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?
Search results for
Popping Sound
19,350 results found
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
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
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.
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.
Topic:
App & System Services
SubTopic:
Notifications
Hi,I am working on a video application for tvOS. Our streams include multiple options for both subtitles and audio options. The subtitles just work. When I change a subtitle option, the subtitle language in the system Settings app also changes. However, the same is not true for audio options. When I choose an audio option for a video in my app, the audio option setting in Settings.app remains unchanged. Is this known/expected behavior, or do I need to configure my app to work with audio options?Thanks,Halen
If you take a look at the differences document on watchOS 3, Apple has posted that Core Audio is now available in watchOS 3: The Core Audio framework (CoreAudio.framework) provides data types that help you represent audio streams, complex buffers, and time values.So can we use this to capture sample buffers as it is recording audio and if so, is there any sample code on how to do this?Thanks!
Hi, how can I fade out the background music (html5 audio element) of my browser game under iOS? Neither can I set audio.volume nor does it work to pipe it through the Web Audio API and modify the gain value. Both solutions work great on basically every non-Apple OS and browser. But it fails on Safari/OSX and in my experience on any browser under iOS. This is quite frustrating. So: how can I fade out music in my browser game under iOS? Thanks Leander
i want to import Sound into Reality Composer... ... so how to prepare and convert Audio Files on my Device, before import new Sound to my Composition. usually there are many options in .mp3 or .wav available, also in different qualities and length?
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?
I saw in the watchOS 3 API differences that CoreAudio was added. Is there now a way to stream audio from the watch to the phone as it is recorded?Thanks,Sam
Hello everyone, I wanted to post this as a sanity check before I create a Feedback for this bug. I'm using Xcode 16.1 Beta (167B5001e) along with iOS 18.1 Beta. When using a NavigationStack with a bindable path and navigating to another view while searching, it won't allow you to pop to root by resetting the path. Here's some simple code: // Base code from: // https://sarunw.com/posts/how-to-pop-to-root-view-in-swiftui/ import SwiftUI struct ContentView: View { @State private var path: [Int] = [] var body: some View { NavigationStack(path: $path) { Button(Start) { path.append(1) } .navigationDestination(for: Int.self) { int in DetailView(path: $path, count: int) } .navigationTitle(Home) } } } struct DetailView: View { @Binding var path: [Int] @State private var searchText = let count: Int var body: some View { Button(Go deeper) { path.append(count + 1) } .navigationBarTitle(count.description) .toolbar { ToolbarItem(placement: .bottomBar) { Button(Pop to Root) { path = [] } } } .sea
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?
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.
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
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!