Hello,
I'm observing an intermittent memory leak being reported in the iOS Simulator when initializing and starting an AVAudioEngine. Even with minimal setup—just attaching a single AVAudioPlayerNode and connecting it to the mainMixerNode—Xcode's memory diagnostics and Instruments sometimes flag a leak.
Here is a simplified version of the code I'm using:
// This function is called when the user taps a button in the view controller:
#import "ViewController.h"
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
}
- (IBAction)myButtonAction:(id)sender {
NSLog(@"Test");
soundCreate();
}
@end
// media.m
static AVAudioEngine *audioEngine = nil;
void soundCreate(void)
{
if (audioEngine != nil)
return;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
[[AVAudioSession sharedInstance] setActive:YES error:nil];
audioEngine = [[AVAudioEngine alloc] init];
AVAudioPlayerNode* playerNode = [[AVAudioPlayerNode alloc] init];
[audioEngine attachNode:playerNode];
[audioEngine connect:playerNode to:(AVAudioNode *)[audioEngine mainMixerNode] format:nil];
[audioEngine startAndReturnError:nil];
}
In the memory leak report, the following call stack is repeated, seemingly in a loop:
ListenerMap::InsertEvent(XAudioUnitEvent const&, ListenerBinding*) AudioToolboxCore
ListenerMap::AddParameter(AUListener*, void*, XAudioUnitEvent const&) AudioToolboxCore
AUListenerAddParameter AudioToolboxCore
addOrRemoveParameterListeners(OpaqueAudioComponentInstance*, AUListenerBase*, AUParameterTree*, bool) AudioToolboxCore
0x180178ddf
Audio
RSS for tagDive into the technical aspects of audio on your device, including codecs, format support, and customization options.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I have a Catalyst app ('container') which hosts an embedded AUv3 Audio Unit extension ('plugin'). This used to work for years and has worked with this project until a few days ago.
it still works on iOS as expected
on MacOS the extension is never registered/installed and won't load
extension won't show up with AUVal
seems to have stopped working with the 26.1 XCode update
I'm fairly certain the problem is not code related (i.e. likely build settings, project settings, entitlements, signing, etc.)
I have compared all settings with another still-working project and can't find any meaningful difference
(I can't request code-level support because even the minimal thing vastly exceeds the 250 lines of code limit.)
How can I debug the issue? I literally don't know where to start to fix this problem, short of rebuilding the entire thing and hope that it magically starts working again.
I am developing an app that uses MusicKit to play music and then I need to have spoken words played to the user, while ducking the audio coming from MusicKit (application music player)
the built in Siri voices are not off sufficient quality so I am using an external service to create an mp3 file and then play this back using AVAudioSession
Sample code below
the problem I am having is that .duckOthers is not ducking the Application Music Player output
Is this a bug or am I doing this wrong?
// Configure audio session for system-wide ducking
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio, options: [.duckOthers, .mixWithOthers])
try AVAudioSession.sharedInstance().setActive(true)
// Set the ducking level to maximum
try AVAudioSession.sharedInstance().setPreferredIOBufferDuration(0.005)
// Create and configure audio player
self.audioPlayer = try AVAudioPlayer(data: audioData)
self.audioPlayer?.delegate = self
self.audioPlayer?.volume = 1.0 // Ensure full volume for speech
self.audioPlayer?.prepareToPlay()
// Set the audio player's settings for maximum clarity
self.audioPlayer?.enableRate = false
self.audioPlayer?.pan = 0.0 // Center the audio
self.audioPlayer?.play()
I'm using MusicKit for DRM track playback in my iOS app and a third party library to play local user-owned music on the file system and from the music library.
This app is also supporting accessory devices that offer Bluetooth remote media control.
The wish is to achieve parity between how the remote interacts with user owned music and the DRM / cloud / Apple Music tracks in my application music player.
Track navigation, app volume (rather than system volume), and scrubbing need to work consistently on a mix of tracks which could alternate DRM and cloud status within one album or playlist.
Apple Music queue and track pickers are not useful tools in my app.
How can I support playing DRM and Apple Music tracks while not surrendering the remote control features to the system?
I'm working on adding Spatial Audio support to a game on the Mac. I'm looking at the SpatialAudioRenderer sample but having some issues.
