts access the temp install directory - but not downloads I tried putting the dmg file on my desktop & same error.
2
0
1.5k
Feb ’21
Custom notification sounds for app
Is it possible to use the iOS sound (and vibration) library to create custom notifications for an app, independent of standard iOS notifications, etc. as is made available to Airdrop, Facebook and Twitter? I would like to use 2-4 sounds in an app, distinct from other apps and standard iOS sounds like Reminder Alerts, Calendar Alerts, Sent Mail, Ringtone, Text Tone, etc. I prefer not to have the app share sounds configured for Reminder Alerts.
0
0
1k
Aug ’15
Alarmkit custom sound plays once
When setting a custom sound in AlarmKit, the alarm only plays the audio file once. I can understand why push notifications would play a sound only once, but I don’t understand why alarms can only play the sound for less than 30 seconds. We’re already at beta 6, so I’m wondering if Apple still hasn’t fixed this or if they have no intention of fixing it.
5
0
841
Aug ’25
SwiftUI Swipe to pop navigation
I want to hide the navigationbar in my swiftUI View and i can do that using the .navigationbarhiddent(true) but i still want to have the swipe to back functionality, i added my own button to dismiss the view but i couldn’t know how to add the swipe to back functionality. i stumbled upon this answer but it was not perfect because it applied to all the Views in my app, I want to be able to add it to only a the views of my choosing. extension UINavigationController: UIGestureRecognizerDelegate { override open func viewDidLoad() { super.viewDidLoad() interactivePopGestureRecognizer?.delegate = self } public func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool { return viewControllers.count > 1 }}
Replies
0
Boosts
0
Views
1.1k
Activity
Feb ’22
How to make a pop up view?
I am new to Xcode and I have made a small game in SwiftUI. I want to have a button in the corner that displays a new view with the some rules on it. I don’t want to use navigationView or Tabview because it takes up to much space from the game. how do I achieve this? thank you already :)
Replies
3
Boosts
0
Views
5.7k
Activity
Jul ’21
Analyzing Audio to Classify Sounds With Core ML
Hi, was following along with this documentation (https://developer.apple.com/documentation/soundanalysis/analyzing_audio_to_classify_sounds) trying classify sounds within my SwiftUI app. Here's what I have: let noiseDetector = NoiseDetector() let model: MLModel = noiseDetector.model let analysisQueue = DispatchQueue(label: com.apple.AnalysisQueue) public var noiseType: String = default class ResultsObserver : NSObject, SNResultsObserving, ObservableObject { func request(_ request: SNRequest, didProduce result: SNResult) { guard let result = result as? SNClassificationResult, let classification = result.classifications.first else { return } noiseType = classification.identifier let formattedTime = String(format: %.2f, result.timeRange.start.seconds) print(Analysis result for audio at time: (formattedTime)) let confidence = classification.confidence * 100.0 let percent = String(format: %.2f%%, confidence) print((classification.identifier): (percent) confidence.n) } func request(_ request: SNRe
Replies
0
Boosts
0
Views
746
Activity
Jun ’20
synchronizing audio recording to playback
I am playing back audio on an AVPlayer while recording audio with AVAcaptureSession. How can I synchronize the recording to the audio playback timeline. I am subtracting both inputLatency & outputLatency from AVAudioSession to the timestamp of the capture audio but the timing seems to be still be off. What other latencies do I need to compensate for?
Replies
2
Boosts
0
Views
981
Activity
Jun ’20
Glitch in Pubg sound
Hi, when I turn on my mic my speaker volume is low and I cannot hear any game sounds . This happened since I updated to iOS 14 . Can anyone help me with how to solve this issue.
Replies
7
Boosts
0
Views
5.1k
Activity
Oct ’20
Mute Audio Input on macOS
Is it possible for a macOS app to mute the audio input for whatever is selected under System Preferences -> Sound -> Input?The goal is to be certain that microphone audio is not being sent to any running applications.Cheers,Patrick
Replies
0
Boosts
0
Views
1.4k
Activity
Apr ’20
audio unit with midi in/out
hi, I'm pretty new to audio unit development, but I've bought a micro synth (Korg nts-1). I just want to build an audio unit that receives and send midi input to/from the nts-1 how can I build an audio unit with midi events in input and output? can an audio unit (instrument) take the audio signal from an external instrument?
