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Popping Sound

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Reply to How do I achieve this function?
I’d like to clarify your requirements here: [quote='786314021, PixelRothko, /thread/786314, /profile/PixelRothko'] two users see in real time, where the other one touches their screen. [/quote] It sounds like: There are two users. Each has their own device. On which they run your app. You want to display some UI… … that’s shared between the users… … so that user action on one device are immediately visible on the other device. Is that right? If so: What sort of devices? iOS devices? Macs? Or something else? How far apart are the users? Are you assuming that the users are close to each other? On the same Wi-Fi network? Or can the users be on different sides of the planet? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Jun ’25
Reply to App Clip launches in Safari but not from QR code with same URL
I was about to post a similar question, since I've been struggling with this exact issue for the last 3 days. The default app clip does not pop up when invoked from a QR code or NFC with a URL of the associated domain. I've read and re-read the docs (and re-watched all the app clip WWDC sessions) and they never directly address this. I'm suspecting that yes, Advanced App Clip Experiences are needed to use associated domains. The docs say: A default App Clip experience is required and can be invoked using Safari and Messages, as well as through an NFC tag, QR code, and links in other apps when using an Apple-provided App Clip link. Incredibly confusing. Why do Safari and Messages support the associated domain and not NFC or QR? And why not just say that in simple terms? I'd love for someone from Apple to confirm what the expected behavior is.
May ’25
Reply to Hire In-house iOS Team Vs Offshore Outsourcing
Offshore development can definitely be more affordable, but concerns about quality and communication are real. I’ve worked on quite a few outsourced projects, and the key is really about how you manage the process. Clear expectations, solid QA, and alignment go a long way. I recently wrote a post about common outsourcing mistakes and how to avoid them. If you're curious, you can find it by searching “mistakes in outsourcing software development site:nexadevs.com” on Google, it should pop right up. Hope that helps while you’re figuring out the best approach for your project!
May ’25
Audio and VoIP background mode
I am building banking application which has audio/video and text chat. It is intended for contacting bank support. When user device has auto lock on after 30 seconds, session is ended, and user needs to initiate it again. Will Apple allow this kind of application to have Audio, Airplay, and Picture in Picture or Voice over IP for background modes for this kind of application or it is against Apple rules (per 2.5.4 - https://developer.apple.com/app-store/review/guidelines/)? Chat framework uses Web sockets and SIP.
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May ’25
Reply to Assistance Needed with Enabling Speech Recognition Entitlement for iOS App
I was referring to the official Apple documentation for the Speech framework, specifically: Asking Permission to Use Speech Recognition https://developer.apple.com/documentation/speech/asking-permission_to_use_speech_recognition Recognizing Speech in Live Audio https://developer.apple.com/documentation/speech/recognizing_speech_in_live_audio While these pages do not explicitly mention enabling the Speech Recognition capability in the Developer Portal, several other trusted sources — including community forums and prior Apple Developer Tech Support responses — have indicated that adding this capability in Xcode (which creates the com.apple.developer.speech entitlement) is required for full and stable functionality. If that is no longer the case, I would be deeply grateful for your clarification — especially since we are still experiencing permission issues and silence from the speech plugin in a properly configured app. Could you please help me with a way to set up speech on my app?
May ’25
Reply to How to prevent the main app from being terminated by the system during long - term system - level recording
We need to be clear about terminology. You wrote: [quote='786048021, wangshibo, /thread/786048, /profile/wangshibo'] it was found that the app was forcefully quit by the system [/quote] Force quit isn’t really a term of iOS, but most folks use it to mean that the user removed the app from the multitasking UI by swiping up. That’s not what’s happening here. Rather, it sounds like: The user moved your app to the background. Shortly thereafter, the system suspended it. After a while the system starting running short on memory, and so it terminated your app. This is expected behaviour on most Apple platforms (everything except macOS). Your app is expected to handle it properly. [quote='786048021, wangshibo, /thread/786048, /profile/wangshibo'] subsequent operations could not be carried out. [/quote] Can you elaborate on what those operations were? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
May ’25
How to synchronize the clock sources of two audio devices
I created a virtual audio device to capture system audio with a sample rate of 44.1 kHz. After capturing the audio, I forward it to the hardware sound card using AVAudioEngine, also with a sample rate of 44.1 kHz. However, due to the clock sources being unsynchronized, problems occur after a period of playback. How can I retrieve the clock source of the hardware device and set it for the virtual device?
