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Popping Sound

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play audio on end of drag
I have some problem with autoplay.I added event listener on touchend to an element. I want to play audio when i finish drag finger on this element.Everywhere is written that on touchend event audio should be playing, but it doesn't. Audio is playing only if i click fast on the element without drag,I found here: https://bugs.webkit.org/show_bug.cgi?id=149367 that: Allowing media to play on touchstart means that ads videos and audio will autoplay when you scrollCan I suppose that if touchend event comes from drag then audio will not play?
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891
May ’16
iOS 26 beta 8 – AlarmKit – Custom sounds in Library/Sounds do not play
I put a test.mp3 (30 sec) file into the App Bundle. I scheduled an AlarmKit alarm with the file name test.mp3. The custom sound plays ✅ I copied the file from the App Bundle to Library/Sounds/test2.mp3. I scheduled an AlarmKit alarm with the file name test2.mp3. Instead of playing the custom sound, it falls back to the default sound ❌ According to the documentation, sounds placed in Library/Sounds should be playable: I filed report FB19779004 on August 20, but haven’t received any response yet. This functionality is critical for our use case, so could you please let me know whether this is expected to be fixed soon, or if I’m misunderstanding the intended behavior?
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174
Aug ’25
Audio Unit V2: kAudioComponentInstantiation_LoadInProcess?
Hello all,I'm seeing that Final Cut Pro and Garageband use InfoHelper to validate Audio Units now, whereas Logic Pro X still uses auvaltool. After some debugging I've noticed that InfoHelper uses worker threads to instantiate audio units.From what I understand after watching the WWDC video on Audio Unit Extensions, V2 Audio Units should still be loaded 'in-process' by the host, but I see this isn't occuring during validation.Does anyone know if it's possible to use this new flag for instantiating v2 audio units? I have a requirement that the app must be created on the main thread (using Qt as a graphical frontend). Seems that something along these lines may help.CheersDaniel
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531
Aug ’17
using audio buffer from ReplayKit
So currently I using blackhole program to connect the output into input device. I can see that ReplayKit is able to pickup the input and get audio buffer. however, there is no data in the buffer. if there is no data, does that mean there s no audio recorded, or the audio data is store somewhere else?
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763
Aug ’22
Frustrating pop-up "Cannot Verify Server Identity"
For the last several betas, I keep getting the following error: Cannot Verify Server Identity The identity of domain name cannot be verified. This post won't allow me to type in the server, but it is in the attached picture. I keep assuming it is a beta issue, but it is persisting across betas. Any ideas on how to get rid of this or what is causing it? It also popped up on my new iPhone 14 Pro after synching with the iPhone 13 Pro it replaced.
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313
Sep ’22
Adding sound to SKAction.sequence
Hi,I am trying to add sound to a sequence.First, in GameScene.swift in func didMove (after creating the mySprite of course), I added the property to the sequence:let demoAction = SKAction.move(to: CGPoint(x: 450, y: 300), duration: 3)let growAction = SKAction.scale(to: 3, duration: 3)let dialogueOne = SKAction.playSounfFileNamed(DialogueOne.m4a, waitForCompletion: false)let sequence = SKAction.sequence([demoAction, growAction, dialogueOne])mySprite.run(sequence)...and this didn't work.Then in GameScene.swift I added the property (globally):let dialogueOne = SKAction.playSounfFileNamed(DialogueOne.m4a, waitForCompletion: false)and called it at the end of the function:let demoAction = SKAction.move(to: CGPoint(x: 450, y: 300), duration: 3)let growAction = SKAction.scale(to: 3, duration: 3)let sequence = SKAction.sequence([demoAction, growAction])mySprite.run(sequence)self.run(dialogueOne)...this also didn't work.I also imported AVFoundation in both GameViewController.swift and GameScene.swift btw - not
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753
Dec ’18
No sound in beta 2
I have no sound. I am on a Macbook Pro Retina 13 Early 2015.I noticed this sometime after using a Fretlight Guitar and accomanying software. I am not sure if using MIDI triggered it somehow, but sound was working while I was using it.I have no airplay audio devices listed when option clicking the speaker icon.Under Sound Preferences, everything appears normal.MIDI Audio setup the master volume slider is greyed out and set all the way down.I've tried resetting the SMC and PRAM to no avail.There is sound on boot, but abosultely nothing in OS X.Volume controls are fine, no cross circle or red light.
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363
Jul ’15
Playing periodic audio in background using AVFoundation - facing audio session startup failure
Hello everyone, I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes. Following AVFoundation documentation, I’m configuring my audio session like this: let session = AVAudioSession.sharedInstance() 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) When it’s time to play cues, I schedule playback on a DispatchQueue: // scheduleAudio uses DispatchQueue self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for sample in interval.samples { audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime)) } } catch { print(Audio activation failed: (error)) } } This works p
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176
Jul ’25
Can't stop playing audio
private let walkAudioSource = SCNAudioSource(fileNamed: Scenes.scnassets/Audio/RamboWalk.wav)! init() { super.init() walkAudioSource.isPositional = true walkAudioSource.load() } private func moveHero() { node.runAction(SCNAction.playAudio(walkAudioSource, waitForCompletion: false), forKey: walkAudioSource) node.runAction(SCNAction.wait(duration: 1.0)) { Swift.print(self.node.removeAction(forKey: walkAudioSource)) self.node.removeAction(forKey: walkAudioSource) } }when executing:moveHero()i can hear the audio playing and see output:self.node.removeAction(forKey: walkAudioSource)but audio is still playingAnybody knows how to stop audio playing?
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763
May ’17
AVPlayer live audio buffer
I have an app which plays a live .m3u8 audio stream using an AVPlayer instance. The audio plays as expected and keeps up with the live version. I have some user reports which claim that if they stop the player for 30-60 seconds, when they resume, it resumes from its last position, not the live position. This suggests that the player is caching/buffering some of the audio they've missed. How do I ensure this does not happen? I want the audio to play at as close to live as possible.
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628
Jul ’20
Audio Passthrough
Hi, I'm trying to pass audio through from an input directly to the built-in speakers in a macOS app. It's to go along with passing through video to the form. I have successfully populated an AVCaptureDevice object and then initialised an AVCaptureDeviceInput from it. I've then added it as an input to my session. Am I missing something to actually output the session to the speakers though? Thanks, Jimmy -(void) initCaptureSession { session = [[AVCaptureSession alloc] init]; if ([session canSetSessionPreset : AVCaptureSessionPresetHigh]) [session setSessionPreset : AVCaptureSessionPresetHigh]; if (@available(macOS 10.14, *)) { if ([AVCaptureDevice authorizationStatusForMediaType: AVMediaTypeVideo] == AVAuthorizationStatusNotDetermined) { [AVCaptureDevice requestAccessForMediaType:AVMediaTypeVideo completionHandler:^(BOOL granted) { if (granted) { //self.videoConsentState = PrivacyConsentStateGranted; } else { //self.videoConsentState = PrivacyConsentStateDenied; }}]; } } else { // Fallback on earlier v
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635
Oct ’22