Listening History On Mobile Devices

Can't seem to find History on my Android device, running 3.1.0.1117 any ideas?

Well, Spotify did include your search history before in Android, then took it out without mentioning it six months ago and still hasn't confirmed if it's a bug or intentional. Totally frustrating. Comment/kudos these threads if you want to see something done: http://community.spotify.com/t5/Help-Android/Search-history-on-Andriod/td-p/575104/highlight/false
http://community.spotify.com/t5/Spotify-Ideas/Bring-back-search-history-in-mobile/idi-p/643318

Similar Messages

  • [iOS][Running] Listening history of a Spotify Running session

    I was doing my morning run on Sunday with Spotify Running (great feature!!) but I can't find the incredible songs that were played during my run... Please, implement a listening history on mobile devices ! Thank you!

    Updated: 2015-06-30Hello and thanks for the feedback!
    A similar idea has also been suggested here:
    https://community.spotify.com/t5/Live-Ideas/iOS-Running-View-Running-Play-History-and-Add-to-Playlist/idi-p/1147884
    Add your kudos and comments there please! ;)

  • The Xperia Z1 is the best mobile device I have owned so far.....but for one annoying flaw.....

    OK, I have owned the Z1 for around 6 months now, and I have LOVED the product...I more or less have no complaints, and its become pretty much my favorite electronic device, except for my gaming PC : D
    I use it day in day out, listen to the radio, watch video, surf the web, exepriment with all kinds of the incredible apps, and of course, play games (and it will be gaming that my comment is primarily about)
    Thing is....gaming on the Xpeia Z1 is a GOOD experience....excellent GPU performance (though it gets HOT! ...really noticeably HOT..not warm....**bleep** it gets hot! : D), great screen, great sound with headphones (though the headphones jack tends to get in the way when holding the unit in landscape), and if playing without headphones, I find my hand covers the speaker and totally muffles the sound!
    These are just small niggles, but nevertheless, things I notice, that I would desire to be slightly changed if I had the chance, but I realise they are issues with the hardware and design, so Im happy to wait unitl I get my next phone (likely the Xperia that comes out in 18 months when my contract is up!) and see how they are dealt with through the evolution of the series.
    These are just mega picky things Ive noticed in an otherwise perfect design (for me....just my opinion).
    However...the only thing that REALLY REALLY REALLY ticks me off, is a software issue....that has apparently been dealt with via the 'Immersive Mode' feature in Kitkat 4.4.4 (which I am running on my Xperia)....
    That is the 'Soft keys' not disapearing in games, and taking up quite a large chunk of screen real estate.....in a very annoying place that depending on the game, can even quite easily be accidentally touched, kicking the unwary user out of the game,! (ARRRGHHH!)
    Now I realise that proper support for 'Immersive mode' is actually up to the developers (am i right in thinking this?) and I have tried a couple of games that advertise support, and its all well and good, and works fine, also my comic book reader supports it, and so I get ALL my screen for books (rarely, I use HDX for that), documents and comics....and of course the built in video player has seemingly ALWAYS supported complete fullscreen without these **bleep** buttons getting in the way....
    And its such a GREAT screen too....does anyone know exaclty WHY it is, that the Xperia series in particular sacrifices so much screen to these buttons while gaming?
    All games Ive tried have the 'Top Bar' (with battery, signal and time etc..nto sure what its called officially)...automatically hidden..so why not the 'bottom bar?'..the menu keys? Especially since the strip of screen is so HUGE!!
    To show 3 **bleep** buttons!
    What really makes me wonder, is that even my Kindle Fire HDX (which I use primarily for actualy reading books/newspaper/articles) and that I consider an 'inferior' device  in most respects..actually has a 'hide soft keys' feature...where in games and apps the 3 buttons and strip of screen are replaced by a very small and unobtrusive little tab...that you simply swipe out to expose the keys....
    A GREAT solutuion!
    Why isnt there something like this on the Xperia series?
    I have deliberately explained myself fully here because I have become very frustrated wth this just recently,  as I have been playing a lot of the brilliant games by the developer RORTOS...that makes impressive flight simulator games....games that (Particularly F-18 Carrier landings Pro 2) cannot run very well on my Kindle FIre HDX....
    They play beautifully smoothly while maxed out on the Z1 though....(and the same goes for GTA Vice City, that I have been enjoying playing again on mobile on the way to work every morning : D...thanks Sony and Rockstar for a great start to my workday xD)
    BUT these great games are being MARRED quite badly by those DAMNED BUTTONS!!
    In F18 Carrier Landings Pro 2 and Airfighters (2 RORTOS games that are really superb if you like flight sims) several controls are positioned at the edge of the screen...and the soft keys are right in the way...so they are functionally gettiing in the way...
    and whats more, they ruin the original design philosophy of the Xperia Z1...the design philosophy of 'OmniBalance'..because the game image is not equidistant from the left  AND the right side...but shunted one side or the other, because of these **bleep** buttons!
    (I hope I have explaiend this, and you can picture what I mean...it really irritates me : D)
    Yes I am aware of a few apps that are available, both root and non root solutions.. but I have found them all too imperfect...just not good enough, too clunky, too much configuring and messing around to get them to work...and even then they have too much impact on other functions to be worth it for me...since i do use my Z1 for a LOT of different things.....
    The ones Ive tried are fine as kind of Dev Tools...but I really love the overall design of the Z1...and I like to KEEP it beautiful and slick to use...as slick as it looks...(yep, I like the cosmetics so much, I cant even bring myself to keep it in a case xD...I just have to be careful with it...and its hardly got a scratch so far...just a few hairline type ones : (....
    So...can Sony please add a little feature, like the small tab that I mention above on the Kindle Fire HDX, to hide those keys?
    I have messaged RORTOS about them supporting Immersive mode fully, and they said they would look into it (of course they said that!), bur that most devices these days ALREADY hide the soft keys in games...and in my experience, thats true!
    Out of 5 or 6 devices Ive played games on, i have to say that the Xperia series is easily the most effected by this issue.
    and its ANNOYING as **bleep**...and I KNOW Im not the only one that thinks this...but I havent found an official Sony response (or indeed Android or Developer one) about what is likely to be done.
    So does anyone have any news?
    Does anyone know why one of the best screens and best GFX performers in a mobile device is still suffering from the soft keys being present at all times in games?....(except every now and then Ive noticed the keys are slightly camoflaged, as white dots....the strip of screen is still taken up, but the actual key icons are reduced to white dots (anyone else seen this?) but this just seems to happen randomly......sometimes it does that, mostly it does NOT...and besides, its not a real solution anyway...since a chunk of screen is STILL used up by it....
    Please Sony, you use a custom Android,  just liek Amazon do on the Kindle Fire HDX (though admittedly, not quite SO customised xD), and THEY can hide these keys without immersive Mode support...
    Why cant Sony?
    rant over...
    I still totally love the phone..Im only going off on one like this because I love everything else about it...but this one thing I think is actually a pretty big deal.....so please address it ..
    Please?
    All the ebst
    jim.
    (PS I am also really harrassing RORTOS about supporting Immersive Mode too....if ALL the Devs supported it, then this wont be an problem (I suppose anyway?)....but Im not sure if there is an issue about how many people are actually USING KitKat 4.4.4...I would guess a LOT but perhaps not quite enough to make a special effort for?....anyway...Im not just picking on Sony : D)
    rant really over.....for now.....

