Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.

All subtopics
Posts under Media Technologies topic

Post

Replies

Boosts

Views

Activity

Indicate Packet Loss With AVAudioConverter for OPUS Decoding
I'm using an AVAudioConverter object to decode an OPUS stream for VoIP. The decoding itself works well, however, whenever the stream stalls (no more audio packet is available to decode because of network instability) this can be heard in crackling / abrupt stop in decoded audio. OPUS can mitigate this by indicating packet loss by passing a null pointer in the C-library to int opus_decode_float (OpusDecoder * st, const unsigned char * data, opus_int32 len, float * pcm, int frame_size, int decode_fec), see https://opus-codec.org/docs/opus_api-1.2/group__opus__decoder.html#ga9c554b8c0214e24733a299fe53bb3bd2. However, with AVAudioConverter using Swift I'm constructing an AVAudioCompressedBuffer like so:         let compressedBuffer = AVAudioCompressedBuffer(             format: VoiceEncoder.Constants.networkFormat,             packetCapacity: 1,             maximumPacketSize: data.count         )         compressedBuffer.byteLength = UInt32(data.count)         compressedBuffer.packetCount = 1   compressedBuffer.packetDescriptions! .pointee.mDataByteSize = UInt32(data.count)         data.copyBytes(             to: compressedBuffer.data .assumingMemoryBound(to: UInt8.self),             count: data.count         ) where data: Data contains the raw OPUS frame to be decoded. How can I specify data loss in this context and cause the AVAudioConverter to output PCM data whenever no more input data is available? More context: I'm specifying the audio format like this:         static let frameSize: UInt32 = 960         static let sampleRate: Float64 = 48000.0         static var networkFormatStreamDescription = AudioStreamBasicDescription(             mSampleRate: sampleRate,             mFormatID: kAudioFormatOpus,             mFormatFlags: 0,             mBytesPerPacket: 0,             mFramesPerPacket: frameSize,             mBytesPerFrame: 0,             mChannelsPerFrame: 1,             mBitsPerChannel: 0,             mReserved: 0         )         static let networkFormat = AVAudioFormat( streamDescription: &networkFormatStreamDescription )! I've tried 1) setting byteLength and packetCount to zero and 2) returning nil but setting .haveData in the AVAudioConverterInputBlock I'm using with no success.
1
1
932
May ’25
_MediaPlayer_AppIntents compilation error for iOS 26
getting an interesting error attempting to compile my app in Xcode 26 beta. error: Unable to find module dependency: '_MediaPlayer_AppIntents' (in target 'icatcher' from project 'icatcher') note: A dependency of main module 'MainModuleCrossImportOverlays' (in target 'icatcher' from project 'icatcher') Unable to find module dependency: '_MediaPlayer_AppIntents' Not sure what to try and pull to fix this issue
1
1
158
Jun ’25
Audio session activation occasionally fails from CarPlay
I'm working on adding CarPlay support to an audio app and am running into an issue. Occasionally, when a user opens the app from CarPlay while the main app scene is either not connected or is currently in the background, I will receive an error when attempting to activate the audio session. The code below mimics my setup: do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio) try AVAudioSession.sharedInstance().setActive(true) } catch { print(error) // NSOSStatusErrorDomain - 560557684: Session activation failed } That error code maps to AVAudioSession.ErrorCode.cannotInterruptOthers. Once in this state, all subsequent attempts to play different pieces of content will fail. However, things will start working normally if the user opens the app on their phone and tries again from CarPlay (while the app is in the foreground on their phone). I'm not sure why it would behave this way and want to note that I do have the audio background mode capability enabled. Has anyone else encountered this? Are there any workarounds or changes I could make to prevent this from happening?
0
1
205
Apr ’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.
1
0
132
May ’25
Apple Music API High Error Rate
I am getting high error rates from the Apple Music API. This has been happening for months now, and it is quite frustrating. It is a mix of 404, 504, and random 500 errors. I hit these endpoints all of the time, so it is not like I am hitting a resource that doesn't exist. Why is this happening? Is this a known issue that is getting worked on?
0
0
105
Jun ’25
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
0
1
167
Jun ’25
MPNowPlayingInfoCenter nowPlayingInfo throttled
Hello, I have been running into issues with setting nowPlayingInfo information, specifically updating information for CarPlay and the CPNowPlayingTemplate. When I start playback for an item, I see lock screen information update as expected, along with the CarPlay now playing information. However, the playing items are books with collections of tracks. When I select a new track(chapter) within the book, I set the MPMediaItemPropertyTitle to the new chapter name. This change is reflected correctly on the lock screen, but almost never appears correctly on the CarPlay CPNowPlayingTemplate. The previous chapter title remains set and never updates. I see "Application exceeded audio metadata throttle limit." in the debug console fairly frequently. From that a I figured that I need to minimize updates to the nowPlayingInfo dictionary. What I did: I store the metadata dictionary in a local