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ShazamKit android sdk – 16 KB Page Size Support?
Hey, just wonderng if anyone knows whether the sdk for Android will be updated soon to support the new 16 KB memory page size requirement coming with Android 15? Google’s going to require all apps targeting Android 15+ to support it starting November 2025 Has anyone heard anything from Apple or the SDK team about this? Thanks!
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May ’25
iOS Audio Routing - Bluetooth Output + Built-in Microphone Input
Hello! I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone. Desired behavior: Play audio through Bluetooth headset (AirPods) Record unprocessed environmental audio from the iPhone's built-in microphone Actual behavior: When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs) However, the actual audio data received is clearly still coming from the AirPods microphone The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds Environment Details Device: iPhone 12 Pro Max iOS Version: 18.4.1 Hardware: AirPods Audio Framework: AVAudioEngine (also tried AudioQueue) Code Attempted I've tried multiple approaches to force the correct routing: func configureAudioSession() { let session = AVAudioSession.sharedInstance() // Configure to allow Bluetooth output but use built-in mic try? session.setCategory(.playAndRecord, options: [.allowBluetoothA2DP, .defaultToSpeaker]) try? session.setActive(true) // Explicitly select built-in microphone if let inputs = session.availableInputs, let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) { try? session.setPreferredInput(builtInMic) print("Selected input: \(builtInMic.portName)") } // Log the current route let route = session.currentRoute print("Current input: \(route.inputs.first?.portName ?? "None")") // Configure audio engine with native format let inputNode = audioEngine.inputNode let nativeFormat = inputNode.inputFormat(forBus: 0) inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in // Process audio buffer // Despite showing "Built-in Microphone" in route, audio appears to be // coming from AirPods with voice isolation applied - welp! } try? audioEngine.start() } I've also tried various combinations of: Different audio session modes (.default, .measurement, .voiceChat) Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP) Setting session.setPreferredInput() both before and after activation Diagnostic Observations When AirPods are connected: AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput() The actual audio data received shows clear signs of AirPods' voice isolation processing Background/environmental sounds are actively filtered out... When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through. Questions Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output? Are there any lower-level configurations that might resolve this issue? Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
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231
May ’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
​​Can VideoToolbox properly decode HEVC bitstreams when a single frame is split into multiple slice NALUs?​
I am currently developing an HEVC player using VideoToolbox on an iOS device. I have successfully created an HEVC decoder that receives HEVC streams from our custom image capture and encoding device, and it can decode and display images properly. However, when my image capture and encoding device configures the encoder to output HEVC streams with ​​fragmented NALUs​​ (i.e., an I-frame or P-frame is split and stored across multiple slice NALUs), the iOS decoder can be initialized successfully but fails to decode and output images. ​​Can VideoToolbox properly decode HEVC bitstreams when a single frame is split into multiple slice NALUs?​​ Key Observations: ​​1. Single-NALU frames​​ work fine. ​​2. Multi-NALU frames​​ (sliced I/P-frames) cause decoding failure. 3. The decoder session is created successfully (VTDecompressionSessionCreate returns no error).
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208
May ’25
Customized IOKit extension not work
Hi guys, How to achieve the following feature on macOS when a USB device (Camera/Mic/Speaker) is connected: When a third-party video conferencing app is not in a meeting, ensure the app defaults to using the USB device (Camera/Mic/Speaker). When a third-party conferencing app is in a meeting, ensure the app automatically switches to the USB device (Camera/Mic/Speaker). I want to make use of IOKit extension to hidden or ignore build-in camera to realize the requirement. however the extension can't be loaded for Invalid permissions in MacOS 15.4.1, buildVersion:24E263. I also tried to run in in MacOS 14.4.1, which can be loaded but can't auto load when restart laptop as KDK version not match. Could you please give me some suggestion? Is it possible hidden build-in camera in MacOS M-series chip? Is there any other method to realize the feature. Thanks a lot.
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May ’25
Does CMIO support "hide" build-in camera
Hi guys, Can I use CMIO to achieve the following feature on macOS when a USB device (Camera/Mic/Speaker) is connected: When a third-party video conferencing app is not in a meeting, ensure the app defaults to using the USB device (Camera/Mic/Speaker). When a third-party conferencing app is in a meeting, ensure the app automatically switches to the USB device (Camera/Mic/Speaker).
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May ’25
AVAudioEngine : Split 1x4 channel bus into 4x1 channel busses?