    You had to have some kudos for the effort put in to your thread as week as the point you make.

  • HT1926 reinstalled itunes after unistalling it due to error message during update. after it was completly unistalled still has the same error message: service "apple mobile device" (apple mobile device) failed to start, verify you have sufficient priviled

    I was prompted to update itunes this evening. I did and in the process, it came up with the following error message: Service "apple mobile device" (apple mobile device) failed to start. Verify you have sufficient priviledges to start system services. I unistalled itunes completly and reinstalled but am still getting the same error message. If I click "ignore" the program will finish downloading but will not launch due to "not being installed correctly". Please help, I use this program alot with my first grade classroom and they're expecting their listening center in the morning.

    Hey I finally got an older vesion of itunes to work!!! 10.7  x64 for windows 7
    After uninstalling all apple products even  quicktime
    I had to delete everything from (program files, and program  files x64, program data,)
    And all downloads from apple, and I went in to search deleted  other stuff from apple, and itunes
    But definently not my itunes library and Playlist
    Down loaded 10.7 x64 for windows 7, but checked (do not start  when done)
    Then I emptied my recycling bin and restarted my  PC
    I ran geek tech tool box same as reg cure pro, also PC Tools  registry cleaner, and CC Cleaner
    Then I emptied my recycling bin and restarted my  PC
    And wallah... It finally works, and I Love the older version  anyways.
    Easier to download and transfer  music!!!!!

