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Popping Sound

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New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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Reply to PDFKit – How can I draw annotations behind text in PDFView?
Hello and thanks for asking. There is no mechanism for explicitly controlling the ordering of annotation drawing. I recommend filing an enhancement request asking for some API support asking for that. You can file an enhancement request using the Feedback Assistant. If you file a request, please post the Feedback number here. If you're not familiar with how to file enhancement requests, take a look at Bug Reporting: How and Why? Have you tried using overlay views for the free-drawing content that you want to display? It sounds like you may already be using them, but just in case I thought I'd mention that here. For more information about using overlay views, please see What's new in PDFKit. note: I probably should mention that you may be able to achieve some control over the order that annotations are drawn by controlling the order that they are added to a PDFDocument; however, this is not a documented functionality and it is subject to change without notice.
Topic: UI Frameworks SubTopic: General Tags:
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empty push driven live activity
my dynamic island UI is triggering as empty when i send my curl, this is a pushToStart run push driven live activity and when i send my curl this is what appears, despite be being able to render the UI through a local push no problem, here is my curl. curl -v -H apns-topic: MuscleMemory.KimchiLabs.com.push-type.liveactivity -H apns-push-type: liveactivity -H apns-priority: 10 -H Content-Type: application/json -H authorization: bearer eyJhbGciOiJFUzI1NiIsImtpZCI6IjI4MjVTNjNEV0IifQ.eyJpc3MiOiJMOTZYUlBCSzQ2IiwiaWF0IjoxNzU4ODU2MDkyfQ.i83VbgROsxEzdgr512iQkVsp0FjHIoHq2L6IB2aL1fImJgX-XM6TM5frNnVyfva7haMd9fDGjO2D_wfCq8WnBg --data '{ aps: { timestamp: '$now', event: start, content-state: { plain_text: hello world, userContentPage: [hello world] }, attributes-type: KimchiKit.DynamicRepAttributes, attributes: { activityID: 12345 }, alert: { title: Workout started, body: We’ll show your reps on the Lock Screen., sound: default } } }' --http2 https://api.sandbox.push.apple.com/3/device/80d50a03472634d9381b
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Reply to Too many mach ports?
I would like to update our metrics for iOS 26 regarding this issue. It appears that the problem persists on iOS 26 and has worsened as the iOS 26 call count has increased. We will keep eyes on our metrics and post update here. Has there been any specific change on iOS 26? That question isn't really answerable. Nothing has really changed here as far as CallKit in concerned, however, the broader audio system involves multiple daemon's that are all basically under constant, active development. So, yes, it's very likely that a change in the audio system is causing this change but that doesn't mean I can point to any specific change that created this issue. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
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On iOS26, in our video playback app(use AVPlayer), the sound and video are out of sync when playing after seeking.
Our app plays TS files on an iPhone. The app fragments the TS files, creates an M3U8 playlist, converts them to HLS(HTTP Live Streaming), and then uses AVPlayer to play the video content. On a device running iOS 26, after starting playback and seeking, restarting playback causes the video and audio to be out of sync (by about 2-3 seconds depending on the situation). This also occurs on iPadOS/macOS 26. This issue was not observed prior to iOS 18. We are trying to fix this issue on the app side, but we have the following questions: The behavior of AVPlayer is different between iOS 26 and previous versions. Has there been any change that could be considered? Or is it a bug? We tried pausing before seeking, but it didn’t seem to have any effect. Are there any APIs or workarounds that can improve this? We would appreciate it if you could tell us any other helpful documents or URLs.
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iPhone 17(iOS26) Unable to join the Wi-Fi(TKIP)
Device: iPhone 17 Series System: iOS 26.0.0 Wi-Fi: TKIP encryption protocol Question: Unable to join the network We have several products that are used by connecting to iPhone via Wi-Fi. Recently, many customers who have purchased the iPhone 17 series have reported that they are unable to connect to Wi-Fi. For Wi-Fi with TKIP encryption, after entering the password correctly to connect to the Wi-Fi, a pop-up appears stating Unable to join the network.. Only Wi-Fi with WPA2-AES can be used normally. Before that, during the iPhone 11 era or even earlier, the TKIP encryption method was in normal use. However, the new iPhone models were incompatible with it, which obviously caused great inconvenience. I hope the engineers can fix this issue to support Wi-Fi with older encryption protocols.
