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Question by swinny89 · Sep 02, 2013 at 02:23 PM · iossoundsnotifications

Custom Sounds on Local Notifications? (iOS)

I'm using local push notifications for a project that i'm currently working on, the notifications themselves are working absolutely fine. The problem is trying to use a custom sound for the notification. I'm using the SoundName variable within LocalNotification and setting it to "soundName.fileFormat" but this is not working.

     Debug.Log ("About to play aiff.");
     LocalNotification notif = new LocalNotification(); 
     notif.alertAction = "alert";
     notif.fireDate = DateTime.Now.AddSeconds(5); 
     notif.alertBody = "Playing aiff sound";
     notif.soundName = "chicken.aiff";
     notif.applicationIconBadgeNumber = -1;
     NotificationServices.ScheduleLocalNotification(notif);

One thing i'm trying to figure out is where to put the soundfile itself? I'm assuming that this is a native iOS function and that the file may have to be in a certain place for this to work?

Lastly i have tried this with 5 different file formats (aiff, caf, m4a, mp3, wav).

Thanks in advanced.

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avatar image swinny89 · Sep 02, 2013 at 02:50 PM 0
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Never$$anonymous$$d, sorted it :)

avatar image save · Sep 02, 2013 at 02:52 PM 0
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Hi @swinny89! Please provide us with an answer of your findings, it's a neat thing if someone else is having the same problem.

avatar image Hugooo · Feb 19, 2016 at 06:59 AM 0
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so did you figure out where to put the sound file ?

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Answer by swinny89 · Sep 02, 2013 at 02:58 PM

The problem was the location of where i had the file, after building the project for iOS in unity and opening xcode, drag the sound file (i'm using .wav) into xcode ontop of the unity project. A pop up will then appear, set the target to the unity project. Build and run on a device and hey presto! :)

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avatar image Xtro · Jan 21, 2015 at 10:52 PM 1
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Can someone confirm that it's "impossible" to do it on iOS without relying on manual xcode changes rather than unity build ?

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