I am work an app development on an app which request an audio function in background as an alert sound.
during debug testing , the function work fine,
but once I testing standalone without debugging , The function not work , it will play out the sound when I back to app.
does any way to trace the issues ?
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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I need to implement a solution through an API or custom driver to completely block out the built-in speakers and microphone of Mac, because I need other apps to use specified external devices as audio input and output. Is there a way to achieve this requirement? What I mean is that even in system preferences, it should not be possible to choose the built-in microphone and speakers; only my external device can be used.
When I play an m3u8 video using AVPlayer, it can play smoothly at 2x speed. However, when I set it to 3x speed, the playback is not smooth and there is no sound.
Topic:
Media Technologies
SubTopic:
Video
My Environment:
Device: Mac (Apple Silicon, arm64)
OS: macOS 15.6.1
Description:
I'm developing a music app and have encountered an issue where I cannot update the playbackState in MPNowPlayingInfoCenter after my app loses audio focus to another app. Even though my app correctly calls [MPNowPlayingInfoCenter defaultCenter].playbackState = .paused, the system's Now Playing UI (Control Center, Lock Screen, AirPods controls) does not reflect this change. The UI remains stuck until the app that currently holds audio focus also changes its playback state.
I've observed this same behavior in other third-party music apps from the App Store, which suggests it might be a system-level issue.
Steps to Reproduce:
Use two most popular music apps in Chinese app Store (NeteaseCloud music and QQ music) (let's call them App A and App B):
Start playback in App A.
Start playback in App B. (App B now has audio focus, and App A is still playing).
Attempt to pause App A via the system's Control Center or its own UI.
Observed Behavior: App A's audio stream stops, but in the system's Now Playing controls, App A still appears to be playing. The progress bar continues to advance, and the pause button becomes unresponsive.
If you then pause App B, the Now Playing UI for App A immediately corrects itself and displays the proper "paused" state.
My Questions:
Is there a specific procedure required to update MPNowPlayingInfoCenter when an app is not the current "Now Playing" application?
Is this a known issue or expected behavior in macOS?
Are there any official workarounds or solutions to ensure the UI updates correctly?
I want to create a Live Photo. The project includes a .jpg image and a .mov video (2 seconds).
Two permissions in xcode have been added:
Privacy - Photo Library Usage Description
Privacy - Photo Library Additions Usage Description
Simulate: iphone 16, ios 18.3
The codes in ContentView.swift :
private func saveLivePhoto(imageURL: URL, videoURL: URL, completion: @escaping (Bool, Error?) -> Void) {
PHPhotoLibrary.shared().performChanges {
let creationRequest = PHAssetCreationRequest.forAsset()
let options = PHAssetResourceCreationOptions()
options.shouldMoveFile = false
creationRequest.addResource(with: .photo, fileURL: imageURL, options: options)
creationRequest.addResource(with: .pairedVideo, fileURL: videoURL, options: options)
} completionHandler: { success, error in
DispatchQueue.main.async {
print(error)
completion(success, error)
}
}
}
guard let imageURL = Bundle.main.url(forResource: "livephoto", withExtension: "jpeg"),
let videoURL = Bundle.main.url(forResource: "livephoto", withExtension: "mov") else {
showAlertMessage(title: "error", message: "cant find Live Photo ")
return
}
print("imageURL: \(imageURL)")
print("videoURL: \(videoURL)")
saveLivePhoto(imageURL: imageURL, videoURL: videoURL) { success, error in
if success {
xxxxx
} else {
xxxxx
}
}
Really need help, thanks
hi,
Is there an Audio Unit logo I can show on my website? I would love to show that my application is able to host Audio Unit plugins.
regards, Joël
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2
We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function:
var audioPlayer: AVAudioPlayer?
func soundPlay(resource: String, type: String){
guard let path = Bundle.main.path(forResource: resource, ofType: type) else {
return
}
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
audioPlayer!.delegate = self
try audioSession.setCategory(.playback)
} catch {
return
}
self.audioPlayer!.play()
}
The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping.
Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes.
My questions are:
**Is this expected behavior from AVAudioPlayer or AVAudioSession?
Could this be a known issue or a limitation in AVFoundation?
Is there any documentation or guidance on handling frequent sound playback safely?**
Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
Hi,
After updating to iOS 26, our app is experiencing playback failures with AVPlayer. The same code and streams work fine on iOS 18 and earlier.
Error:
Domain [CoreMediaErrorDomain]
Code [-15628]
Description [The operation couldn’t be completed.]
Underlying Error Domain [(null)]
Code [0]
Description [(null)]
Environment:
iOS version: iOS 26
Stream type: HLS (m3u8) with segment (.ts) files
Observed behaviour:
We don’t have concrete steps to reproduce the issue, but so far, we have observed that this error tends to occur under low network conditions.
I'm developing a video capture app using AVFoundation, designed specifically for use on a boat pylon to record slalom water skiing. This setup involves considerable vibration.
As you may know, the OIS that Apple began adding to lenses since the iPhone 7 is actually very problematic in high vibration circumstances, ironically creating very shaky video, whereas lenses without OIS produce perfectly stable video. Because of this, up until iPhone 14, the solution for my app was simply to use the Selfie lens, which did not have OIS.
Starting with iPhone 14 through iPhone 16 (non-Pro models), technical specs suggest the selfie lens still does not include OIS. However, I’m still seeing the same kind of shaky video behavior I see on OIS-equipped lenses. The one hardware change I see in this camera module is the addition of PDAF (Phase Detection Autofocus), so that is my best guess as to what is causing the unstable video.
