Dive into the technical aspects of audio on your device, including codecs, format support, and customization options.

Audio Documentation

Posts under Audio subtopic

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AVAudioSessionCategoryOptionAllowBluetooth incorrectly marked as deprecated in iOS 8 in iOS 26 beta 5
AVAudioSessionCategoryOptionAllowBluetooth is marked as deprecated in iOS 8 in iOS 26 beta 5 when this option was not deprecated in iOS 18.6. I think this is a mistake and the deprecation is in iOS 26. Am I right? It seems that the substitute for this option is "AVAudioSessionCategoryOptionAllowBluetoothHFP". The documentation does not make clear if the behaviour is exactly the same or if any difference should be expected... Has anyone used this option in iOS 26? Should I expect any difference with the current behaviour of "AVAudioSessionCategoryOptionAllowBluetooth"? Thank you.
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330
Aug ’25
How to disable/hide Audio Controls on lock screen from WkWebView
Hi, I am trying to remove the audio controls for my app on the lock screen. Since I use WKWebView, there are 3 audio tags in my html and I play and pause em via JS. However, if I do not play any sound since app launch, there are no audio controls on the lock screen. But if I play one of those 3 files (they are even less then 3 Sec sound effects e.g. for buttons) the audio controls appears on lock screen. Note even when the sounds on pause() or not playing they were listed on the lock screen. What I have tried so far without success MPNowPlayingInfoCenter.default().nowPlayingInfo = [:] and ``try audioSession.setCategory(.playback, mode: .default, options: []) try audioSession.setActive(false, options: .notifyOthersOnDeactivation)`` and UIApplication.shared.endReceivingRemoteControlEvents() Another problem is that the app scales with iOS system settings "display zoom". Is there a way to deny it? It is latest Xcode verion 16.3 and iOS 18. I have no background mode in my Capabilities. Nothing worked so far. Has anyone an idea? Greetings
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137
May ’25
Audio Unit v3 host v2 third party plugins
Hi, I have just implemented an Audio Unit v3 host. AgsAudioUnitPlugin *audio_unit_plugin; AVAudioUnitComponentManager *audio_unit_component_manager; NSArray<AVAudioUnitComponent *> *av_component_arr; AudioComponentDescription description; guint i, i_stop; if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){ return; } audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager]; /* effects */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_Effect; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } /* instruments */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_MusicDevice; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } But this doesn't show me Audio Unit v2 plugins, why? regards, Joël
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756
Aug ’25
dlsym cannot find symbol g_dwILResult when debugging an audio plugin
I am trying to debug the AAX version of my plugin (MIDI effect) on Pro Tools, but I am getting the following error (Mac console) when attempting to load it: dlsym cannot find symbol g_dwILResult in CFBundle etc.. I used Xcode 16.4 to build the plugin. Has anybody come across the same or a similar message? Best, Achillefs Axart Labs
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570
Sep ’25
Detecting if a phone call is being recorded by another app on iOS
Hello, I’m new here. I'm developing an iOS app and I’d like to know whether it is possible to detect if a phone call is being recorded by another app running in the background. I’ve already reviewed the documentation for CallKit and AVAudioSession, but I couldn’t find anything related. My expectation was that iOS might provide some callback or API to indicate if a call is being recorded (third-party apps), but so far I haven’t found a way. My questions are: Does iOS expose any API to detect if a call is being recorded? If not, is there any indirect, Apple's policy compliant method (e.g., microphone usage events) that can be relied upon? Or is this something that iOS explicitly prevents for privacyreasons? Expecting solutions that align with Apple’s policies and would be accepted under the App Store Review Guidelines. Thanks in advance for any guidance.
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276
Aug ’25
Crackling/Popping sound when using AVAudioUnitTimePitch
I have a simple AVAudioEngine graph as follows: AVAudioPlayerNode -> AVAudioUnitEQ -> AVAudioUnitTimePitch -> AVAudioUnitReverb -> Main mixer node of AVAudioEngine. I noticed that whenever I have AVAudioUnitTimePitch or AVAudioUnitVarispeed in the graph, I noticed a very distinct crackling/popping sound in my Airpods Pro 2 when starting up the engine and playing the AVAudioPlayerNode and unable to find the reason why this is happening. When I remove the node, the crackling completely goes away. How do I fix this problem since i need the user to be able to control the pitch and rate of the audio during playback. import AVKit @Observable @MainActor class AudioEngineManager { nonisolated private let engine = AVAudioEngine() private let playerNode = AVAudioPlayerNode() private let reverb = AVAudioUnitReverb() private let pitch = AVAudioUnitTimePitch() private let eq = AVAudioUnitEQ(numberOfBands: 10) private var audioFile: AVAudioFile? private var fadePlayPauseTask: Task<Void, Error>? private var playPauseCurrentFadeTime: Double = 0 init() { setupAudioEngine() } private func setupAudioEngine() { guard let url = Bundle.main.url(forResource: "Song name goes here", withExtension: "mp3") else { print("Audio file not found") return } do { audioFile = try AVAudioFile(forReading: url) } catch { print("Failed to load audio file: \(error)") return } reverb.loadFactoryPreset(.mediumHall) reverb.wetDryMix = 50 pitch.pitch = 0 // Increase pitch by 500 cents (5 semitones) engine.attach(playerNode) engine.attach(pitch) engine.attach(reverb) engine.attach(eq) // Connect: player -> pitch -> reverb -> output engine.connect(playerNode, to: eq, format: audioFile?.processingFormat) engine.connect(eq, to: pitch, format: audioFile?.processingFormat) engine.connect(pitch, to: reverb, format: audioFile?.processingFormat) engine.connect(reverb, to: