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xzilja avatar xzilja commented on May 24, 2024 1

Thank you for alternative solution, that will do the trick 👌 and I see why you are hesitant adding this in as is, makes sense.

from customkeyboardkit.

paescebu avatar paescebu commented on May 24, 2024

@xzilja Thanks for the suggestion!

I thought about this a lot. Theoretically theres APIs on Apple's side to select which sound ID can be played. But I don't want to switch to that yet, cause it feels a bit hacky to rely on.
Also UIDevice.current.playInputClick() (which CustomKeyboardKit currently uses under the hood) handles automagically if the user has enabled/disabled keyboard input sounds and haptic feedback in the system settings. Whereas any other way I would lose the convenience. Or at least those are the limitations that i am currently aware of.

But theoretically you can just not use the SystemFeedbackHandler and instead play your custom preferred sounds upon button clicks. And use something along those lines inside:

enum NativeSystemSound: UInt32 {

    case click    = 1123
    case delete   = 1155
    case modifier = 1156

    func play() {
        AudioServicesPlaySystemSound(self.rawValue)
    }
}

Where usage would look like:

Button("Hello") {
    NativeSystemSound.click.play()
}

from customkeyboardkit.

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