dictionary and only set values in the main nowPlayingInfo dictionary when they are different from the current value. I kick off the nowPlayingInfo update via a task that initially sleeps for around 2 seconds (not a final value, just for my current testing). If a previous Task is active, it gets cancelled, so that only one update can happen within that time window. Neither of these things have been sufficient. I can switch between different titles entirely and the information updates (including cover art). But when I switch chapters within a title, the MPMediaItemPropertyTitle continues to get dropped. I know the value is getting set, because it updates on the lock screen correctly. In total, I have 12 keys I update for info, though with the above changes, usually 2-4 of them actually get updated with high frequency. I am running out of ideas to satisfy the throttling thresholds to accurately display metadata. I could use some advice. Thanks.
4
1
234
May ’25
Can I Fade Out Track Volume Before End Using ApplicationMusicPlayer?
I’m building a music app using Apple Music streaming via ApplicationMusicPlayer. My goal is to decrease the volume of the current song during the last 10 seconds, and when the next track begins, restore the volume to its normal level. I know that ApplicationMusicPlayer doesn’t expose a volume API, and I want to avoid triggering the system volume HUD. ✅ Using Apple Music streaming (not local files) ❓ Is it possible to implement per-track fade-out/fade-in logic with ApplicationMusicPlayer? Appreciate any clarification or official guidance!
0
0
118
Jun ’25
MusicKit for Android reports an error when playing stations
我在使用 musicKit SDK for Android 1.1.2 时,发现 MediaContainerType 只定义了三种类型: 无 = 0; 专辑 = 1; 播放列表 = 2; 未定义 RADIO_STATION 类型。 但是,com.apple.android.music.playback.model 的文档指出支持 RADIO_STATION 类型。 此问题在我传入 stations ID 后会导致错误: MediaSessionManager com.apple.android.music.sdk.testapp D onPlaybackError() Quincy java.io.IOException 请问如何解决这个问题?
1
1
89
May ’25
App Randomly Crashes During Continuous Sound Playback Using AVAudioPlayer
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.
0
0
232
May ’25
AVAssetResourceLoaderDelegate for radio stream
Hi everyone, I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time. I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue. Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio? Any tips, examples, or advice would be appreciated. Thanks!
0
0
162
Jun ’25
AVAssetWriterInputTaggedPixelBufferGroupAdaptor Hanging With Tagged Buffers
We've successfully implemented an AVAssetWriter to produce HLS streams (all code is Objective-C++ for interop with existing codebase) but are struggling to extend the operations to use tagged buffers. We're starting to wonder if the tagged buffers required for an MV-HEVC signal are fully supported when producing HLS segments in a live-stream setting. We generate a live stream of data using something like: UTType *t = [UTType typeWithIdentifier:AVFileTypeMPEG4]; m_writter = [[AVAssetWriter alloc] initWithContentType:t]; // - videoHint describes HEVC and width/height // - m_videoConfig includes compression settings and, when using MV-HEVC, // the correct keys are added (i.e. kVTCompressionPropertyKey_MVHEVCVideoLayerIDs) // The app was throwing an exception without these which was // useful to know when we got the configuration right. m_video = [[AVAssetWriterInput alloc] initWithMediaType:AVMediaTypeVideo outputSettings:m_videoConfig sourceFormatHint:videoHint]; For either path we're producing CVPixelBufferRefs that contain the raw pixel information (i.e. 32BGRA) so we use an adapter to make that as simple as possible. If we use a single view and a AVAssetWriterInputPixelBufferAdaptor things work out very well. We produce segments and the delegate is called. However, if we use the AVAssetWriterInputTaggedPixelBufferGroupAdaptor as exampled in the SideBySideToMVHEVC demo project, things go poorly. We create the tagged buffers with something like: CMTagCollectionRef collections[2]; CMTag leftTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)0), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_LeftEye) }; CMTagCollectionCreate( kCFAllocatorDefault, leftTags, 2, &(collections[0]) ); CMTag rightTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)1), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_RightEye) }; CMTagCollectionCreate( kCFAllocatorDefault, rightTags, 2, &(collections[1]) ); CFArrayRef tagCollections = CFArrayCreate( kCFAllocatorDefault, (const void **)collections, 2, &kCFTypeArrayCallBacks ); CVPixelBufferRef buffers[] = {*b, *alt}; CFArrayRef b = CFArrayCreate( kCFAllocatorDefault, (const void **)buffers, 2, &kCFTypeArrayCallBacks ); CMTaggedBufferGroupRef bufferGroup; OSStatus res = CMTaggedBufferGroupCreate( kCFAllocatorDefault, tagCollections, b, &bufferGroup ); Perhaps there's something about this OBJC code that I've buggered up? Hopefully! Anyways, when I submit this tagged bugger group to the adaptor: if (![mvVideoAdapter appendTaggedPixelBufferGroup:bufferGroup withPresentationTime:pts]) { // report error... } Appending does not raise any errors - eventually it just hangs on us and we never return from it... Real Issue: So either: The delegate assigned to the AVAssetWriter doesn't fire its assetWriter callback which should produce the segments The adapter hangs on the appendTaggedPixelBufferGroup before a segment is ready to be completed (but succeeds for a number of buffer groups before this happens). This is the same delegate class that's assigned to the non multi view code path if MV-HEVC is turned off which works perfectly.
