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I'm trying to recreate the watchOS App Store layout however there are a few parts I am not how to recreate.
When scrolling an Elliptical Style List the cells will "snap" up if you are scrolling slowly. This effect works well with regular size cells with just a line of text but makes the List scrolling seem a glitchy when the cells are taller.
In the App Store app this "snap" effect is not there. When scrolling there is still a visible "Elliptical Scroll Style" but this effect is missing for the "See All" cells which scroll as if it were a "Plain Style List". How would you create this effect?
Also when using a Plain Style List and you scroll to the very top or bottom you get a "heavy" haptic feedback which is absent on Elliptical Style Lists. The App Store app still has this "heavy" haptic feedback when you get to the top or bottom yet it uses an Elliptical List style (or at least something in between as explained above.)
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I have a basic List made in SwiftUI. When I scroll with the Digital Crown I get the "light haptics" however when I get to the top or bottom of the list I don't get the more pronounced dent.
Update - If I use a plain list style then I get the haptics as expected. However it should work with the elliptical style as this is used in the system.
The console outputs the following
2022-05-19 23:32:53.782614+0200 WatchApp WatchKit Extension[326:41020] [default] Error: Error Domain=NSOSStatusErrorDomain Code=-536870187 "(null)"
2022-05-19 23:32:53.783181+0200 WatchApp WatchKit Extension[326:41020] [detents] could not play detent NO, 2, Error Domain=NSOSStatusErrorDomain Code=-536870187 "(null)", (
{
Gain = "0.01799999922513962";
OutputType = 0;
SlotIndex = 4;
},
{
Gain = "0.4900000095367432";
OutputType = 1;
SlotIndex = 5;
}
)
Here is my code
struct ContentView: View {
var body: some View {
List {
ForEach(0..<100) { i in
NavigationLink(destination: FeedView()) {
Text("Hello")
}
}
}.navigationTitle("Title")
}
}
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How is the Facebook app able to make sounds when the user clicks on things with the sound on the device completely off? Does the API really allow this? Doesn’t this violate some UI standard that Apple should be enforcing apps to follow?
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I am facing MacBook sound cracking and popping sound issues of 5-month-old MacBook pro m1 pro 16 inches.
Does anyone help me, I have changed HZ but not fixed 100%.
Please help the community.
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I have cracking sound while playing music recurrently, which disturbs a lot. Its on new Macbook Pro 14 M1 Pro, running Os Monterey 12.3.1
Kindly help me out to fix
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I'm working on an app that uses CoreHaptics to play a synchronised pattern of vibrations and audio.
The problem is that the audio only gets played through the iPhones speakers (if the mute switch is not turned on). As soon as I connect my AirPods to the phone the audio stops playing, but the haptics continue.
My code looks something like this:
let engine = CHHapticEngine()
...
var events = [CHHapticEvent]()
...
let volume: Float = 1
let decay: Float = 0.5
let sustained: Float = 0.5
let audioParameters = [
CHHapticEventParameter(parameterID: .audioVolume, value: volume),
CHHapticEventParameter(parameterID: .decayTime, value: decay),
CHHapticEventParameter(parameterID: .sustained, value: sustained)
]
let breathingTimes = pacer.breathingTimeInSeconds
let combinedTimes = breathingTimes.inhale + breathingTimes.exhale
let audioEvent = CHHapticEvent(
audioResourceID: selectedAudio,
parameters: audioParameters,
relativeTime: 0,
duration: combinedTimes
)
events.append(audioEvent)
...
let pattern = try CHHapticPattern(events: events, parameterCurves: [])
let player = try engine.makeAdvancedPlayer(with: pattern)
...
try player.start(atTime: CHHapticTimeImmediate)
My idea to activate an audio session before the player starts, to indicate to the system that audio is played, also didn't changed the outcome:
try AVAudioSession.sharedInstance().setActive(true)
Is there a different way to route the audio from CoreHaptics to a different output other than the integrated speakers?
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We are using the following code to check for the haptics support on the device
import CoreHaptics
let hapticCapability = CHHapticEngine.capabilitiesForHardware()
let supportsHaptics: Bool = hapticCapability.supportsHaptics
For some reason it returns false on iPhone 7 not only on my personal device (iOS 13) but some of our users reported the haptic settings missing from our app on iPhones 7 (iOS 15) as well.
