AudioToolbox

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Record or play audio convert formats parse audio streams and configure your audio session using AudioToolbox.

Posts under AudioToolbox tag

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Audio input bandwidth
My app samples the various inputs available on the iPhone and iPad and performs a frequency analysis. In addition to using the internal accelerometer and gyroscope I can also sample the microphone and USB input devices such as accelerometers through the audio input subsystem. The highest sample rate I use with the microphone and USB devices is the 48 KHz of the audio sampling subsystem. This provides a bandwidth of 24 kHz (Nyquist frequency) on the sampled signal. This has worked for many generations of iPhone and iPad until now. When I use my iPhone 14 Pro there is a sharp frequency cutoff at about 8 kHz. I see an artifact at the same frequency when I use the simulators. BUT when I use my 11" iPad Pro, or my current generation iPhone SE I do not see this effect and get good data out to 24 kHz. The iPad Pro does show some rolloff near 24 kHz which is noticeable but not a problem for most applications. The rolloff at 8 kHz is a serious problem for my customers who are testing equipment vibration and noise. I am wondering if this is related to the new microphone options "Standard", "Voice Isolation", and "Wide Spectrum". But if so, why only on the iPhone 14Pro and the simulators? I have searched the documentation but apparently it is not possible to programmatically change the microphone mode and the Apple documentation on how to use this new feature is lacking. I am using AVAudioSession and AVAudioRecorder methods to acquire the data through the audio capture hardware. This code has been working well for me for over 10 years so I do not think it is a code problem but it could be a configuration problem because of new hardware in the iPhone 14 although I have not found anything in the documentation. Examples from various devices and a simulator are shown below for microphone. Does anyone have an idea what may be causing this problem? iPhoneSE 3rd Gen iPad Gen 9 iPad Pro 11in iPhone 14Pro iPad 10th Generation Simulator
0
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1.4k
Mar ’23
Starting recording from background for a VoIP application.
After searching for a few days, i have come to know that iOS doesn't allow recording in background. Through recording continues when it has started in foreground and goes to background. Came to know that, "This is a new a privacy protection restriction introduced in 12.4" When trying to start recording from background, we get “AVAudioSession.ErrorCode.cannotStartRecording” error. What do i need: our application needs to starts recording audio and transmit it while in background when user presses an external button i.e. PTT button of a BLE device. It seems there are several similar issue posted in this forum but neither could i find any plausible solution nor got any specific documentation from Apple. Requesting to help me out or at least please provide me a specific documentation stating "background recording is not possible". And if any workaround exists, please suggest. P.S. we are using **AVAudioSession.sharedInstance().setCategory(.playAndRecord, mode: .spokenAudio, options: [.mixWithOthers, .allowBluetooth, .allowBluetoothA2DP, .duckOthers]) **
0
0
1.4k
Feb ’23
core audio API library
I have a High Sierra system which I access via ssh and for which I program old-style from the command line in Objective-C and build via Makefiles. I have a very small program that employs the CoreAudio API and calls the AudioFileOpenURL and AudioFileClose functions. The program compiles ok but the linker is reporting that the symbols AudioFileOpenURL and AudioFileClose are undefined. I cannot find any dylib file among the libraries on my system that has those symbols. Can someone suggest where I might obtain the appropriate library? Here is the linker output that I am getting: gcc -o example1 example1.o -lobjc -lextension Undefined symbols for architecture x86_64: "_AudioFileClose", referenced from: _main in example1.o "_AudioFileGetProperty", referenced from: _main in example1.o "_AudioFileGetPropertyInfo", referenced from: _main in example1.o "_AudioFileOpenURL", referenced from: _main in example1.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) make: *** [example1] Error 1
1
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1.3k
Feb ’23
Write AAC files in a way that they are readable even in a crash
I'm building an audio recording app. For our users it's important that recordings never get lost - even if the app crashes, users would like to have the partial recording. We encode recordings in AAC or ALAC and store them in an m4a file using AVAudioFile. However, in case the app crashes, those m4a files are invalid - the MOOV atom is missing. Are there recording settings that change the m4a file so that it is always playable, even if the recording is interrupted half-way? I'm not at all an expert in audio codecs, but from what I understand, it is possible to write the MOOV atom at the beginning of the audio file instead of the end. This could solve this. But of course, I'd prefer an actual expert to tell me what a good solution is, and how to configure this in AVAudioFile.
