In between times there's been a complete app revision, so this would seem to be a new issue... Have you tried exporting the file? Logged into Evernote.com to check the server version? If the file is definitely damaged or lost, then please report it to Support for individual and closer investigation.
- login to evernote web
- open your note with the voice recording
- download the recording in the browser
- I had to convert the Android sound format to M4A to make it compatible with iOS
- add the (converted) file to your note
There are Android apps that will record sound in various formats... don't know if M4A is one of them, but it might be worth a look, just to avoid the extra step - although now you'd have to attach the app's output sound file to a note....
Unfortunately EN uses different audio formats on desktop, iOS and Android. To run an audio on a device with a different OS, usually downloading it to a player able to handle the formats will do the trick. And no, no idea why they would do something like this on a "unified" app:
I think his point is more about the error message and I would say strange display. Audio recordings of the desktop versions are in fact not displayed in the mobile version as an unknown unplayable file format (.webm). They are displayed as playable audio files incl. a full player interface. But if you press the play button within the player (of Evernote!) it gives this strange error message. This should not happen. Either make the built-in player of the mobile version play .webm files or display the .webm files just as attached files so you could use another app for opening,.
I can read and I understand but I'm still a customer and we are now in next year in compare with previous posts and I get an error in application. In my opinion this should be reworked, because as I know there are not audio formatting knowledge required for use evernote.
I am a user, like most of the posters and commenters here. Evernote are happy for users to post and respond to comments and issues but this is not Evernote Support and we very rarely see a direct response from Staff. Admin and Development staff read posts to get feedback, not to provide it.
Any suggestions from us for work-arounds do not imply that we approve of any current limits or exclusions from Evernote's feature set. It's just a suggestion for ways to keep on working despite any perceived issues. Feedback directly to Evernote is available through this Forum, links in most apps, and via Support.
However contacting Support will get you a ticket number, a place in their help queue, and - within a few days - a direct human response. Comments here and feedback generally will wait until someone from Evernote actually reads it. There will, in most cases, be no official response.
With all that said: the point that Evernote's audio file formats depend on the device on which a file has been recorded, and playback may not always work transparently for the user has been made here.
There's nothing more to say here. If you're a subscriber please vote above and contact Support; if not, please vote this feature anyway to support the issue. I will note that with a massive 1 vote in 2+ years so far it's unlikely that Evernote will give this much attention.
Here is what I am trying to do play a short short sound (tone) when an event is triggered and the app is in the background. This needs to work even when the ringer is off (as the user will be using this feature to find their phone). So the AVAudioPlayer with category playback seems like my only viable option, and it was working fine until recently I encountered the following issue:
The app has audio background permission in the Info plist, and the same code used to work fine a week ago. Now I get the error on simulator as well as actual hardware device. Can you please help me understand what exactly is the problem, and/or any other mechanism of achieving my objective stated above.
How is the app not being suspended because of being backgrounded? Generally, audio needs to be initiated from the foreground then transitioned to the background (which will keep you playing using the audio plist key). What is being done to stay running?
What has changed in the last week? Code changes, installed a new OS version on the device, tested on another device, installed a new Xcode, tested using a different version of the simulator, installed new apps on the device and so on.
The app is indeed suspended when in background, however, it 'wakes up' upon receiving bluetooth events from a BLE peripheral. One of the specific cases is when someone wants to find their phone using the BLE peripheral, in which case I need the phone to play a sound irrespective of it being muted (which is what the user would expect) - so I'm not doing anything to keep the app running but instead depending on the delegate calls from CBCentralManager
Right now I'm achieving this through AudioToolbox, but it doesn't work when the hardware mute button is on, and the only change I made was install a new version of Xcode. There is a hack which I think may work - playing a sound file with no sound on loop, however it seems really wasteful (seems, because I've not checked energy impact, but given that I'll most likely be playing a real sound only a few times a week, I highly doubt it is a good solution)
The trick to this however is that even when the session is mixable there are some internal checks as to the "why" an application is awake before it is allowed to play audio. In certain situation it is not allowed to play, geolocation being an example.