engine.mainMixerNode, format: audioFile?.processingFormat) } func prepare() { guard let audioFile else { return } playerNode.scheduleFile(audioFile, at: nil) } func play() { DispatchQueue.global().async { [weak self] in guard let self else { return } engine.prepare() try? engine.start() DispatchQueue.main.async { [weak self] in guard let self else { return } playerNode.play() fadePlayPauseTask?.cancel() playPauseCurrentFadeTime = 0 fadePlayPauseTask = Task { [weak self] in guard let self else { return } while true { let volume = updateVolume(for: playPauseCurrentFadeTime / 0.1, rising: true) // Ramp up volume until 1 is reached if volume >= 1 { break } engine.mainMixerNode.outputVolume = volume try await Task.sleep(for: .milliseconds(10)) playPauseCurrentFadeTime += 0.01 } engine.mainMixerNode.outputVolume = 1 } } } } func pause() { fadePlayPauseTask?.cancel() playPauseCurrentFadeTime = 0 fadePlayPauseTask = Task { [weak self] in guard let self else { return } while true { let volume = updateVolume(for: playPauseCurrentFadeTime / 0.1, rising: false) // Ramp down volume until 0 is reached if volume <= 0 { break } engine.mainMixerNode.outputVolume = volume try await Task.sleep(for: .milliseconds(10)) playPauseCurrentFadeTime += 0.01 } engine.mainMixerNode.outputVolume = 0 playerNode.pause() // Shut down engine once ramp down completes DispatchQueue.global().async { [weak self] in guard let self else { return } engine.pause() } } } private func updateVolume(for x: Double, rising: Bool) -> Float { if rising { // Fade in return Float(pow(x, 2) * (3.0 - 2.0 * (x))) } else { // Fade out return Float(1 - (pow(x, 2) * (3.0 - 2.0 * (x)))) } } func setPitch(_ value: Float) { pitch.pitch = value } func setReverbMix(_ value: Float) { reverb.wetDryMix = value } } struct ContentView: View { @State private var audioManager = AudioEngineManager() @State private var pitch: Float = 0 @State private var reverb: Float = 0 var body: some View { VStack(spacing: 20) { Text("🎵 Audio Player with Reverb & Pitch") .font(.title2) HStack { Button("Prepare") { audioManager.prepare() } Button("Play") { audioManager.play() } .padding() .background(Color.green) .foregroundColor(.white) .cornerRadius(10) Button("Pause") { audioManager.pause() } .padding() .background(Color.red) .foregroundColor(.white) .cornerRadius(10) } VStack { Text("Pitch: \(Int(pitch)) cents") Slider(value: $pitch, in: -2400...2400, step: 100) { _ in audioManager.setPitch(pitch) } } VStack { Text("Reverb Mix: \(Int(reverb))%") Slider(value: $reverb, in: 0...100, step: 1) { _ in audioManager.setReverbMix(reverb) } } } .padding() } }
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287
Apr ’25
Is AVAudioPCMFormatFloat32 required for playing a buffer with AVAudioEngine / AVAudioPlayerNode
I have a PCM audio buffer (AVAudioPCMFormatInt16). When I try to play it using AVPlayerNode / AVAudioEngine an exception is thrown: "[[busArray objectAtIndexedSubscript:(NSUInteger)element] setFormat:format error:&nsErr]: returned false, error Error Domain=NSOSStatusErrorDomain Code=-10868 (related thread https://forums.aninterestingwebsite.com/forums/thread/700497?answerId=780530022#780530022) If I convert the buffer to AVAudioPCMFormatFloat32 playback works. My questions are: Does AVAudioEngine / AVPlayerNode require AVAudioPCMBuffer to be in the Float32 format? Is there a way I can configure it to accept another format instead for my application? If 1 is YES is this documented anywhere? If 1 is YES is this required format subject to change at any point? Thanks! I was looking to watch the "AVAudioEngine in Practice" session video from WWDC 2014 but I can't find it anywhere (https://forums.aninterestingwebsite.com/forums/thread/747008).
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1.1k
Oct ’25
Apple Music iOS 26 features in Android
Since many users like me use Apple Music on Android, the app is almost as feature-rich as iOS. It would be fantastic if the developers could add the new iOS 26 features to the Android app, along with a minor UI change. I know it’s challenging to implement liquid glass on Android hardware or design, but features like auto-mix, pronunciation, and translation could be added. kindly consider this request !!!!
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224
Jul ’25
Is Call Translation API available for VOIP?
I might have misunderstood the docs, but is Call Translation going to be available for VOIP applications? Eg in an already connected VOIP call, would it be possible for Call Translations to be enabled on an iOS 26 and Apple Intelligence supported device? I have personally tried it and it doesn’t look like it supported VOIP but would love to confirm this. reference: https://aninterestingwebsite.com/documentation/callkit/cxsettranslatingcallaction/
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Jun ’25
Logic Pro cannot load v3 audio unit with framework compiled with Swift 6
Sequoia 15.4.1 (24E263) XCode: 16.3 (16E140) Logic Pro: 11.2.1 I’ve been developing a complex audio unit for Mac OS that works perfectly well in its own bespoke host app and is now well into its beta testing stage. It did take some effort to get it to work well in Logic Pro however and all was fine and working well until: The AU part is an empty app extension with a framework containing its code. The framework contains Swift code for the UI and C code for the DSP parts. When the framework is compiled using the Swift 5 compiler the AU will run in Logic with no problems. (I should also mention that AU passes the most strict auval tests). But… when the framework is compiled with Swift 6 Logic Pro cannot load it. Logic displays a message saying the audio unit could not be loaded and to contact the developer. My own host app loads the AU perfectly well with the Swift 6 version, so I know there’s nothing wrong with the audio unit. I cannot find any differences in any of the built output files except, of course, the actual binary code in the framework. I’ve worked for hours on this and cannot find a solution other than to build the framework in Swift 5. (I worked hard to get all the async code updated and working with Swift 6! so I feel a little cheated!) What is happening? Is this a bug in Logic? Is this a bug in Swift 6 compiler/linker? I’m at the Duh! hands in the air, tearing out hair stage! ( once again!)