3
1
2.2k
Feb ’23
Writing tapped buffers to disk asynchronously
I'd like to understand the most robust way to record audio to disk using AVAudioNodes installTap(onBus:bufferSize:format:block:) method. Currently, I'm dispatching out the buffers I receive in my AVAudioNodeTapBlock to a serial dispatch queue then writing to disk using some Audio Toolbox methods, but my concern is that if I hold on to the buffer provided in the AVAudioNodeTapBlock for too long (due to disk I/O for example), I'll end up getting issues. What I'm considering is creating my own larger pool of preallocated AVAudioPCMBuffers (a few seconds worth) and copying across the data from the buffer provided by the tap into one of the buffers from this larger pool in the AVAudioNodeTapBlock directly (no dispatch queue). Is there a simpler way of handling this, or does this sound like the best route?
1
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1.2k
Feb ’23
Low level audio recording on macOS. Please Help!
I am struggling to see why the following low-level audio recording function - which is based on tn2091 - Device input using the HAL Output Audio Unit - (a great article, btw, although a bit dated, and it would be wonderful if it was updated to use Swift and non deprecated stuff at some point!) fails to work under macOS: func createMicUnit() -> AUAudioUnit { let compDesc = AudioComponentDescription( componentType: kAudioUnitType_Output, componentSubType: kAudioUnitSubType_HALOutput, // I am on macOS, os this is good componentManufacturer: kAudioUnitManufacturer_Apple, componentFlags: 0, componentFlagsMask: 0) return try! AUAudioUnit(componentDescription: compDesc, options: []) } func startMic() { // mic permision is already granted at this point, but let's check let status = AVCaptureDevice.authorizationStatus(for: AVMediaType.audio) precondition(status == .authorized) // yes, all good let unit = createMicUnit() unit.isInputEnabled = true unit.isOutputEnabled = false precondition(!unit.canPerformInput) // can't record yet, and know why? print(deviceName(unit.deviceID)) // "MacBook Pro Speakers" - this is why let micDeviceID = defaultInputDeviceID print(deviceName(micDeviceID)) // "MacBook Pro Microphone" - this is better try! unit.setDeviceID(micDeviceID) // let's switch device to mic precondition(unit.canPerformInput) // now we can record print("\(String(describing: unit.channelMap))") // channel map is "nil" by default unit.channelMap = [0] // not sure if this helps or not let sampleRate = deviceActualFrameRate(micDeviceID) print(sampleRate) // 48000.0 let format = AVAudioFormat( commonFormat: .pcmFormatFloat32, sampleRate: sampleRate, channels: 1, interleaved: false)! try! unit.outputBusses[1].setFormat(format) unit.inputHandler = { flags, timeStamp, frameCount, bus in fatalError("never gets here") // now the weird part - this is never called! } try! unit.allocateRenderResources() try! unit.startHardware() // let's go! print("mic should be working now... why it doesn't?") // from now on the (UI) app continues its normal run loop } All sanity checks pass with flying colors but unit's inputHandler is not being called. Any idea why? Thank you!
3
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2.4k
Jan ’23
MIDI file generated by using MusicSequenceFileCreate has Sysex MIDI message (iOS 16.0.2)
I am using the MusicSequenceFileCreate method to generate a MIDI file from a beat-based MusicSequence. In iOS 16.0.2 devices, the file that is created has a Sysex MIDI message added (not by me) to the file at time 0: f0 2a 11 67 40 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ff ff ff ff 00 00 00 00 00 00 00 00 00 00 f7 Sysex messages are manufacturer dependent, a file with this Sysex message can't be read into apps like Nanostudio, Ableton, Zenbeats. It can be read by GarageBand. My app's deployment target is iOS 13.0. Has anybody else ran into this issue? Thanks
1
0
1.4k
Oct ’22
Sound decibel recognition
Hi Community Members, We tried to find the particular sound through the microphone. We used PKCCheck to detect the sound decibel. we detect the sound based on the number of dB values per second we receive and add some logic over it to get the result, but when we have continuous sound like an alarm we can't detect it as the gap between the sound is very less. Any suggestion on libraries to achieve this. Also whether we can achieve this thru Frequency & Amplitude method. Please advise.
0
0
1.4k
Oct ’22
Microphone is disabled when trying to record (using getUserMedia)
I built a simple recorder on my website for users to record and playback audio. It works on ALL desktop browsers (including Safari) but when I use any browser on my iPhone, the mic is active at the opposite time. The flow is: ask permission > user allows mic access > user presses record > records audio > saves and plays back On iPhone what's happening is after the user allows permission, the mic goes active (visualized by the mic icon in safari browser) and then once the user presses record, it disables the mic. I am using getUserMedia within a React.js app Why is it doing this?
