Hello, is it anyone here ( or on this planet ) that can help with this issue on Catalina Mac OS 10.15.5 Beta 3 (19F72f).I am using MacBook Pro 16 inches. 😟
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Popping Sound
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func createFixAlarm(_ ck: CKRecord, _ cdate: Date, _ block: ((Bool, String?)->Void)? = nil) async { if cdate <= Date() { JCTips.showTip(闹钟时间不可小于当前时间!) block?(false, nil) return } let keynoteDateComponents = DateComponents( calendar: .current, year: cdate.year, month: cdate.month, day: cdate.day, hour: cdate.getOnComponent(.hour), minute: cdate.getOnComponent(.minute)) let date = Calendar.current.date(from: keynoteDateComponents)! typealias AlarmConfiguration = AlarmManager.AlarmConfiguration let stopButton = AlarmButton( text: 我知道了, textColor: .white, systemImageName: stop.circle) let alertPresentation = AlarmPresentation.Alert( title: LocalizedStringResource(stringLiteral: ck[RecordData.title.rawValue] as? String ?? 快开始了!), stopButton: stopButton, ) let attributes = AlarmAttributes( presentation: AlarmPresentation( alert: alertPresentation), metadata: JCMeta(), tintColor: Color.accent) let su = ck[RecordData.sound.rawValue] as? String let alarmConfiguration = AlarmConfiguration( schedule:.fixed(date),
Topic:
App & System Services
SubTopic:
General
Our recommendation is to use semantic colors so they automatically adapt. It sounds like you're doing that, but sometimes it's not working? Here's an older thread where another developer seemed to be having the same issue, and was able to reproduce the error with our sample app. Can you do the same, and compare to my screenshots from that thread? — Ed Ford, DTS Engineer
Topic:
UI Frameworks
SubTopic:
SwiftUI
When I turn the Ringtone and Alerts volume all the way up, I expect standard notifications to play at the loudest level the device allows. In theory, this should match the volume of a critical alert with its sound.volume set to 1.0 in payload. However, I’ve noticed that non-critical notifications still play quieter than critical alerts under these conditions. Critical alerts with volume: 1.0 sound noticeably louder than standard notifications, even though the Ringtone and Alerts slider is already set to maximum. And I couldn't find a documentation for this behavior anywhere. Is this expected behavior on iOS? And is there any way to make non-critical notifications play at the same maximum loudness as critical alerts? Thanks in advance for any clarification.
Is there a reason why non-critical notifications use a different volume range? I should have stated this explicitly, but standard notifications are going through the standard Playback audio session, while ringtone and critical go through the phone audio session. The details of that are described above. From my testing, ringtones, media, and critical notifications all play at the same volume when set to the same level, but non-critical notifications are noticeably different with a higher min and a lower max. Yes. As I described above, this is a side effect of the specific audio sessions being used for the different sound types. Has anyone else raised this, and suggested that non-critical notifications' volume range should match the others? I don't know, however, at this point I'm not sure the behavior is likely to change. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic:
App & System Services
SubTopic:
Notifications
Tags:
Hi all, Apple dropping on-going development for FireWire devices that were supported with the Core Audio driver standard is a catastrophe for a lot of struggling musicians who need to both keep up to date on security updates that come with new OS releases, and continue to utilise their hard earned investments in very expensive and still pristine audio devices that have been reduced to e-waste by Apple's seemingly tone-deaf ignorance in the cries for on-going support. I have one of said audio devices, and I'd like to keep using it while keeping my 2019 Intel Mac Book Pro up to date with the latest security updates and OS features. Probably not the first time you gurus have had someone make the logical leap leading to a request for something like this, but I was wondering if it might be somehow possible of shoe-horning the code used in previous versions of Mac OS that allowed the Mac to speak with the audio features of such devices to run inside the Ventura version of the OS.
In SwiftUI on macOS, A menu-style Picker is drawn as a pop-up button. It generally looks and behaves the same as an NSPopUpButton in AppKit. SwiftUI introduced iOS-like looking UI for settings in macOS, and consequently, the Picker also has its own style when placed inside a Form. A Form-style Picker displays only up/down chevrons and draws the background only when the mouse hovers over it. It also changes its width dynamically based on the selected item. Form { Picker(Animal:, selection: $selection) { ForEach([Dog, Cow], id: .self) { Text($0) } .pickerStyle(.menu) } You can find it, for instance, in the Print dialog. My question is: I couldn't find a way to draw an NSPopUpButton in AppKit with this style. Does anyone know how to achieve this in AppKit? Some might say I should just use SwiftUI straightforwardly, but I would like to use it in a print panel accessory that currently still avoids using SwiftUI but its dialog has SwiftUI.Form-looking.
