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Popping Sound

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Reply to Wi-Fi Raw Socket Disconnection Issue on iPhone 17 Series
Thanks for the clarifications. Just FYI, in networking, raw socket usually refers to raw IP sockets, hence my confusion. So, lemme summarise the issue: You have an iOS app. It talks to a Wi-Fi based accessory over TCP. With iPhone 16, this all works as expected. With iPhone 17, things go wrong, such that your TCP socket disconnects after 20 seconds. After that, your app is unable to reconnect. And the only way to resolve the issue is to restart the Wi-Fi subsystem on your accessory. Is that right? If so, this sounds eminently bugworthy. While there are lots of ways that local networking can go wrong, the fact that this fails when the only variable you change is moving from iPhone 16 to 17 suggests that it’s caused by a Wi-Fi level issue on iPhone 17. DevForums focuses on Apple APIs and tools, and isn’t really set up to help with Wi-Fi level issues. Given your description of the problem, I think it makes sense for you to file a bug so that our Wi-Fi engineering team can investigate. In your bug, make
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Setting to screen share virtual macOS 15+ machine?
I want to know all settings that need to be set in a macOS 15+ virtual mac in order to successfully screen share into it from the physical machine. Also any virtual machine configuration settings I may not understand. I have successfully set up screen sharing into an macOS 15 M2 mac studio that sits in the corner, on which I am running a cooked up variant of the sample code from apple about virtualizing a mac on a mac. I'm screen sharing into it from my macOS 15 M2 laptop. So I know I have at least one set of screen sharing settings correct. I have also successfully set up a macOS 14 virtual machine in that app into which I am able to screen share into from the mac studio. However, when I set up macOS 15 (and macOS 26) virtual machines, connections for screen sharing and file access don't succeed after 1 minute (I get the aqua-colored cylon / knight-rider -style progress bar for a minute, and then a connection failure dialog). I don't get the prompt to choose standard or enhanced. and I don't get asked for my
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Reply to PWA video playback stopped working after updating iOS to 26.0.1
I'm encountering the same bug. I suspect it's related to the state of the AudioContext. From what I've observed, when first entering the page, the state of AudioContext is suspended, and calling resume() within a click event fails to restore it. If I first call suspend() followed by resume() in the developer tools console, the following error message appears. So far, I haven't found a workaround—please share one if you have it. error message: InvalidStateError: Failed to start the audio device
Topic: Safari & Web SubTopic: General
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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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Reply to Hosting x86 Audio Units on Silicon Mac
Related to my last question, I forgot the key: kAudioUnitConfigurationInfo_AvailableArchitectures that is present in the audio component's ConfigurationInfo dictionary. I'm not 100% sure, but it seems that the plugins built with a Universal architecture fill this array with [x86_64, arm64] while the x86 plugins leave it empty. If confirmed, it could be a way to infer that they run under Rosetta.
Topic: Media Technologies SubTopic: Audio Tags:
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Ventura Hack for FireWire Core Audio Support on Supported MacBook Pro and others...
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.
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Reply to Failed to verify code signature when trying to install on iPad from XCode
i've had this same exact issue. default xcode Audio Unit Extension app project won't build on my devices but will run fine on simulator. Seeing the same A valid provisioning profile for this executable was not found. error, despite having tried letting xcode automatically managing signing or do so manually. trying to set enabled hardened runtime to false but still getting the same error unfortunately
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iMessages Deeplink App Switching for iOS 26.0
Ok so for some background, our app has a keyboard extension where we run a dictation service. Due to iOS limitations, this requires the user to press a button on the keyboard which will then bring the user to our app to activate an audio session. Once the audio session has been activated, it takes the user back to the original app it came from to continue using the keyboard + dictation service. The problem we're running into involves iOS 26.0 and the iMessages app. Whenever our app tries to switch back to the iMessages app using Deep Link (specifically the messages:// URL), the iMessages app opens up a new message compose sheet. This compose sheet replaces the view or message thread that the user was previously looking at which we don't want. This behavior appears to be only happening in iOS 26 and not in any of the previous iOS versions (tested up to iOS 18.6). We know that it should be possible to bring the user back to the messages app without opening up this new compose sheet, because si
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UI-Less Host App for Endpoint Security Extension Installation
According to Apple's development documentation, if I want to install an Endpoint Security system extension, I need to develop a host app that must be installed in the Applications directory. Now, I want to create an ES extension to protect users from accessing certain folders. However, I don't want a custom app to pop up asking the user to allow the installation of the ES extension. (To clarify, it's fine if the system authorization request dialog pops up, but I don't want the host app's UI to appear.) Is there any way to do this?
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Reply to Linker nondeterminism (ld_new) involving branch islands
Hello. On arm64 architecture branch islands are needed only if the total size of the executable code in a binary exceeds 128mb. How many islands will be effectively inserted depends on the exact code layout, and that'll also be a contributing factor to the potentially non-deterministic output. It is supposed to be deterministic, but it sounds like you might be hitting some edge cases. It'd be great if you could file a feedback report with your sample, so that we could try to reproduce it. You can add a -debug_snapshot option (-Wl,-debug_snapshot in Xcode's other linker flags build setting) to create a minimal linker reproducer that'll be saved in a /tmp/*.ld-snapshot directory. One note, in Xcode 26, we've made significant underlying changes to how linker snapshots are generated. There were cases where snapshots created by older ld versions weren't quite complete. So upgrading your toolchain might be helpful, but we can also try first with a snapshot from Xcode 16.4.
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No audio in screen recordings when using AVAudioEngine Voice Processing
Hello, We are developing a real-time speech recognition application and are utilizing AVAudioEngine with voice processing enabled on the input node. However, we have observed that enabling this mode interferes with the built-in iOS screen recording feature - specifically, the recorded video does not capture any audio when this mode is active. Since we want users to be able to record their experience within our app, this issue significantly impacts our functionality. Is there a known workaround or recommended approach to ensure that both voice processing and screen recording can function simultaneously? Any guidance would be greatly appreciated. Thank you!
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