I am new to XCODE and Swift 2.0 programming. When I try to test the added audio my app I gives me the error below.
-See screenshot for error-
Screenshot of Xcode 7 Simulator error when trying to play Sound
Can someone please assist me in fixing this so that I can test my app in the simulator.
Thank you.
Issue was with SoundFlower. Removed SoundFlower and sound started to work again.
Related
Reposted: question link
app crashes when the user wants to fetch images from the library in ionic 3.
image picker plugin works fine in iOS 12. But after updating to iOS 13, it is crashing.
it is working in iPhone X but when trying it on iPad it's getting the error which is in the link given above.
can anyone help with this? Thanks in advance!
Just add property in ImagePicker options:
disable_popover: true
It will solve the crashing issue.But the error still would be there in logs!
Happy coding!!!
I've developed an iOS app that uses the url(forPublishingUbiquitousItemAt:expiration:) method of Apple's FileManager class. Starting with the first Beta of iOS 13 this function stopped working and now it throws an error, stating "This code has been removed. You should switch off of this SPI". But I can't find anything related to this function neither in the release notes of iOS nor in the documentation for this function, and it even states there that it would be supported on Mac Catalyst 13.0+.
This also has nothing to do with Xcode 10 and 11, as it occurs when the app is built using either one of those versions.
Does anyone of you know more about that? It would be great to get new information on that.
Thanks,
Fabian.
This is fixed in iOS 13 beta 6. Updated today and this error magically disappeared!
Had my mind blown when I saw this error message.
I'm using AudioKit version 4.2 and I receive this error (see attached image) after installing my app on my phone (iPhone X) - Xcode error when using AKRhodesPiano
The error is thrown after the app is compiled and installed (after the app is being opened on the device).
This is the line that I'm using:
let pianoNote = AKRhodesPiano() // error
When I change this line to a different instrument, for example -
let pianoNote = AKPluckedString() // works good!
Can someone help me figure it out?
Some of the STK Physical models got screwed up on a recent release. We're hoping to have it resolved in AudioKit 4.2.1. Really sorry for the inconvenience.
The problem is solved on 4.2.2 and later.
Tested and verified.
https://cocoapods.org/pods/AudioKit
I am getting Error: NSURLConnection finished with error - code -1009
in iOS 11, Xcode 9 when i am going to background and wifi off.. its getting continuously up to wifi on and any one have a solution.
Maybe it's one of those crazy iOS 11 bugs, because I got the exact same problem after upgrading to 11.2. The reason was that the cellular data for the app had been set to false on the device for some reason. To fix it, just goto the settings app, and cellular. Find your app in the list and enable it.
Please check the permission about you app, when it is only wifi, the issue will be caused in the 4G networking.
Tearing my hair out trying to get some sound working on my 99% completed game.
I am using libgdx 1.6.1 eclipse juno with the latest robovm plugin for eclipse, I am testing on my iPhone 4s (I have apple dev status).
I am using mp3s but have converted to ogg to test my problem. Unfortunately, The same problem came back so I switched back to MP3's.
The Sound work fine in desktop and android versions based on the same core code.
The error i am getting is the following:
2015-08-03 20:24:51.953 IOSLauncher[2219:286610] OAL Error:
-[OALAudioFile initWithUrl:reduceToMono:]: Could not open url file:///private/var/mobile/Containers/Bundle/Application/AEB5D1A2-B3C7-41A6-9414-351CE311EE47/IOSLauncher.app/sounds/g1.mp3
(error code 0x7768743f: Unknown ext audio error) 2015-08-03
20:24:51.955 IOSLauncher[2219:286610] OAL Error: -[OALSimpleAudio
internalPreloadEffect:reduceToMono:]: Could not load effect
/private/var/mobile/Containers/Bundle/Application/AEB5D1A2-B3C7-41A6-9414-351CE311EE47/IOSLauncher.app/sounds/g1.mp3
Any help would be appreciated and I can provide lots more info if needed!
Thanks
Phil
Ok I have solved my issue by a process of elimination.
In my iOS project the only place iOS picks up the sounds is in the directory /data/sounds
It now works fully with the mp3s I have and no other changes were needed.It works on the iOS simulator and on the real device.
My game project linked the sounds to the android project through assets which clearly does not work in iOS!
I hope this helps someone!
Thanks Phil.