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
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Has anyone lost their sound with beta 5? I have a MacBook Pro (Retina, Mid 2012) and have lost all sound. Restart and reset PRAM have on effect. Any suggestions? Tunes play in iTunes, but no sound in Safari, Firefox etc...
hi, Is there an Audio Unit logo I can show on my website? I would love to show that my application is able to host Audio Unit plugins. regards, Joël
Hello, I'm developing a macOS bar app and the goal is to fire a notification. For the notification, I want a specific sound to be played. However, while I see the notification with the wanted title and body, the sound is always the default notification sound , even though I set it to a custom one ! I looked in the Apple Documentation and verified that everything is correct with the sound file. I tried different files (.wav and .caf) and nothing worked. In the code block below, the print(Sound URL: (soundURL)) is seen in the console, which means that the file is indeed in the bundle. Xcode version : 14.3.1 macOS used : Ventura 13.4 Any help would be appreciated : code-block if let soundURL = Bundle.main.url(forResource: mixkit, withExtension: wav) { print(Sound URL: (soundURL)) content.sound = .init(named: UNNotificationSoundName(soundURL.lastPathComponent)) } else { print(Sound URL not found for mixkit.wav) } let trigger = UNTimeIntervalNotificati
I used these codes so that my app plays sound when I turn on the switch:-(IBAction)play:(id)sender{ if (_soundSwitch.on) { CFBundleRef mainBundle = CFBundleGetMainBundle(); CFURLRef soundFileURLRef; soundFileURLRef = CFBundleCopyResourceURL(mainBundle, (CFStringRef) @my sound name, CFSTR (wav), NULL); UInt32 soundID; AudioServicesCreateSystemSoundID(soundFileURLRef, &soundID); AudioServicesPlaySystemSound(soundID); }else { //I didn't write any code here } }And it works. But the sound doesn't repeat and if I turn it off, the sound is still playing. Can anyone please tell me how to make the sound repeat and able to stop it when I switch it off or give me sample code? Thanks
Dear developers,Since several days, I'm trying to work with a UILocalNotifications in order to perform tests of a my app. When I created the XCode project, in it i included several sounds file *.mp4a and the app worked perfectly. Succcesively I try to include some audio files, with same extension, in the Documents directory of the app. But writing in the code for example: notif.soundName=[[@%@/Documents/MySound.m4a lastPathComponent] copy];, when the app is in the background modality, the notification sound is the default. Kindly I would like if anyone could help me in solving this problem if it is possible.The UILocalNotification settings are the following: UIUserNotificationType types = UIUserNotificationTypeBadge | UIUserNotificationTypeSound | UIUserNotificationTypeAlert; UIUserNotificationSettings *mySettings = [UIUserNotificationSettings settingsForTypes:types categories:nil]; [[UIApplication sharedApplication] registerUserNotificationSettings:mySettings]; UILocalNotification
Hi All. Writing a swift iOS app (target iOS 13.1) and wanted to know if AVAudioPlayer or something else would fit these requirements:- Stream from URL (with auto-reconnect if network hiccups)- Stop and Start button (obviously)- Ability to choose the stop/start button images- Volume slider- Ability to use the switch object to switch between two audio streams (two different URLs)- Audio plays when app is in background- Display title/track metadata- And would really like an audio level meterI pieced together all these (with help of freelancers) when the app was in Obj-C. Now rebuilding in Swift.P.S. I'm an advanced newbie (a notch above newbie) so go easy on me :-)Thank-you!
Hi there, My app plays the default alert sound when received Remote Push Notification and other timing. I understand the default alert sound plays when received Remote Push Notification. However, it plays at some timing which is not the timing my app received Remote Push Notification. I have no idea what makes the default alert sound play. Is there any trigger to make the default alert sound play other than receiving Remote Push Notification?
let session = AVAudioSession.sharedInstance() do { try session.setCategory(AVAudioSession.Category.playback) try session.setActive(true) //playAndRecord //playback print(session.currentRoute.outputs) } catch { print(error) } when I ssession.setCategory(AVAudioSession.Category.playback) audio play output a2dp ble devices. session.currentRoute.outputs print bellow ` when I ssession.setCategory(AVAudioSession.Category.playAndRecord) output BluetoothA2DPOutput is gone. but it is normal in ios15-16. Is there any solution? I want to record audio and play music at the same time. And the music is output from the Bluetooth speaker
Does/will the new AirPlay 2 audio support something better than Lossless16 bit / 44.1 kHz ?Kind regardsMichael Wilspang
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.
anyone have the issue when have 2 or more emails and trying to set diffrenet ringtones for each Mail account? No matter what account I pick, it sets the sound for all.
Where: HTML5What: Audio tag (player) in conjunction with SafariIssue: Performance problemHi guys,There is a noticeable audio delay when using Safari in conjuction with onclick audio events. Specifically: the audio does not sync with the onclick event. The user may click on the icon, link, li etc. and the event takes place but the audio associated with the event does not occur until 1 - 4 secs later. This makes for cumbersom and awkward user experience.Example: https://www.w3schools.com/jsref/tryit.asp?filename=tryjsref_audio_autoplay2notice the slight delay after clicking on enable autoplay*no delay in other browsers such as firefox, chrome, etcI am new to development as well as Safari and Apple. Is this normal? or is there some specific code adjustment needed for Safari. (works fine in all other browsers).*Delay is much more pronouced depending on audio event such as games etc.
It works fine in simulator. I can see that it picks up audio.However, when debugging on the device, the blue indicator is stuck to the left and doesn't pickup any audio. iPhone did ask for permission to use Microphone and that was allowed.Did it work for anyone so far?
I have updated my ipad 7th gen to ipados18.3 Beta last week and I realized that there is no sound at all no sound from speakers and no sound from bluetooth devices and no sound from airplay, I've checked google and reddit and alot of research people told me its a software bug, i submitted a bug report and now im still waiting for a bug fix update, youtube dosent work neither spotify aswell their UI stops working when i try to use it, So how long do i have to wait for a bug fix? Thanks apple.