• Open Menu Close Menu
  • Apple
  • Shopping Bag
  • Apple
  • Mac
  • iPad
  • iPhone
  • Watch
  • TV
  • Music
  • Support
  • Search apple.com
  • Shopping Bag

Lists

Open Menu Close Menu
  • Terms and Conditions
  • Lists hosted on this site
  • Email the Postmaster
  • Tips for posting to public mailing lists
Vibration and AudioUnits
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Vibration and AudioUnits


  • Subject: Vibration and AudioUnits
  • From: Steve Hales <email@hidden>
  • Date: Tue, 31 Aug 2010 15:12:18 -0700

Hey CoreAudio,

I'm seeing a behavior that I'm hoping is something on my end, but its
a pretty repeatable case.

I'm using:

        AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);

to fire off the vibration. However I'm also using AudioUnits,
specifically the kAudioUnitSubType_VoiceProcessingIO sub type.

When the AudioUnit has been started, the vibration will not fire. When
its stopped it does. Is there anyway to override this behavior?

I've also tried:
    SystemSoundID       _soundCue = kSystemSoundID_Vibrate;

    AudioServicesPropertyID flag = 1;    // ignore mute switch
    status = AudioServicesSetProperty(kAudioServicesPropertyIsUISound,
                                   sizeof(SystemSoundID),
                                   &_soundCue,
                                   sizeof(AudioServicesPropertyID),
                                   &flag);
with no change.

Thanks ahead of time.

Steve
-
aim: heyigor
mobile & txt: 4158121200
 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list      (email@hidden)
Help/Unsubscribe/Update your Subscription:

This email sent to email@hidden

  • Prev by Date: RE: getting device count breaks when linking to Foundation on 10.6
  • Previous by thread: RE: getting device count breaks when linking to Foundation on 10.6
  • Index(es):
    • Date
    • Thread