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544
Jul ’25
Execution breakpoint when trying to play a music library file with AVAudioEngine
Hi all, I'm working on an audio visualizer app that plays files from the user's music library utilizing MediaPlayer and AVAudioEngine. I'm working on getting the music library functionality working before the visualizer aspect. After setting up the engine for file playback, my app inexplicably crashes with an EXC_BREAKPOINT with code = 1. Usually this means I'm unwrapping a nil value, but I think I'm handling the optionals correctly with guard statements. I'm not able to pinpoint where it's crashing. I think it's either in the play function or the setupAudioEngine function. I removed the processAudioBuffer function and my code still crashes the same way, so it's not that. The device that I'm testing this on is running iOS 26 beta 3, although my app is designed for iOS 18 and above. After commenting out code, it seems that the app crashes at the scheduleFile call in the play function, but I'm not fully sure. Here is the setupAudioEngine function: private func setupAudioEngine() { do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default) try AVAudioSession.sharedInstance().setActive(true) } catch { print("Audio session error: \(error)") } engine.attach(playerNode) engine.attach(analyzer) engine.connect(playerNode, to: analyzer, format: nil) engine.connect(analyzer, to: engine.mainMixerNode, format: nil) analyzer.installTap(onBus: 0, bufferSize: 1024, format: nil) { [weak self] buffer, _ in self?.processAudioBuffer(buffer) } } Here is the play function: func play(_ mediaItem: MPMediaItem) { guard let assetURL = mediaItem.assetURL else { print("No asset URL for media item") return } stop() do { audioFile = try AVAudioFile(forReading: assetURL) guard let audioFile else { print("Failed to create audio file") return } duration = Double(audioFile.length) / audioFile.fileFormat.sampleRate if !engine.isRunning { try engine.start() } playerNode.scheduleFile(audioFile, at: nil) playerNode.play() DispatchQueue.main.async { [weak self] in self?.isPlaying = true self?.startDisplayLink() } } catch { print("Error playing audio: \(error)") DispatchQueue.main.async { [weak self] in self?.isPlaying = false self?.stopDisplayLink() } } } Here is a link to my test project if you want to try it out for yourself: https://github.com/aabagdi/VisualMan-example Thanks!
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Jul ’25
Airplay selection not working
I'm trying to implement airplay into my app. I can successfully playback sound and trigger the airplay selector sheet. If the target device is a Bluetooth only device I can connect with no problem and stream the audio to the Bluetooth device, but if the audio device is a airplay specific device like a HomePod or an Apple TV when I select it, I get a spinning icon, indicating that it is trying to connect, and eventually it times out and stops without connecting. I don't believe it is an AirPlay audio issue because if I go to a different app, for example a podcast app and select my HomePods for output, and then switch back to my app. My audio will correctly stream to the HomePod. Not only that, I have it so that my icon will change color to indicate that it is connected via airplay and it is correctly indicating that it is connected via AirPlay. But I cannot then disconnect it using the Airplay selector. The issue appears to be in the AirPlay selection side, which I have spent several days attempting to troubleshoot mostly using ChatGPT to suggest code different than what I have to maybe work around the issue. Mostly it is focused on the audio player section, but it doesn't seem like that is really the route that is the problem.
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258
Jun ’25
AVB Support for the AVnu MILAN Conventions
The AVB AVnu MILAN Convention has a groweing Population. Many big companies (Cisco, Meyer Sound, d&b Audio, l‘acoustics, Presonus, digico etc.) implements the AVB AVnu Milan Standards. Is there a plan on the Apple side to also implement AVnu Milan on top of the AVB Protocol? The advantage for Apple Sound would be a great Integration in the professionell Audio market and a more stable intergration on top of the AVB protocol. The atdecc work, but Not that stable.
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178
Oct ’25
iOS AUv3 extension: no Icon shown in host
Hi, I'm working on an AUv3 project. The app itself displays my icon. However the Auv3 extension does not display any icon in any host app (AUM, Drambo, etc.0). I thought that the extension would inherit the host app icon but that it does not appear to be the case. I tried to add the icon as a 1024x1024 file to the extension target and the update my extension plist file withe a CFBundleIconFile key but no luck either. It must surely be really easy. What am I missing? Thanks in advance for your help!
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May ’25
iOS 26 HLS Audio Track Display Behavior: EXT-X-MEDIA NAME vs LANGUAGE Attributes
Hello Apple Developer Community, I am seeking clarification on the intended display behavior of HLS audio tracks within the iOS 26 (or current beta) native player, specifically concerning the NAME and LANGUAGE attributes of the EXT-X-MEDIA tag. In our HLS manifests, we define alternative audio tracks using EXT-X-MEDIA tags, like so: #EXT-X-MEDIA:TYPE=AUDIO,GROUP-ID="audio",LANGUAGE="ja",NAME="AUDIO-1",DEFAULT=YES,AUTOSELECT=YES,URI="audio_ja.m3u8" #EXT-X-MEDIA:TYPE=AUDIO,GROUP-ID="audio",LANGUAGE="ja",NAME="AUDIO-2",URI="audio_en.m3u8" Our observation is that when an audio track is selected and its name is displayed in the native iOS media controls (e.g., Control Center or within a full-screen video player's UI), the value specified in the NAME attribute ("AUDIO-1", "AUDIO-2") does not seem to be used. Instead, the display appears to derive from the LANGUAGE attribute ("ja", "en"), often showing the system's localized string for that language (e.g., "Japanese", "English"). We would like to understand the official or intended behavior regarding this. Is it the expected behavior for the iOS native player to prioritize the LANGUAGE attribute (or its localized equivalent) over the NAME attribute for displaying the selected audio track's label? If this is the intended design, what is the recommended best practice for developers who wish to present a custom, human-readable name for audio tracks (beyond the standard language name) in the native iOS UI? Are there any specific AVPlayer properties or AVMediaSelectionOption considerations that would allow more granular control over this display, or is this entirely managed by the system based on the LANGUAGE attribute? Any insights or official guidance on this behavior in iOS 26 (and potentially previous versions) would be greatly appreciated. Thank you for your time and assistance.
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431
Aug ’25
Users experiencing frequent media services reset interruptions
I work on an iOS app that records video and audio. We've been getting reports for a while from users who are experiencing their video recordings being cut off. After investigating, I found that many users are receiving the AVAudioSessionMediaServicesWereResetNotification (.mediaServicesWereResetNotification) notification while recording. It's associated with the AVFoundationErrorDomain[-11819] error, which seems to indicate that the system audio daemon crashed. We have a handler registered to end the recording, show the user a prompt, and restart our AV sessions. However, from our logs this looks to be happening to hundreds of users every day and it's not an ideal user experience, so I would like to figure out why this is happening and if it's due to something that we're doing wrong. The debug menu option to trigger the audio session reset is not of much use, because it can't be triggered unless you leave the app and go to system settings. So our app can't be recording video when the debug reset is triggered. So far I haven't found a way to reproduced the issue locally, but I can see that it's happening to users from logs. I've found some posts online from developers experiencing similar issues, but none of them seem to directly address our issue. The system error doesn't include a userInfo dictionary, and as far as I can tell it's a system daemon crash so any logs would need to be captured from the OS. Is there any way that I could get more information about what may be causing this error that I may have missed?
