I usually manage very well with my iPhone 15, 128GB but for the first time whats app told me my memory was almost full. I backed up my photos and videos and delete them, old stuff from whats app and clear some space.
When I got to see my storage it was full like 70% by system data. I know there is always this problem where "system data" takes a lot of space. But I have never seen so much. I restarted my iPhone and that made 40GB free.
So I went to see if there was some Beta updates and there was, Beta 2. Im trying to update to see if this fix the problem, but every time I try. The system tells me that I don't have enough space for the download. Even when I just saw 40GB free and the download is 6.9GB.
If I go back to se my Storage, is full again all the 40GB are gone, until I restart my phone and go through the same process where I see 40GB of space and then the 6.9GB download can't be made and when I go again there is no space.
I tried to update it with my computer but my computer don't offer me the Beta 2 option and tells that my phone is with the last version.
Is there something I'm missing?
Thanks
PS. My computer has been telling me all last week that theres a new software update for my phone to be connected to my mac (not saying what or anything specific) when I try to update it always fails. (like 5 or 6 times).
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The loop plays smoothly in audacity but when I run it in the device or simulator it clicks each loop at different intensities.
I config the session at App level:
let audioSession = AVAudioSession.sharedInstance()
do {
try audioSession.setCategory(.playback, mode: .default, options: [.mixWithOthers])
try audioSession.setActive(true)
} catch {
print("Setting category session for AVAudioSession Failed")
}
And then I made my method on my class:
func playSound(soundId: Int) {
let sound = ModelData.shared.sounds[soundId]
if let bundle = Bundle.main.path(forResource: sound.filename, ofType: "flac") {
let backgroundMusic = NSURL(fileURLWithPath: bundle)
do {
audioPlayer = try AVAudioPlayer(contentsOf:backgroundMusic as URL)
audioPlayer?.prepareToPlay()
audioPlayer?.numberOfLoops = -1 // for infinite times
audioPlayer?.play()
isPlayingSounds = true
} catch {
print(error)
}
}
}
Does anyone have any clue? Thanks!
PS: If I use AVQueuePlayer and repeat the item the click noise disappear (but its no use, because I would need to repeat it indefinitely without wasting memory), if I use AVLooper I get a silence between loops. All with the same sound. Idk :/
PS2: The same happens with ALAC files.