It's unclear to me when a device is compatible with Spatial Audio and when I should attempt to render Spatial Audio. There is no property that I can find on the Mac that advertises Spatial Audio compatibility on a device.
The sample crashes when the output device is a USB device. This includes the Apple Studio Display.
The Apple Studio Display is supposed to be capable of rendering Spatial Audio. The device doesn't work with the sample - do I still need to render down the 7.1.4 source on this device? The sample always renders down to Stereo, but the Apple Studio Display is not a Stereo device.
I'm a bit confused by the sample and when/how I should configure the mixing unit.
Topic:
Media Technologies
SubTopic:
Audio
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction.
Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio.
Specifically, I would like to understand:
What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones?
When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture?
Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)?
For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful.
Thank you in advance!
Best regards.
Does anyone know how to pronounce the sound of a specific instrument when you tap a button on the screen on your iPhone or iPad? Now, in the middle of creating a music learning app, I'm thinking of assigning monotones or chords to the button-like frames on the keyboard and fingerboard on the screen. Can it be achieved with SwiftUI chords alone? Once upon a time, MIDI level 1 I remember that there was a pronunciation function of the instrument, but I don't think about implementing the same function in the current OS. Please lend me your wisdom.
Topic:
Media Technologies
SubTopic:
Audio
A bit of a novice to app development here but I have a paid developer account, I have registered the identifier for MusicKit on the developer website (using the bundle identifier I've selected in Xcode) but the option to add MusicKit as a capability is not available in Xcode?
I've manually updated the certificates, closed the app and reopened it, started a new project and tried with a different demo project?
Apologies if I am missing something obvious but could someone help me get this capability added?
I'm working on a project to support spatial audio editing, using this sample project as a reference: https://developer.apple.com/documentation/Cinematic/editing-spatial-audio-with-an-audio-mix
This sample works well on an unedited capture, but does not work for a capture that has already been edited.
The failure is occurring at "let audioInfo = try await CNAssetSpatialAudioInfo(asset: myAsset)", which is throwing "no eligible audio tracks in asset".
I also find that for already edited captures, if i use CNAssetSpatialAudioInfo.assetContainsSpatialAudio, it returns false.
What i mean by "already edited" is that if I take a spatial capture with my iPhone 16, and then edit that capture in the Photos app using the Cinematic effect, and then save the edited output (e.g. edited_capture.mov), I can't import that edited_capture.mov into my project as a spatial audio asset.
Is this intentional behavior or a bug?
If it's intentional, can you describe why?
Topic:
Media Technologies
SubTopic:
Audio
Hello,
I'm evaluating the Apple Music Feed dataset and I noticed that the total number of songs available in the feed is too small. As of today, the number of objects returned in each feed is:
51,198,712 albums
23,093,698 artists
173,235,315 songs
This gives an average of 3.38 songs per album which is quite low. Also, iterating on the data I see that there are albums referencing songs that don't exist in the songs feed. I would like to know:
Is the feed data incomplete?
If so, in what situations an object may be missing from the feed?
Thank you in advance!
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 😅
Hi, I believe I've found a potential error in the sample code on the documentation page for creating and using a process tap with an aggregate device. The issue is in the section explaining how to add a tap to the aggregate device. I have already filed a Feedback Assistant ticket on this (ID: FB17411663) but haven't heard back for months.
Capturing system audio with Core Audio taps
The sample code for modifying the kAudioAggregateDevicePropertyTapList incorrectly uses the tapID as the target AudioObjectID when calling AudioObjectSetPropertyData.
// (Code to get the list and potentially modify listAsArray)
if var listAsArray = list as? [CFString] {
// ... (modification logic) ...
// Set the list back on the aggregate device. <--- The comment is correct
list = listAsArray as CFArray
_ = withUnsafeMutablePointer(to: &list) { list in
// INCORRECT: This call uses tapID as the target object.
AudioObjectSetPropertyData(tapID, &propertyAddress, 0, nil, propertySize, list)
}
}
The kAudioAggregateDevicePropertyTapList is a property that belongs to the aggregate device, not the individual tap. Therefore, to set this property, the AudioObjectSetPropertyData function must target the AudioObjectID of the aggregate device itself. Using tapID as the first argument is logically incorrect for this operation and will not update the aggregate device as intended.