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99
Apr ’25
SpeechTranscriber/SpeechAnalyzer being relatively slow compared to FoundationModel and TTS
So, I've been wondering how fast a an offline STT -> ML Prompt -> TTS roundtrip would be. Interestingly, for many tests, the SpeechTranscriber (STT) takes the bulk of the time, compared to generating a FoundationModel response and creating the Audio using TTS. E.g. InteractionStatistics: - listeningStarted: 21:24:23 4480 2423 - timeTillFirstAboveNoiseFloor: 01.794 - timeTillLastNoiseAboveFloor: 02.383 - timeTillFirstSpeechDetected: 02.399 - timeTillTranscriptFinalized: 04.510 - timeTillFirstMLModelResponse: 04.938 - timeTillMLModelResponse: 05.379 - timeTillTTSStarted: 04.962 - timeTillTTSFinished: 11.016 - speechLength: 06.054 - timeToResponse: 02.578 - transcript: This is a test. - mlModelResponse: Sure! I'm ready to help with your test. What do you need help with? Here, between my audio input ending and the Text-2-Speech starting top play (using AVSpeechUtterance) the total response time was 2.5s. Of that time, it took the SpeechAnalyzer 2.1s to get the transcript finalized, FoundationModel only took 0.4s to respond (and TTS started playing nearly instantly). I'm already using reportingOptions: [.volatileResults, .fastResults] so it's probably as fast as possible right now? I'm just surprised the STT takes so much longer compared to the other parts (all being CoreML based, aren't they?)
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Delay in Microphone Input When Talking While Receiving Audio in PTT Framework (Full Duplex Mode)
Context: I am currently developing an app using the Push-to-Talk (PTT) framework. I have reviewed both the PTT framework documentation and the CallKit demo project to better understand how to properly manage audio session activation and AVAudioEngine setup. I am not activating the audio session manually. The audio session configuration is handled in the incomingPushResult or didBeginTransmitting callbacks from the PTChannelManagerDelegate. I am using a single AVAudioEngine instance for both input and playback. The engine is started in the didActivate callback from the PTChannelManagerDelegate. When I receive a push in full duplex mode, I set the active participant to the user who is speaking. Issue When I attempt to talk while the other participant is already speaking, my input tap on the input node takes a few seconds to return valid PCM audio data. Initially, it returns an empty PCM audio block. Details: The audio session is already active and configured with .playAndRecord. The input tap is already installed when the engine is started. When I talk from a neutral state (no one is speaking), the system plays the standard "microphone activation" tone, which covers this initial delay. However, this does not happen when I am already receiving audio. Assumptions / Current Setup Because the audio session is active in play and record, I assumed that microphone input would be available immediately, even while receiving audio. However, there seems to be a delay before valid input is delivered to the tap, only occurring when switching from a receive state to simultaneously talking. Questions Is this expected behavior when using the PTT framework in full duplex mode with a shared AVAudioEngine? Should I be restarting or reconfiguring the engine or audio session when beginning to talk while receiving audio? Is there a recommended pattern for managing microphone readiness in this scenario to avoid the initial empty PCM buffer? Would using separate engines for input and output improve responsiveness? I would like to confirm the correct approach to handling simultaneous talk and receive in full duplex mode using PTT framework and AVAudioEngine. Specifically, I need guidance on ensuring the microphone is ready to capture audio immediately without the delay seen in my current implementation. Relevant Code Snippets Engine Setup func setup() { let input = audioEngine.inputNode do { try input.setVoiceProcessingEnabled(true) } catch { print("Could not enable voice processing \(error)") return } input.isVoiceProcessingAGCEnabled = false let output = audioEngine.outputNode let mainMixer = audioEngine.mainMixerNode audioEngine.connect(pttPlayerNode, to: mainMixer, format: outputFormat) audioEngine.connect(beepNode, to: mainMixer, format: outputFormat) audioEngine.connect(mainMixer, to: output, format: outputFormat) // Initialize converters converter = AVAudioConverter(from: inputFormat, to: outputFormat)! f32ToInt16Converter = AVAudioConverter(from: outputFormat, to: inputFormat)! audioEngine.prepare() } Input Tap Installation func installTap() { guard AudioHandler.shared.checkMicrophonePermission() else { print("Microphone not granted for recording") return } guard !isInputTapped else { print("[AudioEngine] Input is already tapped!") return } let input = audioEngine.inputNode let microphoneFormat = input.inputFormat(forBus: 0) let microphoneDownsampler = AVAudioConverter(from: microphoneFormat, to: outputFormat)! let desiredFormat = outputFormat let inputFramesNeeded = AVAudioFrameCount((Double(OpusCodec.DECODED_PACKET_NUM_SAMPLES) * microphoneFormat.sampleRate) / desiredFormat.sampleRate) input.installTap(onBus: 0, bufferSize: inputFramesNeeded, format: input.inputFormat(forBus: 0)) { [weak self] buffer, when in guard let self = self else { return } // Output buffer: 1920 frames at 16kHz guard let outputBuffer = AVAudioPCMBuffer(pcmFormat: desiredFormat, frameCapacity: AVAudioFrameCount(OpusCodec.DECODED_PACKET_NUM_SAMPLES)) else { return } outputBuffer.frameLength = outputBuffer.frameCapacity let inputBlock: AVAudioConverterInputBlock = { inNumPackets, outStatus in outStatus.pointee = .haveData return buffer } var error: NSError? let converterResult = microphoneDownsampler.convert(to: outputBuffer, error: &error, withInputFrom: inputBlock) if converterResult != .haveData { DebugLogger.shared.print("Downsample error \(converterResult)") } else { self.handleDownsampledBuffer(outputBuffer) } } isInputTapped = true }
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510
Aug ’25
AVAudioSessionCategoryOptionAllowBluetooth incorrectly marked as deprecated in iOS 8 in iOS 26 beta 5
AVAudioSessionCategoryOptionAllowBluetooth is marked as deprecated in iOS 8 in iOS 26 beta 5 when this option was not deprecated in iOS 18.6. I think this is a mistake and the deprecation is in iOS 26. Am I right? It seems that the substitute for this option is "AVAudioSessionCategoryOptionAllowBluetoothHFP". The documentation does not make clear if the behaviour is exactly the same or if any difference should be expected... Has anyone used this option in iOS 26? Should I expect any difference with the current behaviour of "AVAudioSessionCategoryOptionAllowBluetooth"? Thank you.
