Sound and Haptics

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Create meaningful and delightful experiences that engage a wider range of senses with sound and haptic design.

Posts under Sound and Haptics tag

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Hi everyone, I'm trying to play sounds in my playground, but whenever I try to get the path, nothing comes out. I've tried everything possible to fix the error, but somehow it doesn't work Here my Sound File: import Foundation import AVFoundation var audioPlayer: AVAudioPlayer! /// Play sounds /// - Parameter sound: Sound filename func playSound(sound: String) { let url = Bundle.main.url(forResource: sound, withExtension: "wav", subdirectory: "Resources/Sounds") guard url != nil else { print("error") return } do { audioPlayer = try AVAudioPlayer(contentsOf: url!) if !audioPlayer.isPlaying { audioPlayer?.play() } else { audioPlayer?.stop() } } catch { print(error) } }
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I have bought apple watch series 8 yesterday and I realized that it's haptic vibration does not work. Every settings seems to be right. I don't know what is the problem. I searched a lot on the web and tested almost every possible OS solutions but none of them helped me. May be a hardware problem? Could anyone help me to solve this problem? Watch os version is 9.4(latest version at this time)
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I would like the user to choose which sounds to play upon success or failure in my macOS app. How can I get the new macOS system sounds for my picker?? Bop, Breeze, Bubble, etc.?? I have no trouble finding the old sounds, Basso, Bottle, Purr, etc., but I'd like to show the new sounds in the picker. Where are they located?
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We added haptics to our app. Great feature, but we are now receiving complaints from users with the iPhone6 that the app is crashing. Looking for a way to avoid crashes on unsupported devices. If we default the use of haptics to "off" can we avoid the crashes? Or is this crash going to happen simply by having haptics in the app. I am not the programmer. I am a developer on the project.
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I'm writing an app in which I have a sound being played whenever a particular action occurs. During testing I noticed that this sounds will always be heard if my phone is connected to a Bluetooth speaker even if the mute switch is active. Is there a way to prevent this? I feel like my app should respect the mute switch in this case. If I am not connected to the Bluetooth speaker everything works as expected.
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Hi all, I'm working on an iOS app that takes a user's input via touch and returns audio and haptic feedback relative to how hard the user touches the screen (i.e., the harder the user touches the screen, the louder the volume and stronger the haptic response will be). The problem is that the tracking of pressure sensitivity only seems to be available on iOS devices with 3D Touch functionality, which Apple discontinued in 2019-2020 in favor of the much simpler Haptic Touch functionality, which does not appear to offer dynamic tracking of touch inputs. How does this affect my users? Well, those who have an older iPhone between 6s and 11 (excluding SE and XR) will have access to a fully functional immersive environment that provides dynamic audio and haptic responses based on the pressure of their touch inputs - exactly as intended. Unfortunately, the majority of my users who use an iPhone 12 or above will be left with a static environment that provides the same audio and haptic response regardless of the pressure of their touch inputs. Ironically, users with old iPhones will have full access to my app's functionality, while users with new iPhones will be excluded from the experience that I wish to provide. As a developer who is passionate about providing dynamic and immersive experiences to more than a subset of his users, Apple's dropping of 3D Touch for Haptic Touch feels like a massive downgrade in terms of functionality and performance. Is there any way to bypass the limitations of the new Haptic Touch iPhones so that I can record touch pressure sensitivity and provide new iPhone users with the same dynamic experience that old iPhone users enjoy?
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Id like to provide haptic feedback to users on Apple Watch without playing any sound (for my meditation app). The only way I found to play haptic feedback is WKInterfaceDevice.current()play(.start) but this produce sound as well. Apple's Mindfulness app has haptic feedback without playing any sound. Is there a way how to achieve it? Thanks!
