Posts

Post marked as solved
1 Replies
I thought I replied, but anyway: I found this answer, and it has many solutions. The one that worked for me was "doing a hard restart of my iPhone." Ashamed I didn't think of trying that first.
Post marked as solved
1 Replies
So it appears that I was misunderstanding where the fault/error lied. I had changed an attribute in CoreData from String to Int. Since I had no data yet, I assumed that the existing entity would be over written. That was not the case. So essentially I just have to delete the app from any device I am running them on, then rebuild.
Post not yet marked as solved
3 Replies
So I created the code below, and the weird thing was that the output read: going in... and we're out Need to ask user So essentially it blows right through the semaphore. However, if I declare the semaphore with 0, then the first semaphore.wait() is successful, and the program freezes because the userAlert permission box never pops up. What is going on here? print ("going in...") let semaphore = DispatchSemaphore(value: 1 ) DispatchQueue.global(qos: .userInitiated).async { let mediaAuthorizationStatus = AVCaptureDevice.authorizationStatus(for: .audio) switch mediaAuthorizationStatus { case .denied: print (".denied") case .authorized: print ("authorized") case .restricted: print ("restricted") case .notDetermined: print("Need to ask user") semaphore.wait() AVCaptureDevice.requestAccess(for: .audio, completionHandler: { (granted: Bool) in if granted { semaphore.signal() } else { semaphore.signal() } }) @unknown default: print("unknown") } print ("\(semaphore.debugDescription)") } semaphore.wait() print ("and we're out")
Post marked as solved
1 Replies
It's kind of kludgy but someone gave me the answer here: https://stackoverflow.com/questions/70616820/my-writing-the-installtap-buffer-to-an-avaudiofile-seems-to-fail-data-wise/70618216?noredirect=1#comment124895854_70618216 You need to let your AVAudioFile go out of scope (nil it at some point), that's how you call AVAudioFile's close() method, which presumably finishes writing out header information.
Post marked as solved
5 Replies
This is a rewriting of my original question, once I realized I was reading the flow incorrectly. Working on a speech to text demo, which works. But I am still trying to learn the flow of Swift. While I may be calling it incorrectly, I'm looking at the closure in node.installTap as a C callback function. When the buffer is full, the code within the closure is called. From what I interpret here, every time the buffer becomes full, the closure from within the node.installTap runs. What I can't figure out is what triggers the closure within: task = speechRecognizer?.recognitionTask(with: request, resultHandler: {}) The entire demo below works, am just trying to figure out how the AVAudioEngine knows when to call that second closure. Is there some connection? func startSpeechRecognition (){ let node = audioEngine.inputNode let recordingFormat = node.outputFormat(forBus: 0) node.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { (buffer, _) in self.request.append(buffer) } audioEngine.prepare() do { try audioEngine.start() } catch let error { ... } guard let myRecognition = SFSpeechRecognizer() else { ... return } if !myRecognition.isAvailable { ... } task = speechRecognizer?.recognitionTask(with: request, resultHandler: { (response, error) in guard let response = response else { if error != nil { print ("\(String(describing: error.debugDescription))") } else { print ("problem in repsonse") } return } let message = response.bestTranscription.formattedString print ("\(message)") }) }
Post marked as solved
5 Replies
I'm glad I asked this, but it turns out I do NOT understand the flow. How is task = speechRecognizer?.recognitionTask(with: request, resultHandler: { (response, error) in guard let response = response else { always being called multiple times? Does it have a connection to node.installTap?
Post marked as solved
5 Replies
No, there is no error, it's the flow I am trying to understand. The code block in-between the last { } get's called multiple times , when the buffer is full I assume, and then the code continues to run everything below it as well.
Post not yet marked as solved
3 Replies
Experimenting around I found that if I didn't set the child's constraints (see below), then it would always work. Is there a method to remove the constraints of a UIView before deleting it? vc is the Child UIView and pc is its parent func setConstraints (vc: UIViewController, pc: UIView) { vc.view.translatesAutoresizingMaskIntoConstraints = false var constraints = [NSLayoutConstraint]() constraints.append(vc.view.leadingAnchor.constraint(equalTo: pc.safeAreaLayoutGuide.leadingAnchor)) constraints.append(vc.view.trailingAnchor.constraint(equalTo: pc.safeAreaLayoutGuide.trailingAnchor)) constraints.append(vc.view.bottomAnchor.constraint(equalTo: pc.safeAreaLayoutGuide.bottomAnchor)) constraints.append(vc.view.topAnchor.constraint(equalTo: pc.safeAreaLayoutGuide.topAnchor)) NSLayoutConstraint.activate(constraints) }
Post marked as solved
1 Replies
For anyone coming across this with the same need, I found this to be a great tutorial: https://youtu.be/SZJ8zjMGUcY (no, it's not me)
Post marked as solved
2 Replies
Doh! Thanks. Am going to blame the laziness of autocomplete. That’s why I like to type everything. Ingrains it better.