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May ’25
Reply to How to synchronize the clock sources of two audio devices
A virtual device refers to the use of AudioServerPlugIn to create a nullAudio, similar to the open-source BlackHole. As you mentioned: for synchronized audio, the CoreAudio API AudioHardwareCreateAggregateDevice is used to create an aggregate device. I did this, and it was successful. However, when I switch the microphone mode to the voice enhancement mode, the number of input channels I retrieve from the aggregate device is incorrect. The specific issue can be seen in the following two help posts: https://stackoverflow.com/questions/79319480/mac-audio-software-aggregate-device-issue https://developer.apple.com/forums/thread/771690 Therefore, I had to abandon the aggregate device and use separate devices to capture and forward the audio. But this led to synchronization issues. @Systems Engineer
Topic: Media Technologies SubTopic: Audio Tags:
May ’25
Reply to Provisioning Profile Does Not Include Required Speech Recognition Entitlement
Please review the following document and sample to make sure you're doing all the right stuff for requesting permission to use speech recognition: Asking Permission to Use Speech Recognition Recognizing speech in live audio If that doesn't help and you're still getting a code signing error, maybe consider opening a code level support request so I can review your code settings. If you open a support request, please include a link to this thread so the request will be routed to me.
May ’25
How to disable/hide Audio Controls on lock screen from WkWebView
Hi, I am trying to remove the audio controls for my app on the lock screen. Since I use WKWebView, there are 3 audio tags in my html and I play and pause em via JS. However, if I do not play any sound since app launch, there are no audio controls on the lock screen. But if I play one of those 3 files (they are even less then 3 Sec sound effects e.g. for buttons) the audio controls appears on lock screen. Note even when the sounds on pause() or not playing they were listed on the lock screen. What I have tried so far without success MPNowPlayingInfoCenter.default().nowPlayingInfo = [:] and ``try audioSession.setCategory(.playback, mode: .default, options: []) try audioSession.setActive(false, options: .notifyOthersOnDeactivation)`` and UIApplication.shared.endReceivingRemoteControlEvents() Another problem is that the app scales with iOS system settings display zoom. Is there a way to deny it? It is latest Xcode verion 16.3 and iOS 18. I have no bac
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May ’25
Now Playing info error with CarPlay on iOS 18
Our app, Universalis (Apple ID 284942719) plays audio successfully on all versions of iOS up to and including iOS 17. It uses the old MediaPlayer interface because it is targeted at versions all the way down to iOS 12. On iOS 18, it plays audio but CarPlay fails to show the Now Playing screen. Instead, a message box pops up in CarPlay saying There was a problem loading this content, with an OK button. Nevertheless the audio plays correctly. This has been reported in the wild by a user of iOS 18 with CarPlay. I am also able to reproduce it locally, running the app in Xcode with the CarPlay Simulator, with an iPhone using iOS 18.0 or iOS 18.1. Earlier versions work correctly. Looking at the console log in CarPlay, the following error message appears about 10 seconds before the error message pops up: MSVEntitlementUtilities - Process Universalis PID[1173] - Group: (null) - Entitlement: com.apple.mediaremote.external-artwork-validation - Entitled: NO - Error: (null) The message has an o
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Oct ’24
Reply to Unable to install Audio App Extension on iOS Device
This issue still exists in Xcode Version 16.3 (16E140). To fix the Audio Unit Extension App template to allow installation to an iOS device, you must reset these two Build Settings in the section Signing - App Sandbox : Enable App Sandbox Enable User Selected Files To reset, highlight the row and click delete. These build settings need to be reset for both targets: App target Audio Unit Extension target As Quinn mentions, if you want to deploy to the macOS App Store, you still need to enable App Sandbox. Go to the Signing and Capabilities tab > click + Capability > choose App Sandbox.
Topic: Code Signing SubTopic: Entitlements Tags:
May ’25
Reply to Pushkit/Callkit with unlocked SIM before first unlock
I tried to install the profiles, but they both seem to be the same profile - Facetime and Call Activity Logging Yeah, that's fine. What actually happens here is that at some point in the past we had different profile the included slightly different logging behavior but at some point the team decided to just consolidate on to one profile for everything. However, these profile are very widely used in very different context (for example, App Development vs. AppleCare), so it's easier to post the same profile with two names instead of trying to explain that one case should now use the other profile. actually, when checking crashes_and_spins there are crashes 20:01, 20:02 and 20:03... my bad Good. So, it sounds like the system side of this is working correctly. What is the recommended way to detect that we are launched before first unlock? So, my first and most important recommendation is that you NOT think about this issue in terms of any specific state. Yes, that's what's triggering the specific failure
Topic: App & System Services SubTopic: General Tags:
May ’25
CPInformationTemplate custom back button (CPBarButton) not working on iOS 16 but works on iOS 18
I'm trying to implement a custom back button in a CPInformationTemplate using CPBarButton. It works as expected on iOS 18 — the button appears in the navigation bar and correctly pops the template when tapped. However, on iOS 16 devices, the custom back button does not respond to taps at all. The reason I need a custom back button is because I want to perform cleanup and reset logic before popping the template. Is there any workaround for making this work on iOS 16? Or is there a recommended way to hook into the system back button behavior so that I can execute code when the template is dismissed?
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May ’25