I'm using a 4 channel USB Audio interface, with 4 microphones, and want to process them through 4 independent effect chains. However the output from AVAudioInputNode is a single 4 channel bus. How can I split this into 4 mono busses? The following code splits the input into 4 copies, and routes them through the effects, but each bus contains all four channels. How can I remap the channels to remove the unwanted channels from the bus? I tried using channelMap on the mixer node but that had no effect. I'm currently using this code primarily on iOS but it should be portable between iOS and MacOS. It would be possible to do this through a Matrix Mixer Node, but that seems completely overkill, for such a basic operation. I'm already using a Matrix Mixer to combine the inputs, and it's not well supported in AVAudioEngine. AVAudioInputNode *inputNode=[engine inputNode]; [inputNode setVoiceProcessingEnabled:NO error:nil]; NSMutableArray *micDestinations=[NSMutableArray arrayWithCapacity:trackCount]; for(i=0;i<trackCount;i++) { fixMicFormat[i]=[AVAudioMixerNode new]; [engine attachNode:fixMicFormat[i]]; // And create reverb/compressor and eq the same way... [engine connect:reverb[i] to:matrixMixerNode fromBus:0 toBus:i format:nil]; [engine connect:eq[i] to:reverb[i] fromBus:0 toBus:0 format:nil]; [engine connect:compressor[i] to:eq[i] fromBus:0 toBus:0 format:nil]; [engine connect:fixMicFormat[i] to:compressor[i] fromBus:0 toBus:0 format:nil]; [micDestinations addObject:[[AVAudioConnectionPoint alloc] initWithNode:fixMicFormat[i] bus:0] ]; } AVAudioFormat *inputFormat = [inputNode outputFormatForBus: 1]; [engine connect:inputNode toConnectionPoints:micDestinations fromBus:1 format:inputFormat];
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May ’25
How to disable automatic updates to MPNowPlayingInfoCenter from AVPlayer
I’m building a SwiftUI app whose primary job is to play audio. I manage all of the Now-Playing metadata and Command center manually via the available shared instances: MPRemoteCommandCenter.shared() MPNowPlayingInfoCenter.default().nowPlayingInfo In certain parts of the app I also need to display videos, but as soon as I attach another AVPlayer, it automatically pushes its own metadata into the Control Center and overwrites my audio info. What I need: a way to show video inline without ever having that video player update the system’s Now-Playing info (or Control Center). In my app, I start by configuring the shared audio session do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: [ .allowAirPlay, .allowBluetoothA2DP ]) try AVAudioSession.sharedInstance().setActive(true) } catch { NSLog("%@", "**** Failed to set up AVAudioSession \(error.localizedDescription)") } and then set the MPRemoteCommandCenter commands and MPNowPlayingInfoCenter nowPlayingInfo like mentioned above. All this works without any issues as long as I only have one AVPlayer in my app. But when I add other AVPlayers to display some videos (and keep the main AVPlayer for the sound) they push undesired updates to MPNowPlayingInfoCenter: struct VideoCardView: View { @State private var player: AVPlayer let videoName: String init(player: AVPlayer = AVPlayer(), videoName: String) { self.player = player self.videoName = videoName guard let path = Bundle.main.path(forResource: videoName, ofType: nil) else { return } let url = URL(fileURLWithPath: path) let item = AVPlayerItem(url: url) self.player.replaceCurrentItem(with: item) } var body: some View { VideoPlayer(player: player) .aspectRatio(contentMode: .fill) .onAppear { player.isMuted = true player.allowsExternalPlayback = false player.actionAtItemEnd = .none player.play() MPNowPlayingInfoCenter.default().nowPlayingInfo = nil MPNowPlayingInfoCenter.default().playbackState = .stopped NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: player.currentItem, queue: .main) { notification in guard let finishedItem = notification.object as? AVPlayerItem, finishedItem === player.currentItem else { return } player.seek(to: .zero) player.play() } } .onDisappear { player.pause() } } } Which is why I tried adding: MPNowPlayingInfoCenter.default().nowPlayingInfo = nil MPNowPlayingInfoCenter.default().playbackState = .stopped // or .interrupted, .unknown But that didn't work. I also tried making a wrapper around the AVPlayerViewController in order to set updatesNowPlayingInfoCenter to false, but that didn’t work either: struct CustomAVPlayerView: UIViewControllerRepresentable { let player: AVPlayer func makeUIViewController(context: Context) -> AVPlayerViewController { let vc = AVPlayerViewController() vc.player = player vc.updatesNowPlayingInfoCenter = false vc.showsPlaybackControls = false return vc } func updateUIViewController(_ controller: AVPlayerViewController, context: Context) { controller.player = player } } Hence any help on how to embed video in SwiftUI without its AVPlayer touching MPNowPlayingInfoCenter would be greatly appreciated. All this was tested on an actual device with iOS 18.4.1, and built with Xcode 16.2 on macOS 15.5
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May ’25
MusicKit playbackTime Accuracy
Hello, Has anyone else experienced variations in the accuracy of the playbackTime value? After a few seconds of playback, the reported time adjusts by a fraction of a second, making it difficult to calculate the actual playbackTime of the audio. This can be recreated by playing a song in MusicKit, recording the start time of the audio, playing for at least 10-20 seconds, and then comparing the playbackTime value to one calculated using the start time of the audio. In my experience this jump occurs after about 10 seconds of playback. Any help would be appreciated. Thanks!