Additionally, the up-down arrows are drawn even when the button isn’t hovered over. Hmm prior to Tahoe the arrows did draw even when the mouse wasn't hovered inside. Upgrading to Tahoe this does not happen. I just verified this change in behavior in a test project (using the code from my previous post): Add UIDesignRequiresCompatibility to Info.plist and set it to YES. Run the app. Arrows draw even while mouse is not hovering over it. Change UIDesignRequiresCompatibility entry back to NO and the arrows do not remain. So they changed stuff in macOS 26. Maybe there is a way you to get the pre Tahoe behavior if you play with some of the button properties. Someone from Apple should know. If there is no way to get this behavior for free on Tahoe you could always subclass. I don't think it should be too hard. . In the SwiftUI.Form style, the pop-up button shrinks its width to match the width of each option when the selection changes IMO I don't think a pop up button should adjust its width based o
Topic:
UI Frameworks
SubTopic:
AppKit
Tags:
As a very exclusive Apple only I want to share my thoughts on the new iOS 26 update, which I recently installed on my iPhone 16. While I genuinely appreciate Apple’s drive for innovation and personalization, this update introduces visual and stylistic changes that, in my opinion, compromise what has made iOS feel uniquely Apple for so long. Liquid Glass & Home Screen Aesthetics: When I first saw previews of the “Liquid Glass” design, I was excited. I assumed it would add more flexibility to things like the home screen customization — something like an optional effect that builds on the popular app tinting feature introduced in the previous iOS version. But instead, it appears that the Liquid Glass look is now the default and, more concerningly, unavoidable. The result is a visual experience that feels dramatically more bubbly and less refined. App icons appear more rounded and inflated in a way that — and I say this as constructively as I can — reminds me more of Android or Samsung’s One UI than of Apple’
Here is something I will have to agree with you on, the fluidity and functionality that this new update brings is actually really good. I don’t have any complaints there, I actually love how some of the new lots of the new features, BUT I cannot personally get over the bubbly feel that I am getting with this new update. It feels like Apple‘s signature square with the rounded corners (how the app icons are) is getting turned into a circle. Sounds weird but from my experience androids often have a look than is more circular, for example Samsungs One Ui. And going along with the looks of things I don’t know if I can get used to the new camera icon, most other things I‘m sure I can get used to and I bet somethings will grow on me. My only requests really are to change back the camera app icon, the keyboard and make the liquid glass an optional thing not the default.
I often integrate pop-ups/drawers that cover 100% of the width and 100% of the height of the screen. Since iOS 26, the behavior on Safari has changed and it is no longer a true 100% height because of this floating bar. The overlays of these pop-ups/drawers no longer cover 100% of the height, which looks very ugly.
Topic:
Safari & Web
SubTopic:
General
Tags:
I'm having the same issue as well. There was no provisioning issue up to like to days ago. Created a new app today, tried to run it on my iPhone and the (This provisioning profile does not have a valid signature (or it has a valid, but untrusted signature).) Error popped up and nothing I tried worked to resolve it. Old apps that I had from before today have the same issue now as well. Will we be notified when this is resolved as this appears to be a widespread issue?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
The first Beta install stopped recognizing a Yamaha USB audio interface. The next two installs brought the recognition back. The last Beta install doesn't recognize the interface completely. The midi implementation works but the audio implementation isn't recognized in Audio/Midi setup. This might be something to look at in the next Beta release or something audio interface venders should look at in their next driver release.
It's a Yamaha 01V96i digital mixing console with a USB computer connection for 16 audio inputs and 16 outputs. It's not recognized in the audio window of Audio/Midi Setup but is recognized in the Midi window. The midi implementation seems to work fine in terms of controlling faders on the mixing console from the computer and the from the moving faders on the console corresponding to computer screen.
Topic:
Community
SubTopic:
Apple Developers
Tags:
On macOS Sequoia, I'm having the hardest time getting this basic audio output to work correctly. I'm compiling in XCode using C99, and when I run this, I get audio for a split second, and then nothing, indefinitely. Any ideas what could be going wrong? Here's a minimum code example to demonstrate: #include <AudioToolbox/AudioToolbox.h> #include <stdint.h> #define RENDER_BUFFER_COUNT 2 #define RENDER_FRAMES_PER_BUFFER 128 // mono linear PCM audio data at 48kHz #define RENDER_SAMPLE_RATE 48000 #define RENDER_CHANNEL_COUNT 1 #define RENDER_BUFFER_BYTE_COUNT (RENDER_FRAMES_PER_BUFFER * RENDER_CHANNEL_COUNT * sizeof(f32)) void RenderAudioSaw(float* outBuffer, uint32_t frameCount, uint32_t channelCount) { static bool isInverted = false; float scalar = isInverted ? -1.f : 1.f; for (uint32_t frame = 0; frame < frameCount; ++frame) { for (uint32_t channel = 0; channel < channelCount; ++channel) { // series of ramps, alternating up and down. outBuffer[frame * channelCount +