Just solved this answer thanks to this SO post: https://stackoverflow.com/a/63950990/5464805
It looks like at some point of the development my team had to exclude arm64 architectures for the app to work on simulator.
The error message is not that helpfull, but removing Excluded Architectures from Build Settings worked for me.
Hope this helps
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I confirm this is linked to XCode simulation. When working on physical device, no crackling sound is to be reported.
To keep it up this thread, @mskayyali's solution works fine:
sudo pkill coreaudiod
You may have to run it several times though.
The "Brute force and replace" didnt help.. However, with a little help of our bash friend :
cd _Root_Project_
grep -rl "my_color_asset_name" .
`
it returns the list of all files in which color are used, including storyboard, xibs etc..
As mentioned previously you can set a fixed height and width. However you should not put the pixel size in the fields, but the Point size. Without it you do not take the scale factor into account. for instance:
// iPhone X - Px res: 1125 x 2436 - Scale factor: 3.0
#if DEBUG
struct ContentView_Previews : PreviewProvider {
		static var previews: some View {
				return ContentView().previewLayout(.fixed(width: 2436 / 3.0, height: 1125 / 3.0))
		}
}
#endif
`
After some tests, it looks like you have to use the UIKit Scale Factor and not the Native Scale factor for better preview rendering
Link - https://developer.apple.com/library/archive/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/Displays/Displays.html to sizes and scale factor