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May ’25
Microphone Recording interrupts when phone ringing
I'm developing an iOS app that requires continuous audio recording. Currently, when a phone call comes in, the AVAudioSession is interrupted and recording stops completely during the ringing phase. While I understand recording should stop if the call is answered, my app needs to continue recording while the phone is merely ringing. I've observed that Apple's Voice Memos app maintains recording during incoming call rings. This indicates the hardware and iOS are capable of supporting this functionality. Request Please advise on any available AVAudioSession configurations or APIs that would allow my app to: Continue recording during an incoming call ring Only stop recording if/when the call is actually answered Impact This interruption significantly impacts the user experience and core functionality of my app. Workarounds like asking users to enable airplane mode are impractical and create a poor user experience. Questions Is there an approved way to maintain microphone access during call rings? If not currently possible, could this capability be considered for addition to a future iOS SDK? Are there any interim solutions or best practices Apple recommends for this use case? Thank you for your help. SUPPORT INFORMATION Did someone from Apple ask you to submit a code-level support request? No Do you have a focused test project that demonstrates your issue? Yes, I have a focused test project to submit with my request What code level support issue are you having? Problems with an Apple framework API in my app
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May ’25
how to enumerate build-in media devices?
Hello, I need to enumerate built-in media devices (cameras, microphones, etc.). For this purpose, I am using the CoreAudio and CoreMediaIO frameworks. According to the table 'Daemon-Safe Frameworks' in Apple’s TN2083, CoreAudio is daemon-safe. However, the documentation does not mention CoreMediaIO. Can CoreMediaIO be used in a daemon? If not, are there any documented alternatives to detect built-in cameras in a daemon (e.g., via device classes in IOKit)? Thank you in advance, Pavel
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May ’25
How to Get Device Orientation in Background (PiP) Mode?
My app is a camera app that supports Picture-in-Picture (PiP) mode. Normally, when the device rotates, I get the device orientation from iOS and use it to rotate the camera feed so that the preview stays correctly aligned. However, when the app enters PiP mode, it is considered to be in the background, and I can no longer receive orientation updates from the system. As a result, I can’t apply rotation corrections to the camera video in PiP mode. Is there any way to retrieve device orientation while the app is in the background (specifically during PiP mode)? Any guidance would be greatly appreciated. Thank you!
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May ’25
SystemAudio Capture API Fails with OSStatus error 1852797029 (kAudioCodecIllegalOperationError)
Issue Description I'm implementing a system audio capture feature using AudioHardwareCreateProcessTap and AudioHardwareCreateAggregateDevice. The app successfully creates the tap and aggregate device, but when starting the IO procedure with AudioDeviceStart, it sometimes fails with OSStatus error 1852797029. (The operation couldn’t be completed. (OSStatus error 1852797029.)) The error occurs inconsistently, which makes it particularly difficult to debug and reproduce. Questions Has anyone encountered this intermittent "nope" error code (0x6e6f7065) when working with system audio capture? Are there specific conditions or system states that might trigger this error sporadically? Are there any known workarounds for handling this intermittent failure case? Any insights or guidance would be greatly appreciated. I'm wondering if anyone else has encountered this specific "nope" error code (0x6e6f7065) when working with system audio capture.
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May ’25
AVAudioPlayer/SKAudioNode audio no longer plays after interruption
Hi 👋! We have a SpriteKit-based app where we play AVAudio sounds in three different ways: Effects (incl. UI sounds) with AVAudioPlayer. Long looping tracks with AVAudioPlayer. Short animation effects on the timeline of SpriteKit's SKScene files (effectively SKAudioNode nodes). We've found that when you exit the app or otherwise interrupt audio plays, future audio plays often fail. For example, there's a WebKit-based video trailer inside the app, and if you play it, our looping background music track (2.) will stop playing, and won't resume as you close the trailer (return from WebKit). This is probably due to us not manually restarting the track (so may well be easily fixed). Periodically played AVAudioPlayer audio (1.) are not affected. However, the more concerning thing is that the audio tracks on SKScene file timelines (3.) will no longer play. My hypothesis is that AVAudioEngine gets interrupted, and needs to be restarted for those AVAudioNode elements to regain functionality. Thing is, we don't deal with AVAudioEngine at all currently in the app, meaning it is never initiated to begin with. Obviously things return to normal when you remove the app from short-term memory and restart it. However, it seems many of our users aren't doing this, and often report audio failing presumably due to some interruption in the past without the app ever being cleared from memory. Any idea why timeline-run SKAudioNodes would fail like this? Should the app react to app backgrounding/foregrounding regarding audio? Any help would be very much appreciated ✌️!
