I have next issue:
I use AudioServicesPlaySystemSound to play short sound in my app. But something happens wrong: when I turn off volume on the device - sound still playing.
I found this issue on devices with iOS 6.0 and greater. On iOS 5 device all right.
Can anybody point me what I do wrong?
Thanks.
Related
I disabled the "Mute other Audio Sources" option in the iOS player settings, but still every time I start my game the background music (e.g. Spotify) is being paused. Strangely, on Android is everything working fine.
Any ideas?
Looks like an issue with this Unity release, I voted on it here and waiting for Unity to fix it.
https://issuetracker.unity3d.com/issues/ios-unity-player-does-not-respect-the-mute-other-audio-sources-toggle-in-player-settings
Hi trying to fix a issue discovered other, the device is not playing the notification sound if it is locked. If device is unlocked the sound is played this issue happens only on iOS 8.x.
I test other apps like gmail and the same no notification sound when the device is locked
The sound is enabled from the notification center
The register for remote notification is done correctly like this
The only issue is that when the device is locked there is no notification sound even the lock screen is not lighting up like on previous versions.
Any solution to fix this ?
UPDATE:
After updating the device to iOS 8.3 seams that all iOS bugs that i notice before now are fixed , and the notification sound too, but I still what to know if there is some solution for this issue, thx.
Did you make the same noob mistake as me ? :D
I had the Do Not Disturb mode turned on and it prevented the device lock screen from waking and no sound played.
If you did, turn off Do No Disturb.
Note: the Do Not Disturb toggle can be accessed by pulling up from the bottom of the iPhone screen. It's the crescent moon icon that's next to the rotation lock button.
Along a similar vein to #Zhang, I wasn't getting any sounds because I had sound volume turned down all the way in Settings > Sounds. There is a "Ringers and Alerts" volume slider (top of the screen, in iOS 8.1 at least) that I had all the way down, and after increasing this volume slider I was able to hear the alert sounds.
Suddenly all my sounds sound really weird on the iphone and ipad, but they still sound ok in the Editor.
On the devices they sound similar to if they were played through a bad telephone connection over speaker - or if they were recorded with poor quality. And again, this only happens on the iPhone and iPad devices, in Unity itself it's all fine.
Things I tried already:
I have 3D sound disabled on the audio files
on the AudioSource, I have Bypass Effects, ByPass Listener Effects and Bypass Reverb Zones all set to 'true'
Doppler Level is set to 0
A while ago this was all good, and it may have happened when I updated to Unity 4.5.4 and XCode 6.0.1.
But I can't say that for sure.
Any ideas what that could be?
found it!
The problem was that in the Audio Settings 'Volume' was set 100 for some strange reason.
So - on the MAC the volume was set to small that's why it played ok - but on the iPhone it tried playing the loud sound so the speakers just went mad....
My app uses MPMoviePlayerController to record videos and play them back. It works fine on iPad, but the volume is very low on iPhone. I tried setting up a AVAudioSession as well and setting the path to speaker, but that doesn't seem to help. How can I fix this? I am running iOS 7 devices
Is there a way to tell the iOS simulator which audio device connected to your computer you want it to use?
The simulator seems to pick whatever audio device is last connected to your machine. I've got a USB audio device (fasttrack pro) I use for my main sound playback and then a USB headset I use for my skype calls. More often than not, the simulator's audio is played on the headset instead of my main speakers.
Ok, I found that both the input and output device much match in system sound settings. Often I have them set to different devices. If they don't match, the simulator seems to default to the last connected audio device selected among the input and output devices.
On a related note: if you're like me and don't like interface sounds and therefore uncheck the preference "Play user interface sound effects" (Sound > Sound Effects), you'll need to check it to get sound out of the simulator.
I doubt the simulator has a setting for that, but you can set the main output device in System Preferences > Sound.
Don't know if this will fix your issue, but it fixed mine.
I wanted the iOS simulator to output sound through a device I had connected and not the internal speakers. When I select the System Prefs Sound and selected my device as output, it would not work.
So, I selected the Sound Effects tab from the Prefs - Sound window and selected my device under Play Sound effects Through and presto it worked.
Don't know the in-outs of iphone sound, but apparently mine were being treated as sound effects.
Hope that helps, if not, I gave it a shot.
Open iOS Simulator, under Hardware toolbar you can control Audio Input, Audio Output, and volume as well!
I think it was added at Xcode 9.2, and that it's available only when running simulator with iOS 11 and above
func vibratePhone() {
if (UIDevice.current.model == "iPhone") {
AudioServicesPlaySystemSound(1352)
} else {
AudioServicesPlayAlertSound(1105)
}
}
1352 Is the system sound ID for Vibration and 1105 is for Tock.caf if the user's device is an iPad or an iPod Tock.caf will be played in place of vibration.
Working on an audio project on my studio and still didn't got it working on MOTU Hardware with everything pointing to the interface! All system sounds route properly except the iOS Sim!
Did this workaround:
iOS Sim/OS X -> SoundFlower virtual I/O -> (Any audio program like Logic/Live) -> MOTU HW
This might give you the freedom to route your audio as you please ;)