  • How to use filters on ios mobile devices (iPhone/iPad) using GPU rendering (Solved)

    Many moons ago I asked a question here on the forums about how to use filters (specifically a glow filter) on a mobile devices (specifically the iPhone) when using GPU rendering and high resolution.
    At the time, there was no answer... filters were unsupported. Period.
    Well, Thanks to a buddy of mine, this problem has been solved and I can report that I have gotten a color matrix filter for desaturation AND a glow filter working on the iPhone and the iPad using GPU rendering and high resolution.
    The solution, in a nut shell is as follows:
    1: Create your display object... ie: a sprite.
    2. Apply your filter to the sprite like you normally would.
    3. Create a new bitmapdata and then draw that display object into the bitmap data.
    4. Put the new bitmapdata into a bitmap and then put it on the stage or do what you want.
    When you draw the display object into the bitmapdata, it will draw it WITH THE FILTER!
    So even if you put your display object onto the stage, the filter will not be visible, but the new bitmapdata will!
    Here is a sample app I created and tested on the iphone and ipad
    var bm:Bitmap;
    // temp bitmap object
    var bmData:BitmapData;
    // temp bitmapData object
    var m:Matrix;
    // temp matrix object
    var gl:GlowFilter;
    // the glow filter we are going to use
    var sprGL:Sprite;
    // the source sprite we are going to apply the filter too
    var sprGL2:Sprite;
    // the sprite that will hold our final bitmapdata containing the original sprite with a filter.
    // create the filters we are going to use.
    gl = new GlowFilter(0xFF0000, 0.9, 10, 10, 5, 2, false, false);
    // create the source sprite that will use our glow filter.
    sprGL = new Sprite();
    // create a bitmap with any image from our library to place into our source sprite.
    bm = new Bitmap(new Msgbox_Background(), "auto", true);
    // add the bitmap to our source sprite.
    sprGL.addChild(bm);
    // add the glow filter to the source sprite.
    sprGL.filters = [gl];
    // create the bitmapdata that will draw our glowing sprite.
    sprGL2 = new Sprite();
    // create the bitmap data to hold our new image... remember, with glow filters, you need to add the padding for the flow manually. Should be double the blur size
    bmData = new BitmapData(sprGL.width+20, sprGL.height+20, true, 0);
    // create a matrix to translate our source image when we draw it. Should be the same as our filter blur size.
    m = new Matrix(1,0,0,1, 10, 10);
    // draw the source sprite containing the filter into our bitmap data
    bmData.draw(sprGL, m);
    // put the new bitmap data into a bitmap so we can see it on screen.
    bm = new Bitmap(bmData, "auto", true);
    // put the new bitmap into a sprite - this is just because the rest of my test app needed it, you can probably just put the bitmap right on the screen directly.
    sprGL2.addChild(bm);
    // put the source sprite with the filter on the stage. It should draw, but you will not see the filter.
    sprGL.x = 100;
    sprGL.y = 50;
    this.addChild(sprGL);
    // put the filtered sprite on the stage. it shoudl appear like the source sprite, but a little bigger (because of the glow padding)
    // and unlike the source sprite, the flow filter should acutally be visible now!
    sprGL2.x = 300;
    sprGL2.y = 50;
    this.addChild(sprGL2);

    Great stuff dave
    I currently have a slider which changes the hue of an image in a movieclip, I need it to move through he full range -180 to 180.
    I desperately need to get this working on a tablet but cant get the filters to work in GPU mode. My application works too slow in cpu mode.
    var Mcolor:AdjustColor = new AdjustColor();   //This object will hold the color properties
    var Mfilter:ColorMatrixFilter;                           //Will store the modified color filter to change the image
    var markerSli:SliderUI = new SliderUI(stage, "x", markerSli.track_mc, markerSli.slider_mc, -180, 180, 0, 1);   //using slider from http://evolve.reintroducing.com
    Mcolor.brightness = 0;  Mcolor.contrast = 0; Mcolor.hue = 0; Mcolor.saturation = 0;            // Set initial value for filter
    markerSli.addEventListener(SliderUIEvent.ON_UPDATE, markerSlider);                          // listen for slider changes
    function markerSlider($evt:SliderUIEvent):void {
        Mcolor.hue = $evt.currentValue;                        
        updateM();
    function updateM():void{
        Mfilter = new ColorMatrixFilter(Mcolor.CalculateFinalFlatArray());
        all.marker.filters = [Mfilter];
    how would I use your solution in my case
    many thanks.