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May ’25
Album parquet files don't include song names
The documentation of the Apple Music Feed API states that the Album object would include songs — a list of songs in the album. As per the doc, this would be an array of object Album.RelatedSong, which would include both an id and nameDefault. Unfortunately, the album parquet files only include the song id and not the name of the song itself. Please advise - is the documentation incorrect or are the recently posted parquet files in error?
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May ’25
Invalid album IDs in parquet files
I’m spot-checking some of the data I’m extracting from the Apple Music Feed parquet files and finding numerous issues of invalid album IDs. For example, just looking at any album with a primary artist id of 163043, I see a few albums that are not available at music.apple.com/us/album/NNN. These include: 981094158 - Time and the River 1803443737 - Celebration (Live New York ’80) 1525426873 - Anything You Want: The Warner-Reprise-Elektra Years I notice that neither of these album ids are returned using the general Music API, so I’m a bit confused why they would exist in the parquet files at all. Thanks.
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May ’25
I’m using ScreenCaptureKit on macOS to grab frames and measure end-to-end latency (capture → my delegate callback). For each CMSampleBuffer I read:
I’m using ScreenCaptureKit on macOS to grab frames and measure end-to-end latency (capture → my delegate callback). For each CMSampleBuffer I read: let pts = CMSampleBufferGetPresentationTimeStamp(sampleBuffer).seconds to get the “capture” timestamp, and I also extract the mach-absolute display time: let attachments = CMSampleBufferGetSampleAttachmentsArray(sampleBuffer, createIfNecessary: false) as? [[SCStreamFrameInfo: Any]] let displayMach = attachments?.first?[.displayTime] as? UInt64 // convert mach ticks to seconds... Then I compare both against the current time: let now = CACurrentMediaTime() let latencyFromPTS = now - pts let latencyFromDisplay = now - displayTimeSeconds But I consistently see negative values for both calculations—i.e. the PTS or displayTime often end up numerically larger than now. This suggests that the “presentation timestamp” and the mach-absolute display time are coming from a different epoch or clock domain than CACurrentMediaTime(). Questions: Which clocks/epochs does ScreenCaptureKit use for PTS and for .displayTime? How can I align these timestamps with CACurrentMediaTime() so that now - pts and now - displayTime reliably yield non-negative real-world latencies? Any pointers on the correct clock conversions or APIs to use would be greatly appreciated.
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May ’25
Significant Uptick in AVCaptureSessionWasInterrupted (Reason 4) Leading to Camera Black Screen and AVError Code -11803
In the latest production release of our iOS app (deployed via the App Store), we’ve observed a significant increase in AVCaptureSessionWasInterrupted notifications where the interruption reason has a rawValue of 4. The session does not automatically recover, even after returning from background or deleting/reinstalling the app. An employee ran into this and was able to get a recording. We see the below error when attempting to take photos. "Error Domain=AVFoundationErrorDomain Code=-11803 \"Cannot Record\" UserInfo={AVErrorRecordingFailureDomainKey=3, NSLocalizedDescription=Cannot Record, NSLocalizedRecoverySuggestion=Try recording again.}", } This interruption causes the camera preview to remain black, and any attempt to capture an image results in a failure with the following error: Some questions from our team: What common system conditions or foreground app behaviors can cause .videoDeviceNotAvailableWithMultipleForegroundApps (reason 4) to become persistent? Our teams under is under the impression the interruption reason 4 is mostly associated with iPad and PiP, but neither of these are true in the logs we see. Is manual recovery of the session required? Is there a recommended strategy to detect that the session is unrecoverable and gracefully notify the user or rebuild the session? Is there an instrument(s) in XCode you would recommend when trying to evaluate the increase in reason 4? Best, Ben
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May ’25
Mic audio before and after a call is answered
I have an app that records a health provider’s conversation with a patient. I am using Audio Queue Services for this. If a phone call comes in while recording, the doctor wants to be able to ignore the call and continue the conversation without touching the phone. If the doctor answers the call, that’s fine – I will stop the recording. I can detect when the call comes in and ends using CXCallObserver and AVAudioSession.interruptionNotification. Unfortunately, when a call comes in and before it is answered or dismissed, the audio is suppressed. After the call is dismissed, the audio continues to be suppressed. How can I continue to get audio from the mic as long as the user does not answer the phone call?
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May ’25
ShazamKit android sdk – 16 KB Page Size Support?
Hey, just wonderng if anyone knows whether the sdk for Android will be updated soon to support the new 16 KB memory page size requirement coming with Android 15? Google’s going to require all apps targeting Android 15+ to support it starting November 2025 Has anyone heard anything from Apple or the SDK team about this? Thanks!