I am trying to use the flutter audioplayers package to play audio files and am getting this error. While following an online flutter tutorial I had this exact code and it ran and produced sound correctly, but now it doesn't play audio. I think maybe there is a change in my IDE settings or a change on my computer, but I don't know how to find the issue.
I don't know if you've fixed your issue or not. I had the same issue, The choice that I had and possibly yourself was to get a different package or connect your own phone instead of emulator, I found when I connected my own phone (galaxy note9) I had no problems anymore ?.
One thing I have noticed (see attached pictures) is that the EIE Pro doesn't seem to have a 'type' (unlike the internal sound device and Fast Track Pro) value in the Sound options window. Seems a bit strange considering the other two devices do.
An unknown error occurred (-101)"... One thing I have noticed (see attached pictures) is that the EIE Pro doesn't seem to have a 'type' (unlike the internal sound device and Fast Track Pro) value in the Sound options window. Seems a bit strange considering the other two devices do.
Can't really help you, but I think you may be on to something here regarding the absence of the "Type" indentification. While I cannot locate a specific error reference for code -101, it appears to belong to the "Scrap Management" series with error code -100 "noScrapErr" (No scap exists error) and -102 "noTypeErr" (No object of that type in scrap). Suspect the device is not being properly identified by your OS or there is a connection and/or setting issue. Since I'm not familiar with this specific hardware, can't provide any further suggestions or recommendations. Maybe there is another product user out there who can shed more light on the problem.
Have also just discovered that VLC Media Player no longer plays audio when the EIE Pro is selected. It will still play video, but not the accompanying audio track. Likewise, if I attempt to play an mp3, wav etc with VLC, although the playback meter progresses, there is no audio. I'm guessing VLC is suffering in a similar fashion to QuickTime....
For me, the solution was to send the EIE Pro back to the supplier and get another interface. I now have a Focusrite Scarlett 2i4 that not only looks and sounds ace, but works perfecctly. Although I can't comment on your Lexicon, Akai have been very lacklustre in supplying effective, Mountain Lion compatible drivers, hence the issue.
I have the same problem, quick time shows error (101) VLC player can t play audio when I try to watch a video while my Tascam US 122L is connected via usb. When i m back at my other studio, i ll try the same with my Firestudio firewire Soundcard, so we can work out, if it is a general problem with external devices or just with USB connected...
I have this same problem with a Tascam US-366 interface. Same error (-101) when trying to playback with Quicktime. It seems to be an issue with some USB interfaces. I don' t have this issue with a Sound Devices USBPre2 or various PreSonus interfaces USB or Firewire.
I was trying to get Skype to work on my Arch system (64-bit, LXDE, headset with integrated microphone), so I installed pulseaudio, pulseaudio-alsa, pavucontrol, lib32-libpulse and lib32-alsa-plugins as detailed in the wiki. Both the headphones and the microphone are recognised, since plugging in the respective cables caused them to show up in pavucontrol (as in: "unplugged" changed to "plugged in").
I plugged in the sound, and it worked fine. Then I plugged in the microphone, and it did not work. Moreover, sound is no longer working either and audio playback is going haywire (much too fast). Furthermore, this behavior persists after disconnecting all cables, rebooting or reinstalling pulseaudio. Uninstalling pulseaudio stops the fast playback, but is no viable solution since I need pulseaudio for Skype.
[UPDATE 6-10-2015]
I tried setting the sampling rate into PulseAudio config files manually. Afterwards I tried turning off timer-based audio scheduling. At this point, playback was too fast in both Flash videos and HTML5 videos in both Chromium and Firefox, and in both Audacious and Audacity. Playback speed was right in VLC. There was still no sound in any of those applications. Then, I tried removing all configuration files. Now, I do have sound and playback speed is back to normal, but the microphone is still not working and there are no more things to try from the microphone section in the Pulseaudio troubleshooting wiki as far as I can see.