Replies
2
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0
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330
Activity
Aug ’25
How to disable/hide Audio Controls on lock screen from WkWebView
Hi, I am trying to remove the audio controls for my app on the lock screen. Since I use WKWebView, there are 3 audio tags in my html and I play and pause em via JS. However, if I do not play any sound since app launch, there are no audio controls on the lock screen. But if I play one of those 3 files (they are even less then 3 Sec sound effects e.g. for buttons) the audio controls appears on lock screen. Note even when the sounds on pause() or not playing they were listed on the lock screen. What I have tried so far without success MPNowPlayingInfoCenter.default().nowPlayingInfo = [:] and ``try audioSession.setCategory(.playback, mode: .default, options: []) try audioSession.setActive(false, options: .notifyOthersOnDeactivation)`` and UIApplication.shared.endReceivingRemoteControlEvents() Another problem is that the app scales with iOS system settings "display zoom". Is there a way to deny it? It is latest Xcode verion 16.3 and iOS 18. I have no background mode in my Capabilities. Nothing worked so far. Has anyone an idea? Greetings
Replies
2
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0
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137
Activity
May ’25
Audio Unit v3 host v2 third party plugins
Hi, I have just implemented an Audio Unit v3 host. AgsAudioUnitPlugin *audio_unit_plugin; AVAudioUnitComponentManager *audio_unit_component_manager; NSArray<AVAudioUnitComponent *> *av_component_arr; AudioComponentDescription description; guint i, i_stop; if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){ return; } audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager]; /* effects */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_Effect; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } /* instruments */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_MusicDevice; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } But this doesn't show me Audio Unit v2 plugins, why? regards, Joël
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3
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0
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756
Activity
Aug ’25
(iOS 18) SFSpeechRecognitionResult providing new text after a gap in speaking
Here is the demo from Apple's site This issues is specific to iOS 18. When running this demo, we are getting new text when we have a gap in speaking, the recognitionTask(with:resultHandler:) provides new text which is only spoken after the gap and not the concatenation of old text and the new spoken text.
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6
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0
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1.2k
Activity
May ’25
dlsym cannot find symbol g_dwILResult when debugging an audio plugin
I am trying to debug the AAX version of my plugin (MIDI effect) on Pro Tools, but I am getting the following error (Mac console) when attempting to load it: dlsym cannot find symbol g_dwILResult in CFBundle etc.. I used Xcode 16.4 to build the plugin. Has anybody come across the same or a similar message? Best, Achillefs Axart Labs
Replies
2
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0
Views
570
Activity
Sep ’25
SIGABORT with ExtAudioFileWrite and .m4a file
Hi, I am getting into a trap. Please check stack-trace, howto fix this? regards, Joël stack-trace with ExtAudioFileWrite
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2
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0
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928
Activity
Jun ’25
Detecting if a phone call is being recorded by another app on iOS
Hello, I’m new here. I'm developing an iOS app and I’d like to know whether it is possible to detect if a phone call is being recorded by another app running in the background. I’ve already reviewed the documentation for CallKit and AVAudioSession, but I couldn’t find anything related. My expectation was that iOS might provide some callback or API to indicate if a call is being recorded (third-party apps), but so far I haven’t found a way. My questions are: Does iOS expose any API to detect if a call is being recorded? If not, is there any indirect, Apple's policy compliant method (e.g., microphone usage events) that can be relied upon? Or is this something that iOS explicitly prevents for privacyreasons? Expecting solutions that align with Apple’s policies and would be accepted under the App Store Review Guidelines. Thanks in advance for any guidance.
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1
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276
Activity
Aug ’25
Crackling/Popping sound when using AVAudioUnitTimePitch
I have a simple AVAudioEngine graph as follows: AVAudioPlayerNode -> AVAudioUnitEQ -> AVAudioUnitTimePitch -> AVAudioUnitReverb -> Main mixer node of AVAudioEngine. I noticed that whenever I have AVAudioUnitTimePitch or AVAudioUnitVarispeed in the graph, I noticed a very distinct crackling/popping sound in my Airpods Pro 2 when starting up the engine and playing the AVAudioPlayerNode and unable to find the reason why this is happening. When I remove the node, the crackling completely goes away. How do I fix this problem since i need the user to be able to control the pitch and rate of the audio during playback. import AVKit @Observable @MainActor class AudioEngineManager { nonisolated private let engine = AVAudioEngine() private let playerNode = AVAudioPlayerNode() private let reverb = AVAudioUnitReverb() private let pitch = AVAudioUnitTimePitch() private let eq = AVAudioUnitEQ(numberOfBands: 10) private var audioFile: AVAudioFile? private var fadePlayPauseTask: Task<Void, Error>? private var playPauseCurrentFadeTime: Double = 0 init() { setupAudioEngine() } private func setupAudioEngine() { guard let url = Bundle.main.url(forResource: "Song name goes here", withExtension: "mp3") else { print("Audio file not found") return } do { audioFile = try AVAudioFile(forReading: url) } catch { print("Failed to load audio file: \(error)") return } reverb.loadFactoryPreset(.mediumHall) reverb.wetDryMix = 50 pitch.pitch = 0 // Increase pitch by 500 cents (5 semitones) engine.attach(playerNode) engine.attach(pitch) engine.attach(reverb) engine.attach(eq) // Connect: player -> pitch -> reverb -> output engine.connect(playerNode, to: eq, format: audioFile?.processingFormat) engine.connect(eq, to: pitch, format: audioFile?.processingFormat) engine.connect(pitch, to: reverb, format: audioFile?.processingFormat) engine.connect(reverb, to: engine.mainMixerNode, format: audioFile?.processingFormat) } func prepare() { guard let audioFile else { return } playerNode.scheduleFile(audioFile, at: nil) } func play() { DispatchQueue.global().async { [weak self] in guard let self else { return } engine.prepare() try? engine.start() DispatchQueue.main.async { [weak self] in guard let self else { return } playerNode.play() fadePlayPauseTask?.cancel() playPauseCurrentFadeTime = 0 fadePlayPauseTask = Task { [weak self] in guard let self else { return } while true { let volume = updateVolume(for: playPauseCurrentFadeTime / 0.1, rising: true) // Ramp up volume until 1 is reached if volume >= 1 { break } engine.mainMixerNode.outputVolume = volume try await Task.sleep(for: .milliseconds(10)) playPauseCurrentFadeTime += 0.01 } engine.mainMixerNode.outputVolume = 1 } } } } func pause() { fadePlayPauseTask?.cancel() playPauseCurrentFadeTime = 0 fadePlayPauseTask = Task { [weak self] in guard let self else { return } while true { let volume = updateVolume(for: playPauseCurrentFadeTime / 0.1, rising: false) // Ramp down volume until 0 is reached if volume <= 0 { break } engine.mainMixerNode.outputVolume = volume try await Task.sleep(for: .milliseconds(10)) playPauseCurrentFadeTime += 0.01 } engine.mainMixerNode.outputVolume = 0 playerNode.pause() // Shut down engine once ramp down completes DispatchQueue.global().async { [weak self] in guard let self else { return } engine.pause() } } } private func updateVolume(for x: Double, rising: Bool) -> Float { if rising { // Fade in return Float(pow(x, 2) * (3.0 - 2.0 * (x))) } else { // Fade out return Float(1 - (pow(x, 2) * (3.0 - 2.0 * (x)))) } } func setPitch(_ value: Float) { pitch.pitch = value } func setReverbMix(_ value: Float) { reverb.wetDryMix = value } } struct ContentView: View { @State private var audioManager = AudioEngineManager() @State private var pitch: Float = 0 @State private var reverb: Float = 0 var body: some View { VStack(spacing: 20) { Text("🎵 Audio Player with Reverb & Pitch") .font(.title2) HStack { Button("Prepare") { audioManager.prepare() } Button("Play") { audioManager.play() } .padding() .background(Color.green) .foregroundColor(.white) .cornerRadius(10) Button("Pause") { audioManager.pause() } .padding() .background(Color.red) .foregroundColor(.white) .cornerRadius(10) } VStack { Text("Pitch: \(Int(pitch)) cents") Slider(value: $pitch, in: -2400...2400, step: 100) { _ in audioManager.setPitch(pitch) } } VStack { Text("Reverb Mix: \(Int(reverb))%") Slider(value: $reverb, in: 0...100, step: 1) { _ in audioManager.setReverbMix(reverb) } } } .padding() } }
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287
Activity
Apr ’25
Is AVAudioPCMFormatFloat32 required for playing a buffer with AVAudioEngine / AVAudioPlayerNode
I have a PCM audio buffer (AVAudioPCMFormatInt16). When I try to play it using AVPlayerNode / AVAudioEngine an exception is thrown: "[[busArray objectAtIndexedSubscript:(NSUInteger)element] setFormat:format error:&nsErr]: returned false, error Error Domain=NSOSStatusErrorDomain Code=-10868 (related thread https://forums.aninterestingwebsite.com/forums/thread/700497?answerId=780530022#780530022) If I convert the buffer to AVAudioPCMFormatFloat32 playback works. My questions are: Does AVAudioEngine / AVPlayerNode require AVAudioPCMBuffer to be in the Float32 format? Is there a way I can configure it to accept another format instead for my application? If 1 is YES is this documented anywhere? If 1 is YES is this required format subject to change at any point? Thanks! I was looking to watch the "AVAudioEngine in Practice" session video from WWDC 2014 but I can't find it anywhere (https://forums.aninterestingwebsite.com/forums/thread/747008).
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1
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1.1k
Activity
Oct ’25
Apple Music iOS 26 features in Android
Since many users like me use Apple Music on Android, the app is almost as feature-rich as iOS. It would be fantastic if the developers could add the new iOS 26 features to the Android app, along with a minor UI change. I know it’s challenging to implement liquid glass on Android hardware or design, but features like auto-mix, pronunciation, and translation could be added. kindly consider this request !!!!
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1
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224
Activity
Jul ’25
Is Call Translation API available for VOIP?
I might have misunderstood the docs, but is Call Translation going to be available for VOIP applications? Eg in an already connected VOIP call, would it be possible for Call Translations to be enabled on an iOS 26 and Apple Intelligence supported device? I have personally tried it and it doesn’t look like it supported VOIP but would love to confirm this. reference: https://aninterestingwebsite.com/documentation/callkit/cxsettranslatingcallaction/
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1
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79
Activity
Jun ’25
Logic Pro cannot load v3 audio unit with framework compiled with Swift 6
Sequoia 15.4.1 (24E263) XCode: 16.3 (16E140) Logic Pro: 11.2.1 I’ve been developing a complex audio unit for Mac OS that works perfectly well in its own bespoke host app and is now well into its beta testing stage. It did take some effort to get it to work well in Logic Pro however and all was fine and working well until: The AU part is an empty app extension with a framework containing its code. The framework contains Swift code for the UI and C code for the DSP parts. When the framework is compiled using the Swift 5 compiler the AU will run in Logic with no problems. (I should also mention that AU passes the most strict auval tests). But… when the framework is compiled with Swift 6 Logic Pro cannot load it. Logic displays a message saying the audio unit could not be loaded and to contact the developer. My own host app loads the AU perfectly well with the Swift 6 version, so I know there’s nothing wrong with the audio unit. I cannot find any differences in any of the built output files except, of course, the actual binary code in the framework. I’ve worked for hours on this and cannot find a solution other than to build the framework in Swift 5. (I worked hard to get all the async code updated and working with Swift 6! so I feel a little cheated!) What is happening? Is this a bug in Logic? Is this a bug in Swift 6 compiler/linker? I’m at the Duh! hands in the air, tearing out hair stage! ( once again!)