Replies
1
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0
Views
206
Activity
May ’25
iOS Audio Routing - Bluetooth Output + Built-in Microphone Input
Hello! I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone. Desired behavior: Play audio through Bluetooth headset (AirPods) Record unprocessed environmental audio from the iPhone's built-in microphone Actual behavior: When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs) However, the actual audio data received is clearly still coming from the AirPods microphone The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds Environment Details Device: iPhone 12 Pro Max iOS Version: 18.4.1 Hardware: AirPods Audio Framework: AVAudioEngine (also tried AudioQueue) Code Attempted I've tried multiple approaches to force the correct routing: func configureAudioSession() { let session = AVAudioSession.sharedInstance() // Configure to allow Bluetooth output but use built-in mic try? session.setCategory(.playAndRecord, options: [.allowBluetoothA2DP, .defaultToSpeaker]) try? session.setActive(true) // Explicitly select built-in microphone if let inputs = session.availableInputs, let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) { try? session.setPreferredInput(builtInMic) print("Selected input: \(builtInMic.portName)") } // Log the current route let route = session.currentRoute print("Current input: \(route.inputs.first?.portName ?? "None")") // Configure audio engine with native format let inputNode = audioEngine.inputNode let nativeFormat = inputNode.inputFormat(forBus: 0) inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in // Process audio buffer // Despite showing "Built-in Microphone" in route, audio appears to be // coming from AirPods with voice isolation applied - welp! } try? audioEngine.start() } I've also tried various combinations of: Different audio session modes (.default, .measurement, .voiceChat) Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP) Setting session.setPreferredInput() both before and after activation Diagnostic Observations When AirPods are connected: AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput() The actual audio data received shows clear signs of AirPods' voice isolation processing Background/environmental sounds are actively filtered out... When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through. Questions Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output? Are there any lower-level configurations that might resolve this issue? Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
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0
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231
Activity
May ’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!
Replies
5
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0
Views
154
Activity
May ’25
​​Can VideoToolbox properly decode HEVC bitstreams when a single frame is split into multiple slice NALUs?​
I am currently developing an HEVC player using VideoToolbox on an iOS device. I have successfully created an HEVC decoder that receives HEVC streams from our custom image capture and encoding device, and it can decode and display images properly. However, when my image capture and encoding device configures the encoder to output HEVC streams with ​​fragmented NALUs​​ (i.e., an I-frame or P-frame is split and stored across multiple slice NALUs), the iOS decoder can be initialized successfully but fails to decode and output images. ​​Can VideoToolbox properly decode HEVC bitstreams when a single frame is split into multiple slice NALUs?​​ Key Observations: ​​1. Single-NALU frames​​ work fine. ​​2. Multi-NALU frames​​ (sliced I/P-frames) cause decoding failure. 3. The decoder session is created successfully (VTDecompressionSessionCreate returns no error).
Replies
0
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0
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208
Activity
May ’25
Customized IOKit extension not work
Hi guys, How to achieve the following feature on macOS when a USB device (Camera/Mic/Speaker) is connected: When a third-party video conferencing app is not in a meeting, ensure the app defaults to using the USB device (Camera/Mic/Speaker). When a third-party conferencing app is in a meeting, ensure the app automatically switches to the USB device (Camera/Mic/Speaker). I want to make use of IOKit extension to hidden or ignore build-in camera to realize the requirement. however the extension can't be loaded for Invalid permissions in MacOS 15.4.1, buildVersion:24E263. I also tried to run in in MacOS 14.4.1, which can be loaded but can't auto load when restart laptop as KDK version not match. Could you please give me some suggestion? Is it possible hidden build-in camera in MacOS M-series chip? Is there any other method to realize the feature. Thanks a lot.
Replies
7
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0
Views
398
Activity
May ’25
Does CMIO support "hide" build-in camera
Hi guys, Can I use CMIO to achieve the following feature on macOS when a USB device (Camera/Mic/Speaker) is connected: When a third-party video conferencing app is not in a meeting, ensure the app defaults to using the USB device (Camera/Mic/Speaker). When a third-party conferencing app is in a meeting, ensure the app automatically switches to the USB device (Camera/Mic/Speaker).
Replies
2
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0
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296
Activity
May ’25
AVAudioEngine : Split 1x4 channel bus into 4x1 channel busses?