Replies
2
Boosts
0
Views
1.7k
Activity
Dec ’20
How to record audio played by the app
Hi all,I would like to know if it's possible to record all audio played by my app, either played via AudioUnit, AVPlayer, AudioQueue or some other source (except system sounds / sounds from other apps). The thing is that some of the audio played by the app is generated by code that resides in a static library, the source of which is hard for me to access. Thus I would like to achieve this by intercepting the mixed down audio from all sources before it leaves the app. I'm thinking in the way of setting up an AudioUnit and connecting it's input bus to the audio coming from the app, but I am not sure if this can work. I tried to setup a remoteIO audio unit, and getting the samples from the output callback sample buffers, but it does not work that way, only makes a very annoying noise, which is mixed with other app audio 🙂Thanks in advance for all your thoughts!
Replies
0
Boosts
0
Views
1.1k
Activity
Mar ’19
SpriteKit - Associating sound with motion
I need to associate sound with the movement of a sprite. Movement can be as a result of physics, not as a result of an SKAction. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. But am having difficulty associating the sound with movement. The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. I tried SKAction.playSoundFileNamed first - the sound kept going even when the object was not moving. I tried adding an SKAudioNode with Play and Stop, with no
Replies
0
Boosts
0
Views
748
Activity
Nov ’23
Notification Sound with iOS 17
Why did Apple change the sound for Notifications in iOS 17??? I just finally upgraded today from iOS 16.7.2 to iOS 17.1.1 and among other things I don't like, this one makes no sense whatsoever! Why can't user select the sound we want for Notifications? At least when I had the Tri-Tone sound I could hear it. The new sound is way too quiet, causing me to miss notifications now. PLEASE FIX THIS ASAP!
Replies
1
Boosts
0
Views
684
Activity
Nov ’23
Custom Keyboard Audio Recording
I am writing a custom keyboard. I need to record audio (which than is send to our server for processing) - I gave the keyboard full access, but it seems audio recordings are not working.Is it possible to access the audio device for recording in a custom keyboard? Do I need some other permissions for this?thanks
Topic: UI Frameworks SubTopic: AppKit Tags:
Replies
1
Boosts
0
Views
1.2k
Activity
Oct ’15
How to handle audio ducking in a osx application, does osx provide any notification for handling audio ducking?
When voice over is working it audio ducking will happen it will reduce my app volume too. Is there any way to handle audio ducking?, when voice over is complete its speach, app volume wont get back. In my app created my own audio device demon for enhancing audio. Is there any solution for it?
Topic: UI Frameworks SubTopic: AppKit Tags:
Replies
0
Boosts
0
Views
322
Activity
Jun ’15
Installer pop-up question - new on Big Sur
When I download my installer dmg file, & start the installation, I get a pop-up .. would like access to files in your Downloads folder. I can select NO - dont allow - and my installer completes w/o errors. Is there a setting in my Info.plist that can say I do not need access? Or is there a way to trace what is going on? My install scripts access the temp install directory - but not downloads I tried putting the dmg file on my desktop & same error.
Replies
2
Boosts
0
Views
1.5k
Activity
Feb ’21
Custom notification sounds for app
Is it possible to use the iOS sound (and vibration) library to create custom notifications for an app, independent of standard iOS notifications, etc. as is made available to Airdrop, Facebook and Twitter? I would like to use 2-4 sounds in an app, distinct from other apps and standard iOS sounds like Reminder Alerts, Calendar Alerts, Sent Mail, Ringtone, Text Tone, etc. I prefer not to have the app share sounds configured for Reminder Alerts.
Replies
0
Boosts
0
Views
1k
Activity
Aug ’15
Alarmkit custom sound plays once
When setting a custom sound in AlarmKit, the alarm only plays the audio file once. I can understand why push notifications would play a sound only once, but I don’t understand why alarms can only play the sound for less than 30 seconds. We’re already at beta 6, so I’m wondering if Apple still hasn’t fixed this or if they have no intention of fixing it.
Replies
5
Boosts
0
Views
841
Activity
Aug ’25