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1
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544
Activity
Jul ’25
Execution breakpoint when trying to play a music library file with AVAudioEngine
Hi all, I'm working on an audio visualizer app that plays files from the user's music library utilizing MediaPlayer and AVAudioEngine. I'm working on getting the music library functionality working before the visualizer aspect. After setting up the engine for file playback, my app inexplicably crashes with an EXC_BREAKPOINT with code = 1. Usually this means I'm unwrapping a nil value, but I think I'm handling the optionals correctly with guard statements. I'm not able to pinpoint where it's crashing. I think it's either in the play function or the setupAudioEngine function. I removed the processAudioBuffer function and my code still crashes the same way, so it's not that. The device that I'm testing this on is running iOS 26 beta 3, although my app is designed for iOS 18 and above. After commenting out code, it seems that the app crashes at the scheduleFile call in the play function, but I'm not fully sure. Here is the setupAudioEngine function: private func setupAudioEngine() { do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default) try AVAudioSession.sharedInstance().setActive(true) } catch { print("Audio session error: \(error)") } engine.attach(playerNode) engine.attach(analyzer) engine.connect(playerNode, to: analyzer, format: nil) engine.connect(analyzer, to: engine.mainMixerNode, format: nil) analyzer.installTap(onBus: 0, bufferSize: 1024, format: nil) { [weak self] buffer, _ in self?.processAudioBuffer(buffer) } } Here is the play function: func play(_ mediaItem: MPMediaItem) { guard let assetURL = mediaItem.assetURL else { print("No asset URL for media item") return } stop() do { audioFile = try AVAudioFile(forReading: assetURL) guard let audioFile else { print("Failed to create audio file") return } duration = Double(audioFile.length) / audioFile.fileFormat.sampleRate if !engine.isRunning { try engine.start() } playerNode.scheduleFile(audioFile, at: nil) playerNode.play() DispatchQueue.main.async { [weak self] in self?.isPlaying = true self?.startDisplayLink() } } catch { print("Error playing audio: \(error)") DispatchQueue.main.async { [weak self] in self?.isPlaying = false self?.stopDisplayLink() } } } Here is a link to my test project if you want to try it out for yourself: https://github.com/aabagdi/VisualMan-example Thanks!
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8
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693
Activity
Jul ’25
Airplay selection not working
I'm trying to implement airplay into my app. I can successfully playback sound and trigger the airplay selector sheet. If the target device is a Bluetooth only device I can connect with no problem and stream the audio to the Bluetooth device, but if the audio device is a airplay specific device like a HomePod or an Apple TV when I select it, I get a spinning icon, indicating that it is trying to connect, and eventually it times out and stops without connecting. I don't believe it is an AirPlay audio issue because if I go to a different app, for example a podcast app and select my HomePods for output, and then switch back to my app. My audio will correctly stream to the HomePod. Not only that, I have it so that my icon will change color to indicate that it is connected via airplay and it is correctly indicating that it is connected via AirPlay. But I cannot then disconnect it using the Airplay selector. The issue appears to be in the AirPlay selection side, which I have spent several days attempting to troubleshoot mostly using ChatGPT to suggest code different than what I have to maybe work around the issue. Mostly it is focused on the audio player section, but it doesn't seem like that is really the route that is the problem.
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2
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258
Activity
Jun ’25
AVB Support for the AVnu MILAN Conventions
The AVB AVnu MILAN Convention has a groweing Population. Many big companies (Cisco, Meyer Sound, d&b Audio, l‘acoustics, Presonus, digico etc.) implements the AVB AVnu Milan Standards. Is there a plan on the Apple side to also implement AVnu Milan on top of the AVB Protocol? The advantage for Apple Sound would be a great Integration in the professionell Audio market and a more stable intergration on top of the AVB protocol. The atdecc work, but Not that stable.
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1
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178
Activity
Oct ’25
iOS AUv3 extension: no Icon shown in host
Hi, I'm working on an AUv3 project. The app itself displays my icon. However the Auv3 extension does not display any icon in any host app (AUM, Drambo, etc.0). I thought that the extension would inherit the host app icon but that it does not appear to be the case. I tried to add the icon as a 1024x1024 file to the extension target and the update my extension plist file withe a CFBundleIconFile key but no luck either. It must surely be really easy. What am I missing? Thanks in advance for your help!
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5
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154
Activity
May ’25
iOS 26 HLS Audio Track Display Behavior: EXT-X-MEDIA NAME vs LANGUAGE Attributes
Hello Apple Developer Community, I am seeking clarification on the intended display behavior of HLS audio tracks within the iOS 26 (or current beta) native player, specifically concerning the NAME and LANGUAGE attributes of the EXT-X-MEDIA tag. In our HLS manifests, we define alternative audio tracks using EXT-X-MEDIA tags, like so: #EXT-X-MEDIA:TYPE=AUDIO,GROUP-ID="audio",LANGUAGE="ja",NAME="AUDIO-1",DEFAULT=YES,AUTOSELECT=YES,URI="audio_ja.m3u8" #EXT-X-MEDIA:TYPE=AUDIO,GROUP-ID="audio",LANGUAGE="ja",NAME="AUDIO-2",URI="audio_en.m3u8" Our observation is that when an audio track is selected and its name is displayed in the native iOS media controls (e.g., Control Center or within a full-screen video player's UI), the value specified in the NAME attribute ("AUDIO-1", "AUDIO-2") does not seem to be used. Instead, the display appears to derive from the LANGUAGE attribute ("ja", "en"), often showing the system's localized string for that language (e.g., "Japanese", "English"). We would like to understand the official or intended behavior regarding this. Is it the expected behavior for the iOS native player to prioritize the LANGUAGE attribute (or its localized equivalent) over the NAME attribute for displaying the selected audio track's label? If this is the intended design, what is the recommended best practice for developers who wish to present a custom, human-readable name for audio tracks (beyond the standard language name) in the native iOS UI? Are there any specific AVPlayer properties or AVMediaSelectionOption considerations that would allow more granular control over this display, or is this entirely managed by the system based on the LANGUAGE attribute? Any insights or official guidance on this behavior in iOS 26 (and potentially previous versions) would be greatly appreciated. Thank you for your time and assistance.
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2
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431
Activity
Aug ’25
Users experiencing frequent media services reset interruptions
I work on an iOS app that records video and audio. We've been getting reports for a while from users who are experiencing their video recordings being cut off. After investigating, I found that many users are receiving the AVAudioSessionMediaServicesWereResetNotification (.mediaServicesWereResetNotification) notification while recording. It's associated with the AVFoundationErrorDomain[-11819] error, which seems to indicate that the system audio daemon crashed. We have a handler registered to end the recording, show the user a prompt, and restart our AV sessions. However, from our logs this looks to be happening to hundreds of users every day and it's not an ideal user experience, so I would like to figure out why this is happening and if it's due to something that we're doing wrong. The debug menu option to trigger the audio session reset is not of much use, because it can't be triggered unless you leave the app and go to system settings. So our app can't be recording video when the debug reset is triggered. So far I haven't found a way to reproduced the issue locally, but I can see that it's happening to users from logs. I've found some posts online from developers experiencing similar issues, but none of them seem to directly address our issue. The system error doesn't include a userInfo dictionary, and as far as I can tell it's a system daemon crash so any logs would need to be captured from the OS. Is there any way that I could get more information about what may be causing this error that I may have missed?