I'm using a 4 channel USB Audio interface, with 4 microphones, and want to process them through 4 independent effect chains. However the output from AVAudioInputNode is a single 4 channel bus. How can I split this into 4 mono busses? The following code splits the input into 4 copies, and routes them through the effects, but each bus contains all four channels. How can I remap the channels to remove the unwanted channels from the bus? I tried using channelMap on the mixer node but that had no effect. I'm currently using this code primarily on iOS but it should be portable between iOS and MacOS. It would be possible to do this through a Matrix Mixer Node, but that seems completely overkill, for such a basic operation. I'm already using a Matrix Mixer to combine the inputs, and it's not well supported in AVAudioEngine. AVAudioInputNode *inputNode=[engine inputNode]; [inputNode setVoiceProcessingEnabled:NO error:nil]; NSMutableArray *micDestinations=[NSMutableArray arrayWithCapacity:trackCount]; for(i=0;i<trackCount;i++) { fixMicFormat[i]=[AVAudioMixerNode new]; [engine attachNode:fixMicFormat[i]]; // And create reverb/compressor and eq the same way... [engine connect:reverb[i] to:matrixMixerNode fromBus:0 toBus:i format:nil]; [engine connect:eq[i] to:reverb[i] fromBus:0 toBus:0 format:nil]; [engine connect:compressor[i] to:eq[i] fromBus:0 toBus:0 format:nil]; [engine connect:fixMicFormat[i] to:compressor[i] fromBus:0 toBus:0 format:nil]; [micDestinations addObject:[[AVAudioConnectionPoint alloc] initWithNode:fixMicFormat[i] bus:0] ]; } AVAudioFormat *inputFormat = [inputNode outputFormatForBus: 1]; [engine connect:inputNode toConnectionPoints:micDestinations fromBus:1 format:inputFormat];
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2
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317
Activity
May ’25
How to disable automatic updates to MPNowPlayingInfoCenter from AVPlayer
I’m building a SwiftUI app whose primary job is to play audio. I manage all of the Now-Playing metadata and Command center manually via the available shared instances: MPRemoteCommandCenter.shared() MPNowPlayingInfoCenter.default().nowPlayingInfo In certain parts of the app I also need to display videos, but as soon as I attach another AVPlayer, it automatically pushes its own metadata into the Control Center and overwrites my audio info. What I need: a way to show video inline without ever having that video player update the system’s Now-Playing info (or Control Center). In my app, I start by configuring the shared audio session do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: [ .allowAirPlay, .allowBluetoothA2DP ]) try AVAudioSession.sharedInstance().setActive(true) } catch { NSLog("%@", "**** Failed to set up AVAudioSession \(error.localizedDescription)") } and then set the MPRemoteCommandCenter commands and MPNowPlayingInfoCenter nowPlayingInfo like mentioned above. All this works without any issues as long as I only have one AVPlayer in my app. But when I add other AVPlayers to display some videos (and keep the main AVPlayer for the sound) they push undesired updates to MPNowPlayingInfoCenter: struct VideoCardView: View { @State private var player: AVPlayer let videoName: String init(player: AVPlayer = AVPlayer(), videoName: String) { self.player = player self.videoName = videoName guard let path = Bundle.main.path(forResource: videoName, ofType: nil) else { return } let url = URL(fileURLWithPath: path) let item = AVPlayerItem(url: url) self.player.replaceCurrentItem(with: item) } var body: some View { VideoPlayer(player: player) .aspectRatio(contentMode: .fill) .onAppear { player.isMuted = true player.allowsExternalPlayback = false player.actionAtItemEnd = .none player.play() MPNowPlayingInfoCenter.default().nowPlayingInfo = nil MPNowPlayingInfoCenter.default().playbackState = .stopped NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: player.currentItem, queue: .main) { notification in guard let finishedItem = notification.object as? AVPlayerItem, finishedItem === player.currentItem else { return } player.seek(to: .zero) player.play() } } .onDisappear { player.pause() } } } Which is why I tried adding: MPNowPlayingInfoCenter.default().nowPlayingInfo = nil MPNowPlayingInfoCenter.default().playbackState = .stopped // or .interrupted, .unknown But that didn't work. I also tried making a wrapper around the AVPlayerViewController in order to set updatesNowPlayingInfoCenter to false, but that didn’t work either: struct CustomAVPlayerView: UIViewControllerRepresentable { let player: AVPlayer func makeUIViewController(context: Context) -> AVPlayerViewController { let vc = AVPlayerViewController() vc.player = player vc.updatesNowPlayingInfoCenter = false vc.showsPlaybackControls = false return vc } func updateUIViewController(_ controller: AVPlayerViewController, context: Context) { controller.player = player } } Hence any help on how to embed video in SwiftUI without its AVPlayer touching MPNowPlayingInfoCenter would be greatly appreciated. All this was tested on an actual device with iOS 18.4.1, and built with Xcode 16.2 on macOS 15.5
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301
Activity
May ’25
MusicKit playbackTime Accuracy
Hello, Has anyone else experienced variations in the accuracy of the playbackTime value? After a few seconds of playback, the reported time adjusts by a fraction of a second, making it difficult to calculate the actual playbackTime of the audio. This can be recreated by playing a song in MusicKit, recording the start time of the audio, playing for at least 10-20 seconds, and then comparing the playbackTime value to one calculated using the start time of the audio. In my experience this jump occurs after about 10 seconds of playback. Any help would be appreciated. Thanks!