  • Is there a Definitive Answer? Apple Mobile Device Support won't install

    Firstly apologies, i have lost track of the number of threads i have read on this site, but none seem to resolve the issue. I am running Windows 7 64Bit (Professional), also have the same problem on a XP SP3 laptop... but the works laptop will allow the install, also win7 64 bit (but not alllowable software so need to uninstall)
    I have mangemed to finally install Itunes and all associated software packages to 10.7.21, following months and months of hassle (last working version of itunes was down in 10.1.??)
    BUT, frustratingly i still cannot get Apple mobile Device support to install. Before any one asks the obvious questions i have tried just about everything (assuming the one i havent tried is the one that works)
    I have extracted the install file and ran that seperately, yes as administrator (both right click and forcing the compatibility in the file properties), both accounts on the machine, also created a new account and tried on that. Same issue as most people, failed to install and rolled back
    I have tried installing whilst in compatibilty check and get a report that it is an incompatible application.
    When opening Itunes itself i get a message that i need to install the 64bit version.
    This is starting to get seriosly annoying in that my iphone 4 has now also decided to fail during an update to ios6... serves me right for listening to one of the genius's instore.
    Anybody with any ideas please throw them this way. Next step is to format machine and start from scratch

    So, after another evening of trawling the internet i found the following and decided it was worth a try
    http://randomwindowstips.wordpress.com/2009/12/08/windows-7-itunes-9-software-is -not-installed/
    The following is taken straight from Aurelius, so huge HUGE thanks. (This works if you still have 10.6.3, failing that, if you know anyone that has the latest version, this is how i got this **** programme to actually work (or wait, as this will be updated shortly!!) I had at this point let everything install from Itunes installer and again had the rollback on the AMDS.
    Copy the following folders from a working machine to your machine (apologies if you don't know anyone with a working copy, keep an eye on the link as it will be updated)
    C:\Program Files\Common Files\Apple\Mobile Device Support
    C:\Program Files (x86)\Common Files\Apple\Mobile Device Support
    Next, type regedit into windows search and allow the programme to start. Go to the following address:
    [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Apple Inc.\Apple Mobile Device Support]
    [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Apple Mobile Device]
    Right click and export the files. Next you need to copy them to your machine and double click them and allow to install. Restart and hopefully all is finally well (or it was on mine).
    Good luck to anyone who finds this.

  • Peer to Peer on Mobile Devices

    I am trying to develop a real-time game for mobile devices that will allow multiple players. The basic connection concept is:
    1) One person puts their game in "host" mode. That causes it to listen for outside connections.
    2) A player (client) fires up their game and says to search for a host. The  client goes in sequence through all addresses in its IP stack (255 of them) and sends a  server connect request. All but one, probably, will come up with no  connection. But we get that response from one address and...
    3) Server receives the connect request, does a bit of handshaking,  assigns the connected player to be one of the players in the game.
    4) Once the game is started, the client sends only action-signals to  the server.
    5) The server calculates the action and sends data packets to all  connected clients, perhaps once every 1/10th of a second, containing all  updates to the in-game action. This time cycle will be the subject of  some trial and error.
    6) The server must be sensitive to clients logging out or losing connection mid-game.
    The ServerSocket class is designed for the Host machine to listen for incoming connection requests and handle them. However, it is NOT available on AIR for mobile devices! I read this in documentation and proved it by my own testing.
    So, how can I set up a multiplayer game, using socket TCP communications (not UDP, which can be lossy and time-insensitive), for mobile devices like my Android phone? What programming can I do on the "host" to listen for and handle incoming connections without the ServerSocket class?
    It is important that we do not involve an intermediary server to handle the multiplayer communications. The game engine should be able to find any "host" on its local network and communicate with it directly.
    I do not want to use the UDP-based Stratus, which also would require setting up my own user-management server.

