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Popping Sound

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Audio Unit Tool Box
Hi,I am new to iOS programming.I want to learn more about audio related features in SWIFT.How can I get a better understanding the concept of Nodes, Audio Unit toolBox and AU Graphs using SWIFT?Are there any resources with examples available?I want to produce audio spectrums etc.Your input will be greatly appreciated.Thank you,Fizza
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568
Jun ’15
Stream Audio
I try to get Streaming Audio to work in WatchKIT. I just simple use the AVPlayer with a remote URL.The Code working on iOS but WatchOS give me error.I Added Background Audio to info.plst.do{ try AVAudioSession.sharedInstance().setCategory(.playback) try AVAudioSession.sharedInstance().setActive(true, options: .notifyOthersOnDeactivation) } catch { NSLog(error.localizedDescription) }let playBackURL = URL(string: https://facyremoturl/stream.mp3)PlayerItem = AVPlayerItem(url: playBackURL!)PlayerItem.addObserver(self, forKeyPath: timedMetadata, options: NSKeyValueObservingOptions(), context: nil)Player = AVPlayer(playerItem: PlayerItem)Player.play()The Logs now show this error:2019-06-05 14:31:09.149728+0200 watchtest WatchKit Extension[92922:10939355] [] [14:31:09.148] <<< CFByteFlume >>> FigByteFlumeCreateWithHTTP: [0x786984c0] Created CFHTTP byte flume 0x786984b0. 2019-06-05 14:31:09.210511+0200 watchtest WatchKit Extension[92922:10938788] Task <C4B1C312-11B6-4547-8072-EC
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585
Jun ’19
iMovie cutting the end of my audio
Hi, can someone help me, with this very very annoying issue I have with iMovie. I'm making some videos where I take an MP4 video I've filmed and then I'm taking an MP3 file and using as sound. The sound and the clip are both exactly 13 seconds long, but for some reason, iMovie keep cutting off the audio about 1 second before the clip. When i delete the audio from the project and add it back again it cuts again on a different place. So I have to keep remove it and add it back until it stops cutting it. It's as if it sets the cut at some random point between the end and up to something like 2 seconds before the end of the clip. How do I fix this? Kind Regards Ben
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909
Jan ’23
AVAudioUnitComponentManager only returning Apple Audio Units when used from within an Audio Unit
I'm trying to build an audio unit that can load another one. The first step, listing and getting the components only works in the example code if and when the audio unit is loaded by its accompanying main app. But when loaded inside Logic Pro for example, the listed components will be limited to Apple-manufactured ones. On another forum, although not for an AppEx, someone indicated that the solution was to enable Inter-App Audio, which is now deprecated. Tried all three methods of AVAudioUnitComponentManager to get the component list. Please advise. Many thanks, Zoltan
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923
Sep ’23
play system sound for UILocalNotification
Hey,I would like to know if it's possible to play one of the system sounds for a UILocalNoification?For example I would like to do something like this: localNotification.soundName = /Library/RingtonesApex.m4rBut that doesn't work. Is there a solution for this? Because I don't want to import custom sounds if there are already useable sounds for notifications on the device.
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2k
Jun ’16
When playing Dolby Atmos mobile game, 'spatial Audio On' is not displayed on Audio tap.
Hello. I'm Game Sound Designer. My project supports Dolby Atmos by Wwise plugin 'Dolby Atmos Renderer'. When I connected the test device (iPhone 12 Pro Max) to the iMac and checked it with the 'Console', I was able to check the log message in the way Dolby mentioned. (Message: DA4MG Atmos_7_1_4 Spatializing [0] times with input channel [12]) I think this is Dolby Atmos working fine. However, the iPhone does not indicate that Dolby Atmos is operating.(Unlike Apple Music, 'Dolby Atmos' or 'Spatial Audio On' cannot be found.) My Question is 1.Does the method of using 'Dolby Atmos Renderer' meet Apple's spatial sound standards? 2.Does only Apple-certified applications display 'Spatial Audio On' or 'Dolby Atmos'? 3.How do I display 'Spatial Audio On' or 'Dolby Atmos'? I also asked Apple, but I post it on the forum because other developers may know the solution. Even the Tower of Fantasy supporting Atmos doesn't see the Spatial Audio On.
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997
Oct ’22
Audio Extension without UI
Hi there, I'd like to create and expose an Audio Unit Extension for iOS, but there are no parameters that a user can set. Is it possible to expose an Audio Unit Extension without a storyboard? If I leave the storyboard-entry empty in the plist, the extension will crash ...
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478
Oct ’15
Scene kit and positional audio
I am trying to play audio from a scnnode in SceneKit. I have looked at the sample code and have tried to build my own code using an ARimageanchor. I'm not sure how to proceed. ARkit recognizes the images. I just need help with the next steps for playing the audio.
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403
Jul ’20