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131
Activity
May ’25
Microphone Recording interrupts when phone ringing
I'm developing an iOS app that requires continuous audio recording. Currently, when a phone call comes in, the AVAudioSession is interrupted and recording stops completely during the ringing phase. While I understand recording should stop if the call is answered, my app needs to continue recording while the phone is merely ringing. I've observed that Apple's Voice Memos app maintains recording during incoming call rings. This indicates the hardware and iOS are capable of supporting this functionality. Request Please advise on any available AVAudioSession configurations or APIs that would allow my app to: Continue recording during an incoming call ring Only stop recording if/when the call is actually answered Impact This interruption significantly impacts the user experience and core functionality of my app. Workarounds like asking users to enable airplane mode are impractical and create a poor user experience. Questions Is there an approved way to maintain microphone access during call rings? If not currently possible, could this capability be considered for addition to a future iOS SDK? Are there any interim solutions or best practices Apple recommends for this use case? Thank you for your help. SUPPORT INFORMATION Did someone from Apple ask you to submit a code-level support request? No Do you have a focused test project that demonstrates your issue? Yes, I have a focused test project to submit with my request What code level support issue are you having? Problems with an Apple framework API in my app
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2
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196
Activity
May ’25
how to enumerate build-in media devices?
Hello, I need to enumerate built-in media devices (cameras, microphones, etc.). For this purpose, I am using the CoreAudio and CoreMediaIO frameworks. According to the table 'Daemon-Safe Frameworks' in Apple’s TN2083, CoreAudio is daemon-safe. However, the documentation does not mention CoreMediaIO. Can CoreMediaIO be used in a daemon? If not, are there any documented alternatives to detect built-in cameras in a daemon (e.g., via device classes in IOKit)? Thank you in advance, Pavel
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173
Activity
May ’25
How to Get Device Orientation in Background (PiP) Mode?
My app is a camera app that supports Picture-in-Picture (PiP) mode. Normally, when the device rotates, I get the device orientation from iOS and use it to rotate the camera feed so that the preview stays correctly aligned. However, when the app enters PiP mode, it is considered to be in the background, and I can no longer receive orientation updates from the system. As a result, I can’t apply rotation corrections to the camera video in PiP mode. Is there any way to retrieve device orientation while the app is in the background (specifically during PiP mode)? Any guidance would be greatly appreciated. Thank you!
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76
Activity
May ’25
SystemAudio Capture API Fails with OSStatus error 1852797029 (kAudioCodecIllegalOperationError)
Issue Description I'm implementing a system audio capture feature using AudioHardwareCreateProcessTap and AudioHardwareCreateAggregateDevice. The app successfully creates the tap and aggregate device, but when starting the IO procedure with AudioDeviceStart, it sometimes fails with OSStatus error 1852797029. (The operation couldn’t be completed. (OSStatus error 1852797029.)) The error occurs inconsistently, which makes it particularly difficult to debug and reproduce. Questions Has anyone encountered this intermittent "nope" error code (0x6e6f7065) when working with system audio capture? Are there specific conditions or system states that might trigger this error sporadically? Are there any known workarounds for handling this intermittent failure case? Any insights or guidance would be greatly appreciated. I'm wondering if anyone else has encountered this specific "nope" error code (0x6e6f7065) when working with system audio capture.
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189
Activity
May ’25
AVAudioPlayer/SKAudioNode audio no longer plays after interruption
Hi 👋! We have a SpriteKit-based app where we play AVAudio sounds in three different ways: Effects (incl. UI sounds) with AVAudioPlayer. Long looping tracks with AVAudioPlayer. Short animation effects on the timeline of SpriteKit's SKScene files (effectively SKAudioNode nodes). We've found that when you exit the app or otherwise interrupt audio plays, future audio plays often fail. For example, there's a WebKit-based video trailer inside the app, and if you play it, our looping background music track (2.) will stop playing, and won't resume as you close the trailer (return from WebKit). This is probably due to us not manually restarting the track (so may well be easily fixed). Periodically played AVAudioPlayer audio (1.) are not affected. However, the more concerning thing is that the audio tracks on SKScene file timelines (3.) will no longer play. My hypothesis is that AVAudioEngine gets interrupted, and needs to be restarted for those AVAudioNode elements to regain functionality. Thing is, we don't deal with AVAudioEngine at all currently in the app, meaning it is never initiated to begin with. Obviously things return to normal when you remove the app from short-term memory and restart it. However, it seems many of our users aren't doing this, and often report audio failing presumably due to some interruption in the past without the app ever being cleared from memory. Any idea why timeline-run SKAudioNodes would fail like this? Should the app react to app backgrounding/foregrounding regarding audio? Any help would be very much appreciated ✌️!