    Create a content , any text like "Top" and then apply scroll to this content with no value in direction fields. This would fix the content on page, means while scrolling the page this object will stay in its position.
    Link this to anchor which is placed on header , now on page bottom or middle or any section if you tap this object then it would scroll up the page to top.
    We can only define the function and feature on site page not outside of it.
    So in case you are referring to browser section where site url is open and tap function on browser itself should scroll up the page , then you would need to look out for custom solution which you have to do for all supported browsers on mobile devices.
    Thanks,
    Sanjit

  • Slow index loading on mobile devices

    Hi, my organisation is trialing the new RH10 multiscreen html 5 output.
    Our techincal documentation includes a very large index (7000+ terms).
    The index loads fine on a desktop (Chrome/FF -- under 5 seconds and IE8 -- over 10 seconds), however when we try to load the same index on a mobile device, it takes 2-5 minutes.
    Is this a known issue?
    Is there a way to fix it?
    Suggested fix (if Robo devs are listening):
    Create an option that outputs chunked index data in JSON format (currently XML) then parse JSON to the index tree loader for tree generation and search queries.
    Thanks.
    Here is the bug report I submitted:
    Concise problem statement:
    Very slow index loading (>3 minutes) on large indexes (7000+ terms). Does not seem to cache index data.
    Steps to reproduce bug:
    1.Create an index with over 7000 terms.
    2.Generate Mutliscreen HTML5 output.
    3.Open Index in mobile browser (Safari/Android)
    4.Wait for entire index to finish loading.
    5.Refresh index page.
    Results:Very slow loading (>3 minutes). Does not seem to cache index data.
    Expected results:Loads in under 1 minute

    Hi,
    Is the mobile device connected via WiFi or 3G? What mobile device are you using and have you tried others?
    I suspect the sheer size of the index is the problem. Even if it works fast, nn index with 7000 entries is not very usable on a mobile device.
    Greet,
    Willam
    tg_yshen <[email protected]>schreef:
    >     
    >Slow index loading on mobile devices
    >created by tg_yshen in Multiscreen HTML5 - View the full discussion
    >Hi, my organisation is trialing the new RH10 multiscreen html 5 output.

    >Our techincal documentation includes a very large index (7000+ terms).

    >The index loads fine on a desktop (Chrome/FF -- under 5 seconds and IE8 -- over 10 seconds), however when we try to load the same index on a mobile device, it takes 2-5 minutes.

    >Is this a known issue?

    >Is there a way to fix it?

    >Thanks.
    >     
    >Replies to this message go to everyone subscribed to this thread, not directly to the person who posted the message. To post a reply, either reply to this email or visit the message page: http://forums.adobe.com/message/4695167#4695167
    >     
    >To unsubscribe from this thread, please visit the message page at http://forums.adobe.com/message/4695167#4695167. In the Actions box on the right, click the Stop Email Notifications link.      
    >     
    >Start a new discussion in Multiscreen HTML5 by email or at Adobe Forums
    >For more information about maintaining your forum email notifications please go to http://forums.adobe.com/message/2936746#2936746.

  • Enforcing Max email age filter in Mobile Device Policies

    I am trying to get control around max mail item age on mobile devices in Exchange 2013 on-premiss.  Everything I reference below is not the Web browser OWA.  I am referring to the OWA for Devices iOS/Android application.
    History:
    I am migrating from Exchange 2007 to 2013.  No cloud. We are using MobileIron to control access to ActiveSync.  MobileIron policy is configured to allow 1 month for company owned devices and 2 weeks for employee owned devices.  Exchange Mobile
    Device Policy is configured to allow 2 weeks. I want to allow users that do not want MobileIron of their personal devices to be able to access Mail via OWA for Devices iOS application.  Our Legal department and IT security is fine with this if we limit
    the mail on the device to 2 weeks.  Since OWA for Devices follows the same path as OWA and not ActiveSync I am able to allow users to bypass MobileIron without any infrastructure reconfiguration.
    Problem:
    Currently if I go into my settings and change the mail sync from 1 Month (defined by MobileIron) to all, I am able to sync all my mail on my ActiveSync device.  OWA for Devices appears to download all mail no matter what I define in the Mobile Device policy.
    Questions:
    Is it correct to assume there is no way to disable Offline mode for OWA for Devices?
    Is there a command to selectively wipe only OWA for Devices data and not the entire device?
    Is there a way to enforce the item age limit defined in the Mobile Device Policy so a user cannot download more than the limit defined?
    brian smith