1
0
1.7k
Sep ’22
AudioUnit: AUParameterEvent vs AUParameterTree implementorValueObserver
Hello, I'm trying to write my own audio unit extension and I have a problem. I don't understand the difference between implementorValueObserver and AUParameterEvent. It looks like both of them can be used to update parameters in DSPKernel. It seems natural to use an observer, but it requires to think about thread safety in contrast to AUParameterEvent handling. Can someone comment on this or give me more context about this two entities?
0
0
952
Aug ’22
How set CBR in AVAudioConverter?
I am using AVAudioConverter in Objective C. AVAudioConverter has bitRate and bitRateStrategy parameters defined. The default bitRateStrategy value is AVAudioBitRateStrategy_LongTermAverage. If I set bitRateStrategy to AVAudioBitRateStrategy_Constant there is no change. The bitRate variable works correctly. AVAudioConverter *audioConverter = [[AVAudioConverter alloc] initFromFormat:inputFormat toFormat:outputFormat]; audioConverter.bitRate = 128000; audioConverter.bitRateStrategy = AVAudioBitRateStrategy_Constant;
0
0
1.1k
Aug ’22
Why is internalRenderBlock fetched and used before allocateRenderResources() is called?
I have a working AUv3 AUAudioUnit app extension but I had to work around a strange issue: I found that the internalRenderBlock value is fetched and invoked before allocateRenderResources() is called. I have not found any documentation stating that this would be the case, and intuitively it does not make any sense. Is there something I am doing in my code that would be causing this to be the case? Should I *force* a call to allocateRenderResources() if it has not been called before internalRenderBlock is fetched? Thanks! Brad
6
1
3.1k
Jul ’22
Physical 16.0 iPhone XS does not show among Xcode targets
I am trying to compile on my iPhone XS device an app on Xcode Version 14.0 beta 2. First time I connected the device it correctly showed among the devices urging me to enable Developer Modality on Privacy & Security. I did it and the iPhone restarted, but once it happened the iPhone disappeared from the targets, thus not allowing me to compile on it. For some strange reason my iPad instead showed, but when I tried to compile on it, Xcode of course urged me to connect it. So it seems Xcode sees not connected device and does not see connected devices. Is anyone able to give a sense to that and possibly a solution?
0
0
1k
Jul ’22
The AudioUnit user presets system has ceased to work as expected in iPadOS 14
The AUAudioUnit in my app uses the user presets system that was introduced with iPadOS/iOS 13. The user presets system worked well in iPadOS 13, and it worked in at least one of the pre-release beta versions of iPadOS 14. However, it has not worked since iPadOS 14.0 was released. The problem is (superficially, at least) that: saveUserPreset no longer writes preset files to the app's Documents folder, but the method doesn't fail either. The userPresets array, which typically contains the presets that were deserialised from the files stored in the Documents folder, is invariably empty. The presets that the array would contain prior to upgrading from iPadOS 13 are no longer accessible. In other words, prior to upgrading to iPadOS 14, my app could save user presets using the saveUserPreset method and subsequently access their contents from the userPresets array. Since upgrading to iPadOS 14, the userPresets array is invariably empty and the saveUserPreset method no longer saves presets to the Documents folder. Has anyone else experienced this problem?
1
0
1.5k
Jun ’22
Audio input bandwidth
My app samples the various inputs available on the iPhone and iPad and performs a frequency analysis. In addition to using the internal accelerometer and gyroscope I can also sample the microphone and USB input devices such as accelerometers through the audio input subsystem. The highest sample rate I use with the microphone and USB devices is the 48 KHz of the audio sampling subsystem. This provides a bandwidth of 24 kHz (Nyquist frequency) on the sampled signal. This has worked for many generations of iPhone and iPad until now. When I use my iPhone 14 Pro there is a sharp frequency cutoff at about 8 kHz. I see an artifact at the same frequency when I use the simulators. BUT when I use my 11" iPad Pro, or my current generation iPhone SE I do not see this effect and get good data out to 24 kHz. The iPad Pro does show some rolloff near 24 kHz which is noticeable but not a problem for most applications. The rolloff at 8 kHz is a serious problem for my customers who are testing equipment vibration and noise. I am wondering if this is related to the new microphone options "Standard", "Voice Isolation", and "Wide Spectrum". But if so, why only on the iPhone 14Pro and the simulators? I have searched the documentation but apparently it is not possible to programmatically change the microphone mode and the Apple documentation on how to use this new feature is lacking. I am using AVAudioSession and AVAudioRecorder methods to acquire the data through the audio capture hardware. This code has been working well for me for over 10 years so I do not think it is a code problem but it could be a configuration problem because of new hardware in the iPhone 14 although I have not found anything in the documentation. Examples from various devices and a simulator are shown below for microphone. Does anyone have an idea what may be causing this problem? iPhoneSE 3rd Gen iPad Gen 9 iPad Pro 11in iPhone 14Pro iPad 10th Generation Simulator
Replies
0
Boosts
0
Views
1.4k
Activity
Mar ’23
Starting recording from background for a VoIP application.