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206
Activity
May ’25
Album parquet files don't include song names
The documentation of the Apple Music Feed API states that the Album object would include songs — a list of songs in the album. As per the doc, this would be an array of object Album.RelatedSong, which would include both an id and nameDefault. Unfortunately, the album parquet files only include the song id and not the name of the song itself. Please advise - is the documentation incorrect or are the recently posted parquet files in error?
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88
Activity
May ’25
Invalid album IDs in parquet files
I’m spot-checking some of the data I’m extracting from the Apple Music Feed parquet files and finding numerous issues of invalid album IDs. For example, just looking at any album with a primary artist id of 163043, I see a few albums that are not available at music.apple.com/us/album/NNN. These include: 981094158 - Time and the River 1803443737 - Celebration (Live New York ’80) 1525426873 - Anything You Want: The Warner-Reprise-Elektra Years I notice that neither of these album ids are returned using the general Music API, so I’m a bit confused why they would exist in the parquet files at all. Thanks.
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131
Activity
May ’25
I’m using ScreenCaptureKit on macOS to grab frames and measure end-to-end latency (capture → my delegate callback). For each CMSampleBuffer I read:
I’m using ScreenCaptureKit on macOS to grab frames and measure end-to-end latency (capture → my delegate callback). For each CMSampleBuffer I read: let pts = CMSampleBufferGetPresentationTimeStamp(sampleBuffer).seconds to get the “capture” timestamp, and I also extract the mach-absolute display time: let attachments = CMSampleBufferGetSampleAttachmentsArray(sampleBuffer, createIfNecessary: false) as? [[SCStreamFrameInfo: Any]] let displayMach = attachments?.first?[.displayTime] as? UInt64 // convert mach ticks to seconds... Then I compare both against the current time: let now = CACurrentMediaTime() let latencyFromPTS = now - pts let latencyFromDisplay = now - displayTimeSeconds But I consistently see negative values for both calculations—i.e. the PTS or displayTime often end up numerically larger than now. This suggests that the “presentation timestamp” and the mach-absolute display time are coming from a different epoch or clock domain than CACurrentMediaTime(). Questions: Which clocks/epochs does ScreenCaptureKit use for PTS and for .displayTime? How can I align these timestamps with CACurrentMediaTime() so that now - pts and now - displayTime reliably yield non-negative real-world latencies? Any pointers on the correct clock conversions or APIs to use would be greatly appreciated.
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206
Activity
May ’25
Tvos 18 (Show When Muted and Show on Skip Back)
Is there any way we can detect the status of the Show When Muted and Show on Skip Back device settings in code ?
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231
Activity
May ’25
Significant Uptick in AVCaptureSessionWasInterrupted (Reason 4) Leading to Camera Black Screen and AVError Code -11803
In the latest production release of our iOS app (deployed via the App Store), we’ve observed a significant increase in AVCaptureSessionWasInterrupted notifications where the interruption reason has a rawValue of 4. The session does not automatically recover, even after returning from background or deleting/reinstalling the app. An employee ran into this and was able to get a recording. We see the below error when attempting to take photos. "Error Domain=AVFoundationErrorDomain Code=-11803 \"Cannot Record\" UserInfo={AVErrorRecordingFailureDomainKey=3, NSLocalizedDescription=Cannot Record, NSLocalizedRecoverySuggestion=Try recording again.}", } This interruption causes the camera preview to remain black, and any attempt to capture an image results in a failure with the following error: Some questions from our team: What common system conditions or foreground app behaviors can cause .videoDeviceNotAvailableWithMultipleForegroundApps (reason 4) to become persistent? Our teams under is under the impression the interruption reason 4 is mostly associated with iPad and PiP, but neither of these are true in the logs we see. Is manual recovery of the session required? Is there a recommended strategy to detect that the session is unrecoverable and gracefully notify the user or rebuild the session? Is there an instrument(s) in XCode you would recommend when trying to evaluate the increase in reason 4? Best, Ben
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631
Activity
May ’25
Mic audio before and after a call is answered
I have an app that records a health provider’s conversation with a patient. I am using Audio Queue Services for this. If a phone call comes in while recording, the doctor wants to be able to ignore the call and continue the conversation without touching the phone. If the doctor answers the call, that’s fine – I will stop the recording. I can detect when the call comes in and ends using CXCallObserver and AVAudioSession.interruptionNotification. Unfortunately, when a call comes in and before it is answered or dismissed, the audio is suppressed. After the call is dismissed, the audio continues to be suppressed. How can I continue to get audio from the mic as long as the user does not answer the phone call?
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75
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May ’25