    Hello,
    We generally suggest that your users create their own Microsoft Accounts.  If multiple devices share a Microsoft Account it could be flagged as being compromised and blocked.  Also, please understand that we do not allow more than 3 Microsoft Accounts
    to be created per day from a single IP address.  Please visit this link for an exception -
    https://support.live.com/eform.aspx?productKey=wlidipexc&ct=eformts.  When filling out this forum the contact name and contact email address should be that of your local
    Microsoft representative to ensure it's processed.
    Also, your users might find it helpful that they can create a Microsoft Account using their corporate email address.
    Regarding changing this in Windows 10 please visit
    http://blogs.windows.com/business/2014/11/20/windows-10-a-store-thats-ready-for-business/ for more information.
    Thanks!
    Paul Goodson
    Senior Program Manager
    Microsoft Intune Customer Acceleration Team

  • Authentication on a mobile device

    We are getting ready to deploy our first mobile application. A snag has come up where we need to be able to authenticate a user to a device (such as a Android Phone or Tablet). We will have a secure VPN tunnel from the phone to our server.
    Because it is a mobile device, I cannot rely on using an IP (they change).
    Can I either read a certificate on the device or can I read to the MAC address of the device? Basically, I need to know User X using Phone Y authenticated to the application at time Z.
    Has anyone had to do this before? Is it even possible?
    Using APEX 4.2.3
    Oracle 11g.
    Apex Listener.
    Thank you in advance.
    --Seattle

    do a google search for "perl cgi get mac address"
    in short:  no
    here is a question: (i don't know the answer)
    would you see the actual MAC address of the device?
    or would you see the 'virtual' MAC address created by the VPN connection?
    (my guess is the 'virtual' one)
    IMHO - You would be better off implementing the "limitation of access" within the VPN "server".
    MK

  • Windows Apple Mobile Device

    I got a new computer and I already downloaded iTunes to it but every time I connect my iTunes it tells me "This iPod cannot be used because the Apple Mobile Device service is not started." How do I start it?

    I can open ITunes and play music, but can open store ? "ITunes has stopped working"?
    I haven't done one of those for several months, Lee. But we can try some general principles troubleshooting if you like.
    First I'd like to have a closer look at the information your Windows 7 has been collecting about the errors. This can be a trial to find on a Windows 7 system.
    First, open your Action Center and expand "Maintenance". Click "View reliability history":
    Once the reliability report has been generated, look for Critical events for iTunes generated at the time of the "iTunes has stopped working" messages. Doubleclick the name iTunes in the critical events. (Don't click View solution.)
    For example, here's a screenshot of my system showing what to click. (I don't have any iTunes critical events at the moment, so I'm using an Oblivion event to illustrate what we need to do.)
    You should see something that looks like the following screenshot (only for iTunes, not Oblivion):
    Copy and paste the contents of the problem report into a reply here. For example:
    Description
    Faulting Application Path:          C:\Program Files (x86)\Bethesda Softworks\Oblivion\Oblivion.exe
    Problem signature
    Problem Event Name:          APPCRASH
    Application Name:          Oblivion.exe
    Application Version:          1.2.0.416
    Application Timestamp:          462392c7
    Fault Module Name:          Oblivion.exe
    Fault Module Version:          1.2.0.416
    Fault Module Timestamp:          462392c7
    Exception Code:          c0000005
    Exception Offset:          000c9a80
    OS Version:          6.1.7601.2.1.0.256.1
    Locale ID:          2057
    Additional Information 1:          27c8
    Additional Information 2:          27c8ce5af7a07bedf550bd9c573901b3
    Additional Information 3:          e56e
    Additional Information 4:          e56e9cfaf3cd1084b6b4c016d12ce64c
    Extra information about the problem
    Bucket ID:          414526327

  • Option to disable volume normalisation on mobile devices

    This is a very simple feature request to complete and would make a big difference to my Spotify experience. At home I listen to music on a decent high fidelity sound system and do not have my laptop with me most evenings. I AirPlay music from my iPad to an Apple TV connected to my receiver and I cannot switch off volume normalisation on the iPad app.
    I understand why volume normalisation is there by default for mobile devices, but in this context, I would like to experience the full dynamic range of the music. On a nice sound system, volume normalisation sounds horrible. The option is already there to disable it on the Mac app so I would like to see a similar feature added to the iPad app.

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