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Popping Sound

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Reply to CallKit does not activate audio session with higher probability after upgrading to iOS 18.4.1
We've also double-checked and confirmed that there is no early activation of the audio session before CallKit is expected to activate it. How did you make that determination? The problem here is that AVAudioSession does not provide great visibility into it's activation state, which makes knowing what happened trickier than it might seem. More to the point, here are two key points in your original email that I want to expand on: ...result in one-way audio. The way I understood this is that the receiver of the call can hear audio (Playback) but cannot be heard (Record) by the initiator of the call. In other words, your app DOES have an active audio session, the problem is that it either: Is failing to properly start it's own recording process (meaning, it could be capturing audio data but simply isn't). It activated as a Playback session (not PlayAndRecord), so it cannot record. However, on iOS 18.4.1, CallKit no longer triggers: func provider(_ provider: CXProvider,
Topic: App & System Services SubTopic: General Tags:
May ’25
Changing icon of an iOS App Extension
I'm developing an iOS Extension (Audio Unit Extension) and I had provided a temporary icon set for it in the default asset catalog. However, I now can't change the old icon for a new final icon anymore.Providing/replacing all icon files in the AppIcon asset catalog changes only the icons of the app containing the extension, but not the icon of the extension itself. All Audio Unit hosts keep displaying the old icon.I've cleaned the project and product folder, rebuilt in every way; removed asset catalogs, etc. no dice. Anyone know of a solution?XCode 7.3, iOS 9.3.4
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May ’21
Reply to CallKit does not activate audio session with higher probability after upgrading to iOS 18.4.1
Hi @DTS Engineer Thank you for your response and insights. We understand your point about AVAudioSession possibly being activated too early by third-party libraries like WebRTC. However, we would like to clarify that our app does not call AVAudioSession.setActive(true) before CallKit triggers didActivate, and we've ensured that WebRTC is initialized only after this delegate method is called. We've also double-checked and confirmed that there is no early activation of the audio session before CallKit is expected to activate it. Despite this, on iOS 18.4.1, we’re seeing a statistically significant increase in the failure rate of didActivate, as shown in our metrics. Given that our app version remains unchanged, and the issue correlates strongly with the iOS 18.4.1 system update, could you help us further investigate whether there might be behavior changes in AVAudioSession or CallKit that could explain this? Any guidance or diagnostic suggestions would be greatly appreciated?
Topic: App & System Services SubTopic: General Tags:
May ’25
Can Critical Alerts Play Sound Continuously Until User Interaction?
We are developing an app that receives push notifications (via Firebase) from configured IoT devices. It is essential that when a specific type of notification is received, a sound is played continuously until the user interacts with the notification. This behavior is crucial for alerting users to certain critical states of the IoT device. We understand that Critical Alerts on iOS can bypass Do Not Disturb and silent mode. However, from our testing and available documentation, the sound from a Critical Alert seems to be limited to around 30 seconds. Our question: Is it possible on iOS to have a Critical Alert (or any other type of notification) continue playing sound until the user interacts with the notification or app? If so, could someone please point us to the appropriate documentation or APIs? Thanks in advance for any guidance.
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May ’25
Reply to Best practice: Use of enum without cases for static helper functions?
[quote='784566021, kocaatli, /thread/784566, /profile/kocaatli'] especially if there’s official guidance or references from the Swift core team. [/quote] The Swift Core Team doesn’t hang out here on DevForums. Rather, pop on over to Swift Forums. [quote='784566021, kocaatli, /thread/784566, /profile/kocaatli'] Or is there a better alternative for expressing intent and preventing instantiation? [/quote] Not that I’ve seen. You can prevent external instantiation of a struct by adding a private initialiser: struct MyStruct { private init() { } static func helper() { } } However, that has some drawbacks: It’s extra code. It doesn’t prevent internal instantiation. Honestly, I think the caseless enum is the best option here, and it doesn’t surprise me that the community seems to have standardised on it. Having said that, I get the feeling that I overuse this technique personally. It’s tempting to use it when a better option would be to namespace via a module. To take your first example, if StringUtils were
May ’25
Cannot Play mp3 File via AudioContext in iOS 18 Safari
I have a Safari extension that plays audio via the javascript AudioContext API. It was working fine under iOS 17 and is now broken under iOS 18. It does not play audio at all. I've tried in both the iOS 18 public beta and the iOS 18.1 developer beta. It is broken in both of them. I've also created Feedback item FB15170620 which has a url attached to a page I created which demonstrates the issue.
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May ’25
MusicKit playbackTime Accuracy
Hello, Has anyone else experienced variations in the accuracy of the playbackTime value? After a few seconds of playback, the reported time adjusts by a fraction of a second, making it difficult to calculate the actual playbackTime of the audio. This can be recreated by playing a song in MusicKit, recording the start time of the audio, playing for at least 10-20 seconds, and then comparing the playbackTime value to one calculated using the start time of the audio. In my experience this jump occurs after about 10 seconds of playback. Any help would be appreciated. Thanks!
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May ’25
OS choosing performance state poorly for GPU use case
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU. However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time. I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under Metal Application there is a drop-down to select the Performance State. If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away. For comparison, when I run the app on its own, outside of Instruments, th
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May ’25
Reply to Critical Messages Allow messages to
I am afraid you might be confusing two different features. The entitlement you have been granted would be for Critical Alert Notifications and you probably used Request a Critical Alert Notifications Entitlement form to get it granted. But the feature you are talking about sounds like Critical Messaging as described at Sending SMS messages from an app which uses a self assigned entitlement. So, first you need to make sure you are using the correct entitlement. And you need to make sure you are using the correct entitlement in both Debug and Release builds for your app. As you say things work fine when built from Xcode but not in TestFlight indicates that there are issues in your Release builds - either in configuration or your actual code. You can read Testing a release build to understand the pitfalls you might encounter between two kinds of builds that you may not be seeing in the Debug versions. It is also important to make sure that you are not mixing and matching logic for these two different fe
May ’25