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ContentDelivery 409 “corrupted binaries”
Builds rejected with generic ContentDelivery 409 “corrupted binaries” (no email, no Activity entry) App ID: 6752832930 Bundle ID: com.taleway.tw Toolchain: Xcode 16.0 (build 24319) on macOS 15.6.1 (24G90) What happens Archiving (Release, manual signing) succeeds. Upload/validation via Xcode Organizer or xcrun altool immediately fails with: Validation failed (409) The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: ef414ced-bf4e-40a6-8f5f-d4ba744c9433) altool also reports a preceding 500 “internal server error” (L4JS7YJVZYJMHBI4ISC4L3UQBM) before the 409. No system-generated email ever arrives (nothing under App Store Connect → Activity). We therefore have no specific error message or file name to fix. What we’ve checked Archive entitlements and embedded provisioning profiles match: App entitlements: CarPlay audio, App Group group.com.taleway.tw, get-task-allow=false. Intents extension entitlements: com.taleway.tw.TWIntents, get-task-allow=false. Profiles decoded via op
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Reply to Blocking USB Devices on macOS – DriverKit or Other Recommended Approach
So, my first suggestion here is that you get I/O Registry Explorer from our Additional Tools for Xcode download so you can actually see what's going on. The same information in text from is in the sysdiagnose (that's how I know what happened), but in my experience, I/O Registry Explorer makes the data much easier to understand. For reference, you'll almost always want to look at the IOService plane (the default), and you change planes using the pop-up button in the top left. Also, over time, registry activity has increased to the point where the app can laggy or have other interface glitches. For general exploration, you can avoid those issues by saving the ioreg file, then opening the file again so you're working with static data. Moving to the specific issue: We have test ES_EVENT_TYPE_AUTH_IOKIT_OPEN on 26, and it does not block anything. We report the same issue in FB19420236. I can see AUTH requests coming from system stats and airportd processes, I can deny them, yet when I plug a keyboard and
Topic: App & System Services SubTopic: Drivers Tags:
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SCStreamUpdateFrameContentRect X coordinate always returns 48 instead of expected 0
SCStreamUpdateFrameContentRect X coordinate always returns 48 instead of expected 0 Environment Device: MacBook Pro 13-inch macOS: Sequoia 15.6.1 Xcode: 16.4 Framework: Screen Capture Kit Issue Description I'm experiencing an unexpected behavior with Screen Capture Kit where the SCStreamUpdateFrameContentRect X coordinate consistently returns 48 instead of the expected 0. Code Context I'm using SCContentSharingPicker to capture screen content and implementing the SCStreamOutput protocol to receive frame data. In my stream(_:didOutputSampleBuffer:of:) method, I'm extracting the content rect information from the sample buffer attachments: func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of type: SCStreamOutputType) { switch type { case .screen: guard let attachmentsArray = CMSampleBufferGetSampleAttachmentsArray(sampleBuffer, createIfNecessary: false) as? [[SCStreamFrameInfo: Any]] else { return } guard let attachments = attachmentsArray.first else { return } if !attachments.k
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SCStreamUpdateFrameContentRect X coordinate always returns 48 instead of expected 0
SCStreamUpdateFrameContentRect X coordinate always returns 48 instead of expected 0 Environment Device: MacBook Pro 13-inch macOS: Sequoia 15.6.1 Xcode: 16.4 Framework: Screen Capture Kit Issue Description I'm experiencing an unexpected behavior with Screen Capture Kit where the SCStreamUpdateFrameContentRect X coordinate consistently returns 48 instead of the expected 0. Code Context I'm using SCContentSharingPicker to capture screen content and implementing the SCStreamOutput protocol to receive frame data. In my stream(_:didOutputSampleBuffer:of:) method, I'm extracting the content rect information from the sample buffer attachments: func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of type: SCStreamOutputType) { switch type { case .screen: guard let attachmentsArray = CMSampleBufferGetSampleAttachmentsArray(sampleBuffer, createIfNecessary: false) as? [[SCStreamFrameInfo: Any]] else { return } guard let attachments = attachmentsArray.first else { return } if !attachments.k
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Reply to Does Apple Spatial Audio Format documentation exist
Thanks for the rapid reply! Apologies, my question was vague in hindsight, but your answers very helpful and reviewing the materials you shared plus some extra research, I have straightened out my understanding. I'm new to iOS and navigating the various audio APIs. I am building an iOS app, audio-only (no VR/AR/game engine) with a UI to play back head-tracked audio using third order ambisonics (i.e. binauralising using head position with reference to the more detailed positional information in 3OA). I'm looking to overlay other spatialised audio features which are a bit much for this thread as it's focused on ASAF and the codec, but basically I've been seeking to understand which APIs support ambisonics and where ASAF/APAC fits into the existing picture. Now I've got a grip on APAC compatibility and conversion method (I came across this as well: https://developer.apple.com/av-foundation/Apple-Positional-Audio-Codec.pdf), I'll take this away and have a play. I've al
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Reply to Convert CoreAudio AudioObjectID to IOUSB LocationID
The examples in the code example below are for reference purposes only. IOAudioFamily.kext and IOAudioFamily support macOS Tahoe no longer implements the USB Audio class using an IOAudioFamily based kext. USB Audio class devices are now supported within a driver functioning in user space. This change has implications for 3rd party developers who provide additional support for their devices. It is common for some devices to provide additional, non-class, USB interfaces for control and configuration of proprietary parameters and these parameters are generally made available to end users via custom applications provided by the 3rd party vendor. To access these advanced parameters an application developer may need to associate an instance of a Core Audio device AudioObjectID, created and published by the Apple USB Audio class driver, with the underlying USB device available through one of the IOUSBHostFamily API's. AppleUSBAudio.kext (IOAudioFamily) is no longer in use: The fol
Topic: Media Technologies SubTopic: Audio Tags:
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Reply to Does Apple Spatial Audio Format documentation exist
Hello @Plight , thank you for your question! First, could you please share more about what you are trying to do in your app? Its difficult to give advice on workflows without knowing exactly what kind of experience you are trying to create. Most of our existing documentation is going to be from WWDC videos, like the one you linked above, and the documentation website for specific APIs. Here's another WWDC25 video where we go over the Apple Positional Audio Codec (APAC) near the end: Learn about the Apple Projected Media Profile. It provides an example of how to author an audio file using AVAssetWriter. Davinci Resolve is currently capable of authoring ambisonic ASAF content, so I recommend investigating that tool to see if it meets your needs. Additionally, Resolve should be cabable of encoding an ASAF master wav file into APAC. The Compressor app also has this functionality. You can use the AVPlayer API to playback ASAF content in your app. This is available on a VideoMaterial for example.
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