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Popping Sound

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Reply to Why doesn't Float80 conform to the FloatingPointType protocol?
In a thread on the older forums, one of the Apple engineers stated that the reason Float80 is only available on OS X and simulated iOS (not on iOS hardware) is because it isn't built in to the ARM processors.It doesn't sound like they are planning to put much work into Float80 at this point, if it isn't even going to to be availble on iOS devices. Since it It doesn't already have the right methods to conform to the protocol on OS X, it might not be worth the effort to them to make it conform.https://devforums.apple.com/message/1118295------------Swift's current design/policy for floating point types is to expose the capabilities of the processor. This doesn't preclude providing software floating point implementations of other floating point formats, but we cannot comment on future plans (or lack thereof) to add them.One thing I will point out though: Float is much more than just a space optimization. All modern hardware supports SIMD vectors, and using Float instead of Double enables 2x the auto-vect
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’15
Reply to AVAudioEngine synchronize with AVPlayer
To really get an idea of how creating a clock using for example CMAudioClockCreate (on iOS) is useful when assigned to an AVPlayer masterClock and used with the method setRate: time: atHostTime: when syncing with user generated audio, it's recommended that you watch the WWDC presentation from 2012 called Real-Time Media Effects and Processing during Playback. Starting at 11 minutes into the presentation the subject Syncronizing Video to Custom Audio is discussed in depth. However, you'll probably want to start at the beginning to experience an excellent explanation of Time and CMTime and clocks in general.You'll find this presentation super helpful and I'm sure it will clear up some of the hazy bits.https://developer.apple.com/videos/wwdc/2012/#517
Topic: Media Technologies SubTopic: Audio Tags:
Jun ’15
How do we modify the AudioUnitV3Example to create a Generator or MIDI node?
I was able to quickly hack the effect unit to generate a tone, but I'd like to go one step further and make it a MIDI node.I modified the component descript to be kAudioUnitType_MusicDevice, and re-arranged the audio engine graph so that the node is connected directly to the mixer. However, no sound is produced and the render block does not seem to be called. I also tried the same approach except with a 'Generator' type, no luck.
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Jun ’15
Reply to How do we modify the AudioUnitV3Example to create a Generator or MIDI node?
Ok -- figured out my mistake:My breakpoint was set in the Filter Demo's processWithEvents method. the internalRenderBlock method _was_ being called, but it was erroring out when trying to call pullInput, since the MusicDevice isn't set up to do that (at least by default -- not sure if that's something MusicDevices can do in general).Setting the type to kAudioUnitType_MusicDevice does indeed return a music device type audio unit. Sending a 'startNote' message to the AVAudioUnitMIDIInstrument in the AVAudioEngine does indeed pass all the way through to the kernel's handleOneEvent method.Neat!
Topic: Media Technologies SubTopic: Audio Tags:
Jun ’15
Audio is not working.
Hi, I am trying to incoporate audio into an app that I'm making and I use the simulator to test but the second it gets on it goes back to the project screen with a line highlighted and a thread error below it sayingThread 1:EXC_BAD_INSTRUCTION(code=EXC_I386_INVOP,subcode=0x0)and another error in the debug area sayingfatal error: unexpectedly found nil while unwrapping an Optional value (lldb)The code i am using is this/ ViewController.swift *********************** Created by Marco Simonelli on 26/04/2015. Copyright (c) 2015 Antonio Enterprises. All rights reserved. */ import UIKit import AVFoundation class ViewController: UIViewController { var ButtonAudioURL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(TURDY BIRD BACKGROUND T1 copy, ofType: wav)!) var ButtonAudioPlayer = AVAudioPlayer() override func viewDidLoad() { super.viewDidLoad() / ButtonAudioPlayer = AVAudioPlayer(contentsOfURL: ButtonAudioURL, error: nil) } override func didReceiveMemoryWarning() { super.didReceiveMemoryWar
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Jun ’15
Image not showing on iOS8
Hello, would someone be able to help me with this code please?The image welldone.png shows a blank text field since the iOS8 upgrade?The game plays levels and runs like this:Audio plays: Place dog on chair. > User drags dog on chair > Audio plays: You got it right. Well done. > SMS alert shows image: blank text field shows, but should show the image welldone.png.Here's the code. Sorry for no code tags, but I wasn't sure how to add this on this forum.- (IBAction)showMessage:(id)sender { UIImage *backgroundImage = [UIImage imageNamed:@welldone.png]; self.message = [[KLPAAlert alloc] initWithImage:backgroundImage text:@Well Done]; [[SimpleAudioEngine sharedEngine] preloadEffect:@gotitright.mp3]; [[SimpleAudioEngine sharedEngine] playEffect:@gotitright.mp3]; [self.message show]; [self.view addSubview:self.nextButton]; [self performSelector:@selector(hideAlert) withObject:nil afterDelay:2.0]; }
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Jun ’15
Reply to Using the digital crown + touch fundamentals
About the dummy array + WKInterfacePicker, yeah I also figured that out. Thanks for the info about playing sound via bluetooth that might be interesting.Did you figure out how to respond to TAP events for the WKInterfacePicker? According to the docs:A WKInterfacePicker object presents a scrolling list of items for the user to choose from. Items in the picker may consist of text, images, or a combination of the two. The user interacts with a picker by tapping it, using the crown to scroll through items, and tapping again to select an item. A single interface controller may contain multiple pickers, each with its own set of items.
Topic: App & System Services SubTopic: Core OS Tags:
Jun ’15
USB Sound Issues
HiAnyone experiencing USB Sound problems, sounds like there is some sort of syncronization issue after some playing the sound gets destorted?I have been using this Electrocompaniet USB DA converter and this is the first time i have these issues with any of the betasBest regardsGvbrod
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Jun ’15
Reply to Problem with Overlapped Textures and Transparent Pixels
I read about SpriteKit and texture atlases a bit more, and it looks like the trimming is considered a feature rather than a bug.https://developer.apple.com/library/ios/recipes/xcode_help-texture_atlas/AboutTextureAtlases/AboutTextureAtlases.htmlThose new images are automatically rotated and trimmed to fit the maximum number of images into a single file...So it sounds like you would need to use the 1% alpha workaround you mentioned above, or use the default centered anchor point on the sprite and textures.
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’15
how to store data in the app
Hi there, I'm still new to the development world.I want to ask you guys about how I could store data -like audio files or PDFs- inside the app -universal app- with objective-c ?? so the user can view, play, add to favorite or search them. without editting or deleting any of them.please help me & thanks in advanced .. 🙂
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Jun ’15
Reply to how to store data in the app
For tiny data (strings, dates, numbers etc.) there is NSUserDefaults or the keychain.For medium sized data (or lots of tiny data) there is Core Data or SQLite (I like SQLite with FMDB) or some other database.For large data like audio files or PDFs I would think individual files on the file system. Take a look at NSFileManager and related guides - there's lots of documentation on the Apple dev site. (File System Programming Guide)
Jun ’15