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iPhone 14 Pro Max running iOS 16.5 Bought May 23rd 2023, USA to upgrade Does not make a sound when receiving a text. However, it will ring when receiving a phone call. I have tried turn blue tooth off, reboot IPhone, turn blue tooth back on it lasts for a day then back to no sound when I receive a text. Why? Any help would be greatly appreciated. I have tried everything I could find on google, reddit changing the sound turning on notifications if you could think of it I have more than likely tried it. Yes, I have a apple watch. That's why the blue tooth is on. But please give me some suggestions, or is this known about, and they will put a fix in the next update? I have searched till my eyes fell out.
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No options for text tones, only whats on phone, can't even buy from store etc No option for notification sounds on various apps, just the very quiet beep (can never hear it!!) So disappointed in this, what is going on? more control is it? Get it changed !!!
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We've been doing the following in our app for years without issues: [[NSSound soundSystem:@"Basso"] play] Suddenly we're seeing hundreds of crashes from macOS 14.0 users and we're not sure what's causing this. There are no memory leaks within the app and all the stack traces are around NSSound: 0 AudioToolbox 0x1f558 MEDeviceStreamClient::RemoveRunningClient(AQIONodeClient&, bool, bool) + 3096 1 AudioToolbox 0x1e8fc AQMEDevice::RemoveRunningClient(AQIONodeClient&, bool) + 108 2 AudioToolbox 0x1e854 AQMixEngine_Base::RemoveRunningClient(AQIONodeClient&, bool) + 76 3 AudioToolbox 0xcdd78 AudioQueueObject::StopRunning(AQIONode*, bool) + 244 4 AudioToolbox 0xcbdd0 AudioQueueObject::Stop(bool, bool, int*) + 736 5 AudioToolbox 0xf1840 AudioQueueXPC_Server::Stop(unsigned int, bool) + 172 6 AudioToolbox 0x1418b4 ___ZN20AudioQueueXPC_Bridge4StopEjb_block_invoke + 72 7 libdispatch.dylib 0x3910 _dispatch_client_callout + 20 8 libdispatch.dylib 0x130f8 _dispatch_sync_invoke_and_complete_recurse + 64 9 AudioToolbox 0x141844 AudioQueueXPC_Bridge::Stop(unsigned int, bool) + 184 10 AudioToolbox 0xa09b0 AQ::API::V2Impl::AudioQueueStop(OpaqueAudioQueue*, unsigned char) + 492 11 AVFAudio 0xbe12c AVAudioPlayerCpp::disposeQueue(bool) + 188 12 AVFAudio 0x341dc -[AudioPlayerImpl dealloc] + 72 13 AVFAudio 0x358a0 -[AVAudioPlayer dealloc] + 36 14 AppKit 0x1b13b4 -[NSAVAudioPlayerSoundEngine dealloc] + 44 15 AppKit 0x1b132c -[NSSound dealloc] + 164 16 libobjc.A.dylib 0xf418 AutoreleasePoolPage::releaseUntil(objc_object**) + 196 17 libobjc.A.dylib 0xbaf0 objc_autoreleasePoolPop + 260 18 CoreFoundation 0x3c57c _CFAutoreleasePoolPop + 32 19 Foundation 0x30e88 -[NSAutoreleasePool drain] + 140 20 Foundation 0x31f94 _NSAppleEventManagerGenericHandler + 92 21 AE 0xbd8c _AppleEventsCheckInAppWithBlock + 13808 22 AE 0xb6b4 _AppleEventsCheckInAppWithBlock + 12056 23 AE 0x4cc4 aeProcessAppleEvent + 488 24 HIToolbox 0x402d4 AEProcessAppleEvent + 68 25 AppKit 0x3a29c _DPSNextEvent + 1440 26 AppKit 0x80db94 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 716 27 AppKit 0x2d43c -[NSApplication run] + 476 28 AppKit 0x4708 NSApplicationMain + 880 29 ??? 0x180739058 (Missing)
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Where are my custom text tones? How do I restore my custom text tones? I want my custom text tones back. Are you planning to fix this or am I going to android?
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I'm involved in development on an iOS app for home security and alarm systems. There is recently a lot of negative feedback from customers about how low the notification sounds are since iOS17. Much of the feedback centers around the inability to control the volume of the notification sounds. My question is: if our app uses custom notification sounds, are these impacted by the volume changes made in iOS 17? I know previous versions of iOS allow you to control "Ringtone and Alert" volume in settings (with a volume slider). Is this same control still available for custom notification sounds within our app?
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Is there any way we can add a global setting for sound notifications on MacOS, or an option to have the default for newly installed apps to have sound notifications off by default? Currently, sound notifications for apps need to be turned off one by one, which can be time intensive if lots of apps are installed.
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Hi, I'm building a simple game for iOS. I have background music. The ring/silent switch is not disabling sound when switched to silent. So far I'm testing on devices through TestFlight (still internal testing, not beta). Do I need to code this function myself or does iOS know it's a game and disable sound automatically? and/or would my game be rejected if the switch doesn't disable sound? (I have an internal setting to enable/disable sounds in the game) Due to the way it's coded (capacitor app), I can't access the ring/silent switch to disable/enable sound. Thanks, this problem makes me feel like a preserved moose.
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