After searching for a few days, i have come to know that iOS doesn't allow recording in background. Through recording continues when it has started in foreground and goes to background. Came to know that, "This is a new a privacy protection restriction introduced in 12.4" When trying to start recording from background, we get “AVAudioSession.ErrorCode.cannotStartRecording” error. What do i need: our application needs to starts recording audio and transmit it while in background when user presses an external button i.e. PTT button of a BLE device. It seems there are several similar issue posted in this forum but neither could i find any plausible solution nor got any specific documentation from Apple. Requesting to help me out or at least please provide me a specific documentation stating "background recording is not possible". And if any workaround exists, please suggest. P.S. we are using **AVAudioSession.sharedInstance().setCategory(.playAndRecord, mode: .spokenAudio, options: [.mixWithOthers, .allowBluetooth, .allowBluetoothA2DP, .duckOthers]) **
Replies
0
Boosts
0
Views
1.4k
Activity
Feb ’23
core audio API library
I have a High Sierra system which I access via ssh and for which I program old-style from the command line in Objective-C and build via Makefiles. I have a very small program that employs the CoreAudio API and calls the AudioFileOpenURL and AudioFileClose functions. The program compiles ok but the linker is reporting that the symbols AudioFileOpenURL and AudioFileClose are undefined. I cannot find any dylib file among the libraries on my system that has those symbols. Can someone suggest where I might obtain the appropriate library? Here is the linker output that I am getting: gcc -o example1 example1.o -lobjc -lextension Undefined symbols for architecture x86_64: "_AudioFileClose", referenced from: _main in example1.o "_AudioFileGetProperty", referenced from: _main in example1.o "_AudioFileGetPropertyInfo", referenced from: _main in example1.o "_AudioFileOpenURL", referenced from: _main in example1.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) make: *** [example1] Error 1
Replies
1
Boosts
0
Views
1.3k
Activity
Feb ’23
Write AAC files in a way that they are readable even in a crash
I'm building an audio recording app. For our users it's important that recordings never get lost - even if the app crashes, users would like to have the partial recording. We encode recordings in AAC or ALAC and store them in an m4a file using AVAudioFile. However, in case the app crashes, those m4a files are invalid - the MOOV atom is missing. Are there recording settings that change the m4a file so that it is always playable, even if the recording is interrupted half-way? I'm not at all an expert in audio codecs, but from what I understand, it is possible to write the MOOV atom at the beginning of the audio file instead of the end. This could solve this. But of course, I'd prefer an actual expert to tell me what a good solution is, and how to configure this in AVAudioFile.
Replies
3
Boosts
1
Views
2.2k
Activity
Feb ’23
Writing tapped buffers to disk asynchronously
I'd like to understand the most robust way to record audio to disk using AVAudioNodes installTap(onBus:bufferSize:format:block:) method. Currently, I'm dispatching out the buffers I receive in my AVAudioNodeTapBlock to a serial dispatch queue then writing to disk using some Audio Toolbox methods, but my concern is that if I hold on to the buffer provided in the AVAudioNodeTapBlock for too long (due to disk I/O for example), I'll end up getting issues. What I'm considering is creating my own larger pool of preallocated AVAudioPCMBuffers (a few seconds worth) and copying across the data from the buffer provided by the tap into one of the buffers from this larger pool in the AVAudioNodeTapBlock directly (no dispatch queue). Is there a simpler way of handling this, or does this sound like the best route?
Replies
1
Boosts
0
Views
1.2k
Activity
Feb ’23
Can any body give me ios 9 simulator
I am trying to develop for iOS 9 the oldest version Xcode 12.5 supports but the lowest simulator you can download is iOS 11.4
Replies
1
Boosts
0
Views
1.4k
Activity
Jan ’23
Low level audio recording on macOS. Please Help!
