Search results for

“Popping Sound”

20,025 results found

Post

Replies

Boosts

Views

Activity

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?
3
0
285
Aug ’25
Audio Airplay with Multiple AVPlayers
Our app uses multiple AVPlayers at once, some with video, and some with just audio. When trying to airplay it appears that only one of the AVPlayers can play at a time. Is there a setting for the Apple TV to just work as an external audio output rather than it attempting to play a particular AVPlayerItem. We would like all the audios to mix together. Screen Mirroring works ok, but we cant expect all our users to go through the process to enable that and some will select audio airplay.
2
0
1.2k
Jul ’20
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?
1
0
916
May ’16
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
0
0
667
Oct ’22
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?
0
0
783
Aug ’22
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
0
0
228
Jul ’25
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.
1
0
372
Jul ’15
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?
1
0
779
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.
0
0
646
Jul ’20
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
2
0
773
Dec ’18
Xcode audio problem with Webm
Hi, I have an app ready from Construct 3, everything is fine but I have audio problems only in Xcode. I exported the game from Construct 3 to Xcode using Cordova, but some high audio frequencies are distorting (aliasing). I think is a problem with WebM files. If I could add these audio files as m4a directly in Xcode, I think the problem would be solved. is this something that can be done? Thank you in advance
0
0
255
Oct ’20
utilizing the Background Audio
please include the following information in the demo video:utilizing the Background Audio, VoIP and location functionality while your app is running in the background.Please ensure the video you provide shows a physical iOS device (not a simulator).
Replies
0
Boosts
0
Views
619
Activity
Apr ’18
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?
Replies
3
Boosts
0
Views
285
Activity
Aug ’25
New Audio Landing Page
We now have a page at developer.apple.com/audio to assist in finding documentation, videos, and other resources related to the audio frameworks and APIs.
Replies
0
Boosts
0
Views
1.5k
Activity
Oct ’16
Audio Airplay with Multiple AVPlayers
Our app uses multiple AVPlayers at once, some with video, and some with just audio. When trying to airplay it appears that only one of the AVPlayers can play at a time. Is there a setting for the Apple TV to just work as an external audio output rather than it attempting to play a particular AVPlayerItem. We would like all the audios to mix together. Screen Mirroring works ok, but we cant expect all our users to go through the process to enable that and some will select audio airplay.
Replies
2
Boosts
0
Views
1.2k
Activity
Jul ’20
IOS Notifications and sound
Hi. Anyone knownn if there is some update or something APPLE done so that i cant get notifications and sound when i try so send information to my app, it has worked until two days ago.
Replies
0
Boosts
0
Views
380
Activity
Nov ’23
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?
Replies
1
Boosts
0
Views
916
Activity
May ’16
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
Replies
0
Boosts
0
Views
667
Activity
Oct ’22
Background audio player issue
I am work an app development on an app which request an audio function in background as an alert sound. during debug testing , the function work fine, but once I testing standalone without debugging , The function not work , it will play out the sound when I back to app. does any way to trace the issues ?
Replies
0
Boosts
0
Views
162
Activity
May ’25
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?
Replies
0
Boosts
0
Views
783
Activity
Aug ’22
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
Replies
0
Boosts
0
Views
228
Activity
Jul ’25
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.
Replies
1
Boosts
0
Views
372
Activity
Jul ’15
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?
Replies
1
Boosts
0
Views
779
Activity
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.
Replies
0
Boosts
0
Views
646
Activity
Jul ’20
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
Replies
2
Boosts
0
Views
773
Activity
Dec ’18
Xcode audio problem with Webm
Hi, I have an app ready from Construct 3, everything is fine but I have audio problems only in Xcode. I exported the game from Construct 3 to Xcode using Cordova, but some high audio frequencies are distorting (aliasing). I think is a problem with WebM files. If I could add these audio files as m4a directly in Xcode, I think the problem would be solved. is this something that can be done? Thank you in advance
Replies
0
Boosts
0
Views
255
Activity
Oct ’20