Any suggestions on why the Audiokit mic input would work fine on IPad Mini 2 but not at all on 3rd gen IPad Pro? Have tried the obvious: confirmed my app allows mic in pro settings, mic is working using voice notes app on pro. Both devices are latest IOS version and Audiokit is latest release 4.7.
My app processes some audio input with no output needed. The IPad mini didn't care that there was no output module in the chain, the IPad pro did so I added the line "AudioKit.output = silence" to the end of the audio chain. This fixed the problem.
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We have an app, that uses AudioKit to record sound from the microphone and to playback it directly to your headphones.
If you connect your headphones to an iPhone 8+ after you started the app, it starts to crackle at the end of every recorded audioframe. If you do the same thing on every device older than iPhone 7 the app will work correctly.
If you plugged in the headphones before starting the app, it will work correctly in all scenarios, also if you plug in or plug off your headphones.
For better analysis I built a test-app, which only includes the audio-related functions.
This test-app behaves exactly like the other app.
We really have to fix this issue, because we have customers depending on the feature.
Any help in fixing this would be highly appreciated. AudioKit-version is 4.1.
We setup a github repository where you can checkout the code:
https://github.com/eskarion/audio-test
Thanks in advance!
I'm read that new codec h265 is supported by iPhone 6. I'm wondering if this support is avaiable only in iPhones 6 or maybe in iPhone 5 with lastest iOS8?
No. On mobile devices it's the hardware that does the decoding. if iPhone 6 can decode h265 it's their A8 chip or another embedded chip that does the job. On iPhone 5s and lower, no decoding chip is available.
iPhone 6 don't have any hardware H265 support. It uses software H265 codec and that too only available for FaceTime on cellular network. No H265 video files playing and recording available yet.
I'm almost ready to launch my app on the store. But i found some issues with the display of components on an iPad Mini. It all works on a regular ipad and a ipad retina.
Simple question, is there any way to simulate the app on an iPad Mini (or more devices from Apple) with FlashBuilder?
Info app:
- Flex mobile project
- made in FlashBuilder
The best way is to download Xcode and use it's simulator. It is much more like the actual device than Air simulation. This became available in FlashBuilder 4.7 from the Run Configurations. I believe it may have been available in FB 4.6 from adl as well.
I want to use AVAudioRecorder on my mac mini.
But there is no microphone input jack.
I think I should buy earpods to use AVAudioRecorder. Maybe these : http://store.apple.com/uk/product/MD827ZM/A/apple-earpods-with-remote-and-mic
If I plug earpods into mac mini (headphone out),
will it work inside iPhone & iPad 6.0 Simulator ?
Could I record my voice without debugging into iOS device ?
Yes, I've tested AVAudioRecorder in the Simulator on the mini and it works. But your reluctance to test on a device is a worry. Always test on a device, especially where hardware-dependent functionality is concerned (as here).
However, my mini definitely does not understand the earpods. You have to use a USB microphone.
I don't have iPhone 5 but i have iPod4.
Now i am doing custom Music app.
for testing i am fine with my iPod4.
However when i want to test for iPhone5,i can't test it because of iPod Library.
Simulator doesn't support iPod Library.
So i want to know is there anyway to test it or not?
Thanks for your help.