I am struggling to see why the following low-level audio recording function - which is based on tn2091 - Device input using the HAL Output Audio Unit - (a great article, btw, although a bit dated, and it would be wonderful if it was updated to use Swift and non deprecated stuff at some point!) fails to work under macOS: func createMicUnit() -> AUAudioUnit { let compDesc = AudioComponentDescription( componentType: kAudioUnitType_Output, componentSubType: kAudioUnitSubType_HALOutput, // I am on macOS, os this is good componentManufacturer: kAudioUnitManufacturer_Apple, componentFlags: 0, componentFlagsMask: 0) return try! AUAudioUnit(componentDescription: compDesc, options: []) } func startMic() { // mic permision is already granted at this point, but let's check let status = AVCaptureDevice.authorizationStatus(for: AVMediaType.audio) precondition(status == .authorized) // yes, all good let unit = createMicUnit() unit.isInputEnabled = true unit.isOutputEnabled = false precondition(!unit.canPerformInput) // can't record yet, and know why? print(deviceName(unit.deviceID)) // "MacBook Pro Speakers" - this is why let micDeviceID = defaultInputDeviceID print(deviceName(micDeviceID)) // "MacBook Pro Microphone" - this is better try! unit.setDeviceID(micDeviceID) // let's switch device to mic precondition(unit.canPerformInput) // now we can record print("\(String(describing: unit.channelMap))") // channel map is "nil" by default unit.channelMap = [0] // not sure if this helps or not let sampleRate = deviceActualFrameRate(micDeviceID) print(sampleRate) // 48000.0 let format = AVAudioFormat( commonFormat: .pcmFormatFloat32, sampleRate: sampleRate, channels: 1, interleaved: false)! try! unit.outputBusses[1].setFormat(format) unit.inputHandler = { flags, timeStamp, frameCount, bus in fatalError("never gets here") // now the weird part - this is never called! } try! unit.allocateRenderResources() try! unit.startHardware() // let's go! print("mic should be working now... why it doesn't?") // from now on the (UI) app continues its normal run loop } All sanity checks pass with flying colors but unit's inputHandler is not being called. Any idea why? Thank you!
Replies
3
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0
Views
2.4k
Activity
Jan ’23
Getting audio from another application directly
I've seen applications such as Dante Via (Audinate) and Loopback (Rogue Amoeba) that can capture audio from an application directly. Which framework is used to achieve this? So far all I've seen is ways to tap in to audio devices with AUs.
Replies
1
Boosts
0
Views
1.7k
Activity
Dec ’22
API call to detect silent mode status
Does anyone know of an iOS API call that would return the status of silent mode?
Replies
0
Boosts
0
Views
1.2k
Activity
Oct ’22
MIDI file generated by using MusicSequenceFileCreate has Sysex MIDI message (iOS 16.0.2)
I am using the MusicSequenceFileCreate method to generate a MIDI file from a beat-based MusicSequence. In iOS 16.0.2 devices, the file that is created has a Sysex MIDI message added (not by me) to the file at time 0: f0 2a 11 67 40 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ff ff ff ff 00 00 00 00 00 00 00 00 00 00 f7 Sysex messages are manufacturer dependent, a file with this Sysex message can't be read into apps like Nanostudio, Ableton, Zenbeats. It can be read by GarageBand. My app's deployment target is iOS 13.0. Has anybody else ran into this issue? Thanks
Replies
1
Boosts
0
Views
1.4k
Activity
Oct ’22
Sound decibel recognition
Hi Community Members, We tried to find the particular sound through the microphone. We used PKCCheck to detect the sound decibel. we detect the sound based on the number of dB values per second we receive and add some logic over it to get the result, but when we have continuous sound like an alarm we can't detect it as the gap between the sound is very less. Any suggestion on libraries to achieve this. Also whether we can achieve this thru Frequency & Amplitude method. Please advise.
Replies
0
Boosts
0
Views
1.4k
Activity
Oct ’22
Microphone is disabled when trying to record (using getUserMedia)
I built a simple recorder on my website for users to record and playback audio. It works on ALL desktop browsers (including Safari) but when I use any browser on my iPhone, the mic is active at the opposite time. The flow is: ask permission > user allows mic access > user presses record > records audio > saves and plays back On iPhone what's happening is after the user allows permission, the mic goes active (visualized by the mic icon in safari browser) and then once the user presses record, it disables the mic. I am using getUserMedia within a React.js app Why is it doing this?