1- Does that make any sense - that in high vibration settings, PDAF could create unstable video in the same way that OIS does? Or could it be something else that was changed between the iPhone 13 and 14 Selfie lens?
Thinking that the issue was PDAF, I figured that if I enabled my app to set a Manual Focus level, that ought to circumvent PDAF (expecting that if a lens is manually focusing, it can’t also be autofocusing via PDAF).
However, even with manual focus locked via AVCaptureDevice in my app, on the Selfie lens of an iPhone 16, the video still comes out very shaky, basically unusable. I also tested with the built-in Apple Camera app (using the press-and-hold to lock focus and exposure) and another 3rd party camera app to lock focus, all with the same results, so it's not that my app just isn't correctly doing manual focus.
So I'm stuck with these questions:
2- Does the selfie camera on iPhones 14–16 use PDAF even when focus is set to locked/manual mode?
3- Is there any way in AVFoundation to disable or suppress PDAF during video recording (e.g., a flag, device format setting, or private API)?
4- Is PDAF behavior or suppression documented or controllable via AVCaptureDevice or any related class?
5- If no control of PDAF is available, are there any best practices for stabilizing or smoothing this effect programmatically?
Note that I also have set my app to use the most aggressive form of stabilization available, so it defaults to .cinematicExtendedEnhanced, if that’s not available, then .cinematicExtended, etc. On the 16 Selfie lens, it is using .cinematicExtended. As an additional question:
6- Would those be the most appropriate stabilization settings for a high vibration environment, and if not, what would be best?
I’m running HomePod OS 26 on two HomePod minis and OS 18.6 on main HomePod (original)
I’ve enabled Crossfade in the Home app.
I’m playing Apple Music directly in the HomePod mini.
Crossfade just doesn’t work on any HomePod.
I can understand it not working on the HomePod - but why isn’t it working on the minis running OS 26?
I’ve tried disabling and enabling Crossfade, rebooting HomePods etc but nothing?!
Hello! I have been following the UsingAVFoundationToPlayAndPersistHTTPLiveStreams sample code in order to test persisting streams to disk. In addition to support for m3u8, I have noticed in testing that this also seems to work for MP3 Audio, simply by changing the plist entries to point to remote URLs with audio/mpeg content. Is this expected, or are there caveats that I should be aware of?
Thanks you!
I have implemented fetching Apple Music preview songs using a Swift framework integrated into a Unity app.
My requirement is to fetch full tracks from a user’s Apple Music library and play them inside Unity.
To do this, I understand that I need to handle authentication, generate a Developer Token, and then obtain a Music User Token to access the user’s Apple Music content.
Currently, I have an Individual Apple Developer account (not Organization).
Based on my research, it seems that:
With an Individual account, I can implement this functionality and even upload builds to TestFlight for internal testing.
However, when releasing the app publicly on the App Store, full-track playback may be restricted for Individual accounts and allowed only for Organization accounts.
👉 Can you confirm if this understanding is correct?
👉 Specifically, is it possible for an Individual account to fetch and play full-length tracks from a subscribed Apple Music user’s library (at least for internal/TestFlight testing)?
Topic:
Media Technologies
SubTopic:
General
Is there a way to permanently disable PHASE SDK logging? It seems to be a lot chattier than Apple's other SDKs.
While developing a RealityKit app that uses AudioPlaybackController, I must manually hide the PHASE SDK log output several times each day so I can see my app's log messages.
Thank you.
When changing a camera's exposure, AVFoundation provides a callback which offers the timestamp of the first frame captured with the new exposure duration: AVCaptureDevice.setExposureModeCustom(duration:, iso:, completionHandler:).
I want to get a similar callback when changing frame duration.
After setting AVCaptureDevice.activeVideoMinFrameDuration or AVCaptureDevice.activeVideoMinFrameDuration to a new value, how can I compute the index or the timestamp of the first camera frame which was captured using the newly set frame duration?
I have an app that displays artwork via MPMediaItem.artwork, requesting an image with a specific size. How do I get a media item's MPMediaItemAnimatedArtwork, and how to get the preview image and video to display to the user?
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
When making a call to https://api.music.apple.com/v1/me/library/artists to get a user's library artists, it returns the following (as an example):
[
{
id: 'r.FCwruQb',
type: 'library-artists',
href: '/v1/me/library/artists/r.FCwruQb?l=en-US',
attributes: { name: 'A Great Big World' }
},
{
id: 'r.7VSWOgj',
type: 'library-artists',
href: '/v1/me/library/artists/r.7VSWOgj?l=en-US',
attributes: { name: 'Aaliyah' }
},
...
]
If I try and use an artist id from that retuned data to look up additional information about the artist by calling https://api.music.apple.com/v1/catalog/us/artists/{id}, it fails.
User Library Artists don't seem to equal Catalog Artists.
It'd be great if there was a way to use these interchangeably. Am I missing something?
Howdy. I'm trying to access media from a users song library and receive:
<ICUserIdentityStoreACAccountBackend: 0x148f8af30> Failed to initialize active account, error=Error Domain=ICError Code=-7013 "Client is not entitled to access account store" UserInfo={NSDebugDescription=Client is not entitled to access account store}
I'm told I need to add a Media Library Access Capability. Nothing like this shows up in Xcode under Signing & Capabilities > +Capabilities. Also I can't find anything like this in my account in dev.apple.com.
How do I enable myself and a test user using another iPhone device to access my music and their music respectively?
Thanks!
Topic:
Media Technologies
SubTopic:
General
Tags:
App Tracking Transparency
Media Player
iOS
MusicKit
Session player regions populate blank, with no sound media when tracks or regions are created.