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1
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99
Activity
Apr ’25
SpeechTranscriber/SpeechAnalyzer being relatively slow compared to FoundationModel and TTS
So, I've been wondering how fast a an offline STT -> ML Prompt -> TTS roundtrip would be. Interestingly, for many tests, the SpeechTranscriber (STT) takes the bulk of the time, compared to generating a FoundationModel response and creating the Audio using TTS. E.g. InteractionStatistics: - listeningStarted: 21:24:23 4480 2423 - timeTillFirstAboveNoiseFloor: 01.794 - timeTillLastNoiseAboveFloor: 02.383 - timeTillFirstSpeechDetected: 02.399 - timeTillTranscriptFinalized: 04.510 - timeTillFirstMLModelResponse: 04.938 - timeTillMLModelResponse: 05.379 - timeTillTTSStarted: 04.962 - timeTillTTSFinished: 11.016 - speechLength: 06.054 - timeToResponse: 02.578 - transcript: This is a test. - mlModelResponse: Sure! I'm ready to help with your test. What do you need help with? Here, between my audio input ending and the Text-2-Speech starting top play (using AVSpeechUtterance) the total response time was 2.5s. Of that time, it took the SpeechAnalyzer 2.1s to get the transcript finalized, FoundationModel only took 0.4s to respond (and TTS started playing nearly instantly). I'm already using reportingOptions: [.volatileResults, .fastResults] so it's probably as fast as possible right now? I'm just surprised the STT takes so much longer compared to the other parts (all being CoreML based, aren't they?)
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3
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725
Activity
1w
Delay in Microphone Input When Talking While Receiving Audio in PTT Framework (Full Duplex Mode)
Context: I am currently developing an app using the Push-to-Talk (PTT) framework. I have reviewed both the PTT framework documentation and the CallKit demo project to better understand how to properly manage audio session activation and AVAudioEngine setup. I am not activating the audio session manually. The audio session configuration is handled in the incomingPushResult or didBeginTransmitting callbacks from the PTChannelManagerDelegate. I am using a single AVAudioEngine instance for both input and playback. The engine is started in the didActivate callback from the PTChannelManagerDelegate. When I receive a push in full duplex mode, I set the active participant to the user who is speaking. Issue When I attempt to talk while the other participant is already speaking, my input tap on the input node takes a few seconds to return valid PCM audio data. Initially, it returns an empty PCM audio block. Details: The audio session is already active and configured with .playAndRecord. The input tap is already installed when the engine is started. When I talk from a neutral state (no one is speaking), the system plays the standard "microphone activation" tone, which covers this initial delay. However, this does not happen when I am already receiving audio. Assumptions / Current Setup Because the audio session is active in play and record, I assumed that microphone input would be available immediately, even while receiving audio. However, there seems to be a delay before valid input is delivered to the tap, only occurring when switching from a receive state to simultaneously talking. Questions Is this expected behavior when using the PTT framework in full duplex mode with a shared AVAudioEngine? Should I be restarting or reconfiguring the engine or audio session when beginning to talk while receiving audio? Is there a recommended pattern for managing microphone readiness in this scenario to avoid the initial empty PCM buffer? Would using separate engines for input and output improve responsiveness? I would like to confirm the correct approach to handling simultaneous talk and receive in full duplex mode using PTT framework and AVAudioEngine. Specifically, I need guidance on ensuring the microphone is ready to capture audio immediately without the delay seen in my current implementation. Relevant Code Snippets Engine Setup func setup() { let input = audioEngine.inputNode do { try input.setVoiceProcessingEnabled(true) } catch { print("Could not enable voice processing \(error)") return } input.isVoiceProcessingAGCEnabled = false let output = audioEngine.outputNode let mainMixer = audioEngine.mainMixerNode audioEngine.connect(pttPlayerNode, to: mainMixer, format: outputFormat) audioEngine.connect(beepNode, to: mainMixer, format: outputFormat) audioEngine.connect(mainMixer, to: output, format: outputFormat) // Initialize converters converter = AVAudioConverter(from: inputFormat, to: outputFormat)! f32ToInt16Converter = AVAudioConverter(from: outputFormat, to: inputFormat)! audioEngine.prepare() } Input Tap Installation func installTap() { guard AudioHandler.shared.checkMicrophonePermission() else { print("Microphone not granted for recording") return } guard !isInputTapped else { print("[AudioEngine] Input is already tapped!") return } let input = audioEngine.inputNode let microphoneFormat = input.inputFormat(forBus: 0) let microphoneDownsampler = AVAudioConverter(from: microphoneFormat, to: outputFormat)! let desiredFormat = outputFormat let inputFramesNeeded = AVAudioFrameCount((Double(OpusCodec.DECODED_PACKET_NUM_SAMPLES) * microphoneFormat.sampleRate) / desiredFormat.sampleRate) input.installTap(onBus: 0, bufferSize: inputFramesNeeded, format: input.inputFormat(forBus: 0)) { [weak self] buffer, when in guard let self = self else { return } // Output buffer: 1920 frames at 16kHz guard let outputBuffer = AVAudioPCMBuffer(pcmFormat: desiredFormat, frameCapacity: AVAudioFrameCount(OpusCodec.DECODED_PACKET_NUM_SAMPLES)) else { return } outputBuffer.frameLength = outputBuffer.frameCapacity let inputBlock: AVAudioConverterInputBlock = { inNumPackets, outStatus in outStatus.pointee = .haveData return buffer } var error: NSError? let converterResult = microphoneDownsampler.convert(to: outputBuffer, error: &error, withInputFrom: inputBlock) if converterResult != .haveData { DebugLogger.shared.print("Downsample error \(converterResult)") } else { self.handleDownsampledBuffer(outputBuffer) } } isInputTapped = true }
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510
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Aug ’25