Replies
1
Boosts
0
Views
1.7k
Activity
Sep ’22
ios15.x AVMIDIPlayer can't play midi file which use ios16.x create
when we use AVMIDIPlayer play midi file, it throw a exception: The operation couldn’t be completed. (com.apple.coreaudio.avfaudio error -3.) and i find midi file's structure create at ios15.x is different with ios16.x
Replies
1
Boosts
0
Views
1.4k
Activity
Sep ’22
AudioUnit: AUParameterEvent vs AUParameterTree implementorValueObserver
Hello, I'm trying to write my own audio unit extension and I have a problem. I don't understand the difference between implementorValueObserver and AUParameterEvent. It looks like both of them can be used to update parameters in DSPKernel. It seems natural to use an observer, but it requires to think about thread safety in contrast to AUParameterEvent handling. Can someone comment on this or give me more context about this two entities?
Replies
0
Boosts
0
Views
952
Activity
Aug ’22
How set CBR in AVAudioConverter?
I am using AVAudioConverter in Objective C. AVAudioConverter has bitRate and bitRateStrategy parameters defined. The default bitRateStrategy value is AVAudioBitRateStrategy_LongTermAverage. If I set bitRateStrategy to AVAudioBitRateStrategy_Constant there is no change. The bitRate variable works correctly. AVAudioConverter *audioConverter = [[AVAudioConverter alloc] initFromFormat:inputFormat toFormat:outputFormat]; audioConverter.bitRate = 128000; audioConverter.bitRateStrategy = AVAudioBitRateStrategy_Constant;
Replies
0
Boosts
0
Views
1.1k
Activity
Aug ’22
Why is internalRenderBlock fetched and used before allocateRenderResources() is called?
I have a working AUv3 AUAudioUnit app extension but I had to work around a strange issue: I found that the internalRenderBlock value is fetched and invoked before allocateRenderResources() is called. I have not found any documentation stating that this would be the case, and intuitively it does not make any sense. Is there something I am doing in my code that would be causing this to be the case? Should I *force* a call to allocateRenderResources() if it has not been called before internalRenderBlock is fetched? Thanks! Brad
Replies
6
Boosts
1
Views
3.1k
Activity
Jul ’22
iMessage and sounds
The possibility of sending predefined sounds and being able to associate them with images should be implemented in iMessage. For example, the iconic sound of netflix.
Replies
0
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0
Views
1k
Activity
Jul ’22
Inserting Audio Files into Comments in MS Word for Mac
I am working on a function that inserts audio files into comments in MS Word for Mac. I can insert MS Word, MS Excel, and picture files, but not audio files. It was also a problem for MS Word in Windows 11, but Microsoft eventually fixed it.
Replies
0
Boosts
0
Views
948
Activity
Jul ’22
Physical 16.0 iPhone XS does not show among Xcode targets
I am trying to compile on my iPhone XS device an app on Xcode Version 14.0 beta 2. First time I connected the device it correctly showed among the devices urging me to enable Developer Modality on Privacy & Security. I did it and the iPhone restarted, but once it happened the iPhone disappeared from the targets, thus not allowing me to compile on it. For some strange reason my iPad instead showed, but when I tried to compile on it, Xcode of course urged me to connect it. So it seems Xcode sees not connected device and does not see connected devices. Is anyone able to give a sense to that and possibly a solution?
Replies
0
Boosts
0
Views
1k
Activity
Jul ’22
The AudioUnit user presets system has ceased to work as expected in iPadOS 14
The AUAudioUnit in my app uses the user presets system that was introduced with iPadOS/iOS 13. The user presets system worked well in iPadOS 13, and it worked in at least one of the pre-release beta versions of iPadOS 14. However, it has not worked since iPadOS 14.0 was released. The problem is (superficially, at least) that: saveUserPreset no longer writes preset files to the app's Documents folder, but the method doesn't fail either. The userPresets array, which typically contains the presets that were deserialised from the files stored in the Documents folder, is invariably empty. The presets that the array would contain prior to upgrading from iPadOS 13 are no longer accessible. In other words, prior to upgrading to iPadOS 14, my app could save user presets using the saveUserPreset method and subsequently access their contents from the userPresets array. Since upgrading to iPadOS 14, the userPresets array is invariably empty and the saveUserPreset method no longer saves presets to the Documents folder. Has anyone else experienced this problem?
Replies
1
Boosts
0
Views
1.5k
Activity
Jun ’22