Search results for

Popping Sound

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Sampling rates in Core Audio / Audio Midi
I have an external USB 3 audio interface called Holo Audio Spring 2 for testing. It supports up to 1,536 kHz / 24 bit audio sample rates natively. I see that there is a chance now to choose this very high sampleing rate in 16 and 24 bit in Audio Midi to get the incoming audio stream upconverted in Core Audio up to this rate. I can get it work in 16 bit but it does not work in 24 bit using my 18 core iMac Pro. To upconvert the same audio stream which works with 1,536 kHz / 16 bit to 1,536 kHz / 24 bit results a distorted sound, using any rates like 44,1 kHz, 48 kHz, 88,2 kHz, 96 kHz, 176,4 kHz, 192 kHz, 352,8 kHz and 384 kHz ( i have audio files recorded professionally with these sample rates) I wonder if it is a bug in Core Audio or it is a bug of the firmware of the USB audio device?Any body has a similar experience? By the way is there any chance to learn what kind of algorthm and noise shaping is used for suc
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2.8k
Mar ’19
Mixing ScreenCaptureKit audio with microphone audio
Hi, I'm new to AVAudioEngine(and macOS programming in general). I'm trying to mix microphone audio with ScreenCaptureKit audio using AVAudioEngine without playing it back. I've created a AVAudioPlayerNode and scheduling buffers in my SCStream handler: playerNode.scheduleBuffer(samples) and have connected the playerNode to the mainMixerNode. audioEngine.connect(audioEngine.inputNode, to: audioEngine.mainMixerNode, format: micFormat) audioEngine.connect(playerNode, to: audioEngine.mainMixerNode, format: format) The problem is that mainMixerNode plays the audio to the speaker creating a feedback loop. How can I prevent the mixer output from being played back. Also: Is this the best way of mixing microphone input with some other input? I ran into AVAudioEngine's manual rendering mode, which seems like the way to go for mixing audio without playing it back. However, I couldn't figure out how to connect microphone input to the AVAudioEngine in manual rendering mode?
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1.1k
Feb ’24
Reply to How to Fix Cracking and Popping Sound ?
💡Some potential causes/fixes Coreaudiod I've seen this happen a lot on macs that are rarely ever shutdown completely coreaudiod may have some kind of memory leak but using the terminal and running the command 'sudo pkill coreaudiod' has solved the issue in these cases the coreaudio daemon will restart. Complete shutdown/restart should work too in those cases if you don't want to run anything in the terminal. Sampling Rate The I don't know *** is causing it but this seems to work for me fix run the Midi click on 'Macbook Pro Speakers' or whatever other audio devices you use. Changing format on the right from 44khz -> 48khz has made the popping go away for me before. As to why it worked? 🤷🏻 3rd Party Audio Daemons/Plug-Ins I have seen some issues like this come up If you have any third party audio daemons or plugins like Boom2/Boom3D, Sound Booster, BackgroundMusic. You may want to do the same thing as above with the Midi app for their virtual devices. If that
Topic: Community SubTopic: Apple Developers Tags:
May ’24
Bluetooth Headphones Crackling and Popping
My Bluetooth headphones are cracking and popping. This topic is on a lot of forums but I haven't found any fixes. Some of them are quite old. There is a really long run on this forum in fact years however there's not a fix for me. I did have success with reset the Bluetooth module this morning and it cleared up the distracting noises. I/m back on my computer this ever working in Logic Pro X and it's back. ANY HELP would be greatly appreciated. Thank You in advance. I have a late 2105 iMac Big Sur 11.4 Graphics: ADM Radeon R9 M390 2 GB 32 GB RAM
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1.1k
Aug ’21
Peek and pop on anchors in an XHTML page
I haven't been able to get peek and pop to work on any XHTML page. Obviously this code will work for an HTML page:<a href=//apple.com>apple</a>But if it's served with Content-Type: application/xhtml+xml, the anchor won't respond to 3D touch. The exact same code served with Content-Type: text/html works tho. Is this a bug?
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119
Oct ’15
Audio in to audio out pass thru
hiI'm programming in Xcode 9 - swift 4 - macOS NOT IOSI have a basic recording audio setup below for recording a singer with headphones and a microphone. I would like it to react like Logic X.In Logic X you put the track you want to record into record ready while this happens the microphone is routed to the headphones so the vocalist can hear himself/herself. Whilst in playback the record ready is muted so the vocalist can here whats been recorded. and if the record button is pressed during playback then the vocalist hears the vocal being recorded.The problem i am having is routing audio in directly to audio out. I'm not quiet sure what Audio system I should useAVAudioSession is obviously for iOS .Is there anyway i can do this avoiding Core AudioI would like to stick with swift 4Any advice would be appreciatedthanks for reading
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786
Aug ’17
Play audio data, but without sound?
I am working with analog medical (eeg) data. I'm trying to allow for recording and scanning large files ~20-30 minutes in length. Core Audio seems like a great solution for storing and playing these files, however the catch is that I do not want to send any sound to an audio device. Everything is output graphically as waveforms. None of my considered solutions seem satisfactory:1. AudioComponentDescription.componentSubType = kAudioUnitSubType_GenericOutput for the output node seems similar to what I want, but since it isn't tied to the timing of a hardware output device, it wouldn't let me play files in real-time at the same speed they were recorded.2. Playing the file with the volume turned down, or with the mixer node disabled is a possibility, but when I tried it I got zeroed out audio playback (logical but unfortunate in my case)3. Having a NSTimer callback repeatedly call ExtendedAudioFile.ExtAudioFileSeek is another possibility, but seems like it is very much not how
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678
Apr ’17
UISwitch for sound
I created a UISwitch to control the sound. I created it in a view controller named SoundViewController. When I quit the view controller, the sound still playing. That's what I want. But when I open the app, no sound. I turn the switch off and turn it on again then it plays sound. When I turn off the switch, the sound off, and I quit the view controller again and come back, I saw the switch is on but no sound. Anyone please help me? Thanks
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Apr ’17