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Popping Sound

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Reply to CallKit speaker problem
I tested this behavior in WhatsApp, and it seems to work correctly there. Does it work correctly in Speakerbox? Speakerbox is effectively our reference implementation for CallKit, so that's the first question I'll nearly always ask. Critically, if it DOESN'T have happen in Speakerbox, then the issue is being caused by something your app is doing. Continuing with the assumption that Speakerbox works correctly... I’m developing a VoIP app that uses Linphone and CallKit. Everything works as expected until the user enables the speaker on the native CallKit screen. After that, all subsequent calls start with the speaker already on. Even if I call AVAudioSession.sharedInstance().overrideOutputAudioPort(.none), I can't really tell you exactly what the problem might be, however, what generally causes these kind of audio issues are the complicated interactions between a number of different factors: The audio system has a rigid but poorly documented set of rules about exactly what changes you can make
Topic: App & System Services SubTopic: General Tags:
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Failed to sync capability identifiers, Apple 403 detected - Access forbidden
Hey can someone suggest how to fox this error? I checked with my Team Admin and all seems correct but still getting this error. Might be related: Error started popping up when we added IOS extension and App groups in our app ✖ Failed to sync capability identifiers Apple 403 detected - Access forbidden. This request is forbidden for security reasons - You are not allowed to perform this operation. Please check with one of your Team Admins, or, if you need further assistance, please contact Apple Developer Program Support. https://developer.apple.com/support
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AudioQueue Output fails playing audio almost immediately?
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 +
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AlarmKit Volume and Volume Buttons
Excited for AlarmKit! I have found two concerns that I cannot find answers for though. The volume of my alarms seems to be very quite relative to the full volume capability of the device. For example, if I turn the volume all the way up and play the audio file, the sound is very loud. However then, if I set the alarm using alarm kit with the same audio, the track played during the alerting phase is not that loud. I am afraid that it will not be loud enough in real life. Will there be future support to set the volume level of the alarm to maximum settings? When I press the volume buttons (with the app open) during an active alarm, the audio stops, but the alarm manager does not clear these events. The alarm manager does clear the alarm event if the alarm is stopped through a live activity.
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SwiftUI Nav Bar Changes in Height When Loading While Presented in a Sheet
If you create a SwiftUI App where a ‘.sheet’ is presented and use a NavigationStack within that Sheet, when you use NavigationLink to present a view, the title of the Nav Bar will start at a height of 46px and pop to the Default Height of 54px when it loads causing a visual pop in the UI. In iOS 18 it functions correctly, in iOS 26 the visual pop is present. This impacts both inline and large styles, if you disable the back button it is still present, the only way I have discovered to get rid of it is by using 'fullScreenCover' instead of '.sheet'. This feels like buggy UI. This issue has been present since iOS 26 Beta 5, I was hoping it would be fixed but is still present in the GM. Feedback has been filed via Feedback Assistant: FB20228369 This is the code to re-produce the issue: import SwiftUI struct ContentView: View { @State private var showSheet: Bool = false var body: some View { VStack { Button { showSheet.toggle() } label: { Text(Show Sheet) } } .padding() .sheet(isPresent
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CallKit answer screen video button
Hello, currently working on messenger with audio/video calls feature. Have found strange behavior, on some devices after accepting call via Lock Screen video button appears to be disabled. Tested on wwdc Speakerbox sample, same code iPhone 15 Pro (iOS 17.4.1) - video button disabled iPhone 14 (iOS 17.6.1) - video button active Here is my, configuration with supportVideo activated static let providerConfiguration: CXProviderConfiguration = { let configuration = CXProviderConfiguration() configuration.supportsVideo = true configuration.maximumCallGroups = 1 configuration.maximumCallsPerCallGroup = 1 configuration.supportedHandleTypes = [.generic] return configuration }() What can be the reason of this behavior? Thanks
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USB audio/midi interface with OS 26 Tahoe
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.
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How to turn off background extension effect in UISplitViewController?
I have a triple-column UISplitViewController setup in tile mode. Each of the 3 columns has a table view controller. Under iPadOS 26, the section headers and row selection in the middle table extends all the way to the left of the screen, behind the primary column. It looks terrible. The documentation for Adopting Liquid Glass makes it sound like you can add this behavior by using UIBackgroundExtensionView. But I get this behavior automatically in a UISplitViewController. How do I turn this off? I created a simpler sample using a double-column split view with two table view controllers. Here's a screenshot of the result: Note how the section headers and the row selection appear all the way to the left edge of the screen. I don't want that effect. How do you turn off this effect in a UISplitViewController? Here is the code used to setup the split view and the app's main window: func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { gu
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Reply to Missing INITIAL_BUY notification for a single user (App Store Server Notification V2)
Hello - There are no known conditions or scenarios where the server notification for the initial In-App Purchase of a new subscription (with notificationType=SUBSCRIBED and subtype=INITIAL_BUY) would not be sent. Since it sounds like you missed only one such notification (and presumably successfully received many other INITIAL_BUY notifications), ensure that your server is responding to the notifications as documented here: https://developer.apple.com/documentation/appstoreservernotifications/responding-to-app-store-server-notifications. Retry notifications are sent as documented on that page. Use the Get Notification History endpoint to verify that a specific server notification was sent for a given Transaction ID: https://developer.apple.com/documentation/appstoreserverapi/get-notification-history. If you cannot find an expected notification using the endpoint above, please reply back with more details - including the Transaction ID(s) and date(s) - and we will investigate further. Thank you.
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Live Activity life cycle
A Live Activity relies on its app being in the background , but contrary to a widget it does not have a timeline. Our app in the making is sandboxed and does not need to receive ActivityKit push notifications How is the app maintained in life and not entirely killed for the duration of the activity - Apple documentation says up to 8 hours ? Is it necessary for us to do something to maintain it, like to trick the system , play a white noise audio background ...?
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CarPlay Still not Functioning
I have a Nissan Rogue 2021 and iPhone 14 Pro Max. Carplay was working fine until I decided to update to the new beta program and now my carplay does not seem to want to operate at all. I do the fixes online suggest in rebooting both systems, forgetting entirely and reconnecting. In the process of doing so, I can get the prompts to start with Allow while unlocked? But once selecting that I am unable to actually use the Carplay from the phone. It doesn't even give option to switch to it when I attempt to change audio output. Since June. Starting another post in hopes something can be done.
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Reply to SwiftData & CloudKit: Arrays of Codable Structs Causing NSKeyedUnarchiveFromData Error
Did you wait some time to make sure the error didn't pop up? It might take a minute or two. Try inserting a record then re-running and waiting a few minutes. Yeah, I've tried waiting until seeing the new record being synchronized across my devices, and haven't seen the issue. NSKeyedUnarchiveFromData is the default transformer and comes to play when you use a Core Data / SwiftData transformable attribute without explicitly specifying a transformer. Unless you are using a transformable attribute, it shouldn't be engaged. My best guess is that your CloudKit schema / data contains something that needs a transformer (due to your historical changes?), and that triggers the error when NSPersistentCloudKitContainer tries to synchronize the data from the server to your device. If that is the case, consider cleaning up the schema and data on the CloudKit server. Assuming you are on the CloudKit development environment, you can remove the existing schema and data by resetting the environment, and then re-creat
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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