Furthermore, the preceding AudioObjectGetPropertyData call to fetch the list also appears to use the incorrect tapID as its target in the sample.
The AudioObjectID for both getting and setting this property should be the ID of the aggregate device.
_ = AudioObjectGetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, &propertySize, &list)
_ = AudioObjectSetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, propertySize, newList)
Thank you!
Hi,
I've had a new deck installed in my car for about 1.5 weeks.
I'm having compatibility issues with my 15PM.
It happens both wired and wirelessly, I get the error "Accessory not supported by this device". It used to happen all the time, now it's 50/50. Sometimes it works.
I've removed and added Bluetooth multiple times on phone and deck, I bought a belkin usb-c to usb-a cable today and it seems to fix it but the problem comes back.
I've changed the setting "FaceID and passcode-allow access when locked-accessories."
The car stereo guy reckons it's definitely an issue with the phone not the deck, I'm inclined to believe him since the error states "by this device".
Any advice appreciated.
Topic:
Media Technologies
SubTopic:
Audio
Hello,
I'm trying to determine the best/recommended AVAudioSession configuration (i.e category, mode, and options) for the following use-case.
Essentially, I'd like to switch between periods of playing an audio file and then recognizing speech. The audio file is typically speech and I don't intend for playback and speech recognition to occur simultaneously. I'd like for the user to sill be able to interact with Siri and I'd like for it to work with CarPlay where navigation prompts can occur.
I would assume the category to use is 'playAndRecord', but I'm not sure if it's better to just set that once for the entire lifecycle, or set to 'playback' for audio file playback and then switch to 'playAndRecord' for speech recognition . I'm also not sure on the best 'mode' and 'options' to set. Any suggestions would be appreciated.
Thanks.
Hello everyone,
I've written an audio unit plugin that needs to be aware of any upstream latency caused by heavy plugins before it on the channel. Is there any way to query this? I know that Logic applies PDC at the channel's output (summing point), but I need to know what the accumulated latency is at the point the audio enters my plugin. Thanks!
Topic:
Media Technologies
SubTopic:
Audio
Recently, after the update of 26.3 Mac OS (Tahoe), the ordering of my music app has been horrible at best - music disappearing, tracks not aligning with albums (even if the albums are different years).
It's created quite a problem, because the disappearing tracks issue seems to be replicating to iOS devices as well (although track numbering and album association seem to be stable). Has anyone else heard of this issue?
Topic:
Media Technologies
SubTopic:
Audio
Hi,
when a CoreMIDI driver controls physical HW it is probably quite commune to have to control the amount of MIDI data received from the system.
What comes to mind is to just delay returning control of the MIDIDriverInterface::Send() callback to the calling process. While the application trying to send MIDI really stalls until the callback returns it seems only to be a side effect of a generally stalled CoreMIDI server. Between the callbacks the application can send as much MIDI data as it wants to CoreMIDI, it's buffering seems to be endless... However the HW might not be able to play out all the data.
It seems there is no way to indicate an overflow/full buffer situation back the application/CoreMIDI. How is this supposed to work?
Thanks, any hints or pointers are highly appreciated!
Hagen.
I found that the aggregated device correctly obtains input channels in the standard microphone mode. However, in voice isolation mode, it only retrieves channels from the first sub-device in the aggregated device's list. If I want to properly obtain channel information in voice isolation mode, how should I do it?
Is there a way to destroy MIDIUMPMutableEndpoint again?
In my app, the user has a setting to enable and disable MIDI 2.0. If MIDI 2.0 should not be supported (or if iOS version < 18), it creates a virtual destination and a virtual source. And if MIDI 2.0 should be enabled, it instead creates a MIDIUMPMutableEndpoint, which itself creates the virtual destination and source automatically.
So here is my problem: I didn't find any way to destroy the MIDIUMPMutableEndpoint again. There is a method to disable it (setEnabled:NO), but that doesn't destroy or hide the virtual destination and source. So when the user turns MIDI 2.0 support off, I will have two virtual destinations and sources, and cannot get rid of the 2.0 ones.
What is the correct way to get rid of the MIDIUMPMutableEndpoint once it is created?
When using the Apple Devices to sync Apple Music to iPhone where is the Apple Devices backup being written to?
Apple Devices->music->sync.
Not trying to backup the iPhone via Apple Devices app.