I have just checked with this private api call that in fact the devices does support haptics (obviously, it has not physical home button)
extension UIDevice {
var feedbackSupportLevel: Int? {
value(forKey: "_feedbackSupportLevel") as? Int
}
}
let supportsHaptics: Bool = UIDevice.current.feedbackSupportLevel == 2
And it returns true, as expected.
Weird thing is that the haptics work perfectly fine, it's just the haptics support status is incorrect.
So my question is: will we be rejected for checking the value of the _feedbackSupportLevel on UIDevice just to make sure we are correctly displaying available system features for our users on all of the devices?
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IOS mobile app developed using react native and objective C (for push notification), post deployment observed default IOS ringtone and alert notification sound is not visible.
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We want to use Apple Pay sound effect in one of the commercial App my team is developing. It is an investment app and the sound will play when there is a successful transaction as a notification to the User.
I wanted to know whether it is allowed or are there any licensing/legal issues.
Appreciate your responses.
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Dear Developers who play music … would you consider adding a haptic metronome to the watch to keep a constant beat for musicians as we play gigs?
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I've got volume in my implementation. Too much hurricane force volume. Though, the consistent problem is the volume is blasting when I create a ambient or channel mixer. (not a point or volumetric source. eg. calm breeze sound) I set the level on the mixer and nothing seems to happen. I'd like to set the volume lower.
Though, on the spatial mixer, if I set the gain, rolloff and direct path level on the source node ( a point or volumetric source), then the spatial mixer case appears to work and no blasting audio.
I've been following the wwdc examples. ( watched it about 4 times now) It appears I should not use the source node with the ambient and channel mixers? That seems to be only an option adding the parameter to the spatial mixer. The ambient mixer seems to only want the listener and a quaternion direction. ( I normalized to 1 )
If I set the calibration to relative spl on the sampler node but that always seems to cause blasting audio.
I added the sound assets with dynamic using wav format at 32 bits and 44.1 khz.
Also, are there any examples of the meta parameters? Is that how I could dynamically adjust the level? Think there was a passing reference to it in the wwdc video.
Any pointers would be appreciated. I wonder if I'm making consistent assumptions on how phase works. I try to set up as much as possible before I start the engine. ( especially adding children nodes. )
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Hi, what is the best approach of customising the sound (notification) and haptic feedback on apple watch 6 and later? I wonder if I can play a sound/haptic feedback when receiving a remote (can be silent?) notification to apple watch?
Thanks
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In the example code:-
vc.changeElement(GCInputButtonA) {
I get the error. Value of type 'GCVirtualController?' has no member 'changeElement'
I thought the vc reference was view controller but this did not work.
Any help would be great.
Thanks in advance
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On iOS 15 has anyone else noticed that sometimes notification sounds do not play? Works fine for a while and then nothing, returning again later ?
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Will there be more background sounds that will be added? I have a few more suggestions such as:
Rain with Thunder
Light & Heavy Rain Fall
Restaurant Customers talking
Forest Surroundings
I feel like those will be great additions towards the Background sounds and how to improve it well!
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Hey everyone, I am a naive in developing of apps but recently created a basic app which asks about coding questions by a quiz taking 4 MCQ as options. So the problem encountered is that whenever a person selects a wrong answer from those MCQ choices, I want the haptic engine on the iPhone to vibrate i.e. to create a feedback so if anyone knows how to do it please give me the guidance and the steps :)
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Hi!
We're currently building a web extension with iOS as a primary target.
Since haptics on iOS are really nice, we wanted to make use of it to give the experience a special feel on iPhone.
However, haptics don't seem to work when called from SafariWebExtensionHandler... maybe because the messaging layer between the web extension and the native code is in the background (is it?), and haptics don't work in apps that are in the background.
Anyway, is there any way we can make haptics work regardless?
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I have experienced some issue with ios 14.6 on my iphone 7 plus. Issues are :
system hang! sometime i have experienced on fluent running the apps and phone unlock. Apps get hung during screening and if i get to lock and unlock again it's working back.
sound is also low then before updating ios. I mean loud speaker is not heard as clear and high as before updating to ios 14.6
ringtone volume is not heard as high as before.
As in, the music gets translated into vibrations which the Taptic Engine then plays.
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Is there support for playing custom haptic files to the grips of Sony's DualSense Game Controller?
The video mentions supporting the adaptive triggers on the DualSense. We are not finding a way to reference the haptic actuators in the grips. We'd like to play custom haptic files to them as well as audio to the speaker inside the DualSense.
Searched the WWDC21 content as well as the documentation. Have not found the answer yet.
Thank you!