1
0
126
Apr ’25
AirPlay v1 is broken in iOS 18.4?
After upgrading to iOS 18.4, I'm no longer able to establish an AirPlay v1 connection to an audio system. The symptom is that the AirPlay route picker just spins when trying to connect to an audio system. It eventually gives up. I tested this on an iPhone 14, connecting to a HomePod, AirPort express, AppleTV and a Wiim Pro. If I try connecting with AirPlay v2, ex: using Apple Music, the connection succeeds and audio can be played. I'm the developer of an app that plays audio over AirPlay while also recording. My app has to use AirPlay v1 because AvAudioSession doesn't allow the policy .longFormAudio when the category is .playAndRecord. This issue is a real pain as it means my app is suddenly broken for many thousands of users. Is anyone else seeing this issue? Any suggestions for a workaround?
2
3
558
Jun ’25
WWDC25 Camera & Photos group lab summary (Part 3 of 3)
(Note: this is part 3 of a 3 part posting. See Part 1 or Part 2) At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Camera & Photos. WWDC25 Camera & Photos group lab ran for one hour at 6 PM PST on Tuesday June 10th, 2025 Question 24 What’s the best approach for optimizing barcode scanning using AVFoundation or Vision in low-light or angled scenarios Turn on flash in low-light scenarios Lower framerate to improve exposure and reduce noise Wait until the capture is in focus/notify your user that they need to get closer Question 25 Recent iPhone models introduced macro mode which automatically switch between lenses to take into account of the focal distance difference. Is there official API to implement this, or should I implement them myself using LiDAR values. Using builtInTripleCamera and builtInDualWideCamera will automatically switch to macro when available Question 26 Is there a way to quickly create a thumbnail after the user selects an image with PhotosPicker? File provider API Additional questions from the WWDC25 in-person labs that occurred later in the WWDC week Question 1 When should I build my custom photo picker instead of using the system one? Always start with the system picker -> try embeddable customization APIs -> fallback to custom picker for very special needs Question 2 I'm building a new camera app for pros and I want to give my users the most un-processed image possible, and the most control over the capture as possible. How can I do that with AVCapture? If stills, Brief Bayer RAW capture overview, or Pro RAW if you want Apple's processing and dynamic range If video, talk about prores LOG. Custom exposure settings are available throguh the apis maybe global/local tonemapping discussion?
0
0
397
Jul ’25
Importing pictures with non-QT metadata
Movies taken with Android phones store their location metadata (and probably others) in ways that are ignored by Apple's ecosystem (QuickTime Player, Photos.app). I am considering creating a Spotlight importer so that this metadata is available to the sytem. But I have a couple of questions: Can a Spotlight importer add new data (like location) to the data that the standard importer already captured? Or would the new importer need to take over the whole data gathering? If so, would macOS allow that? Would that Spotlight importer be somehow used by e.g. Photos.app and QT Player to capture the location? Or would this end up in Spotlight "knowing" the location but Photos.app ignoring it? If so, maybe there is something more broadly useful than a Spotlight importer?
2
0
228
May ’25
Couldn't able to hear audio via speaker on ios real device
This is my native module code implementation I'm getting base64 encoded string from server and passing this to my native module of pcm player to play audio App.tsx PcmPlayer.writeChunk(e.data); PcmPlayer.swift import AVFoundation @objc(PcmPlayer) class PcmPlayer: RCTEventEmitter { private var engine: AVAudioEngine? private var playerNode: AVAudioPlayerNode? private var format: AVAudioFormat? private var bufferQueue = [Data]() private var isPlaying = false private var hasEnded = false private var scheduledBufferCount = 0 private let minBufferBytes = 50000 private let pcmQueue = DispatchQueue(label: "pcm.queue") override init() { super.init() } override func supportedEvents() -> [String]! { return ["onStatus", "onMessage"] } @objc(initPlayer:channels:bitsPerSample:) func initPlayer(_ sampleRate: NSNumber, channels: NSNumber, bitsPerSample: NSNumber) { pcmQueue.async { self.stopInternal() let session = AVAudioSession.sharedInstance() do { try session.setCategory(.playback, mode: .default, options: []) try session.setActive(true, options: .notifyOthersOnDeactivation) try session.setMode(.default) print("🔈 Audio session active. Output route:", session.currentRoute.outputs) } catch { print("❌ Audio session setup failed:", error) return } self.engine = AVAudioEngine() self.playerNode = AVAudioPlayerNode() guard let engine = self.engine, let playerNode = self.playerNode else { print("❌ Engine or playerNode is nil") return } engine.attach(playerNode) self.format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: sampleRate.doubleValue, channels: AVAudioChannelCount(channels.uintValue), interleaved: false) guard let format = self.format else { print("❌ Failed to create AVAudioFormat") return } engine.connect(playerNode, to: engine.mainMixerNode, format: format) do { try engine.start() playerNode.play() engine.mainMixerNode.outputVolume = 1.0 print("✅ AVAudioEngine started with format:", format) } catch { print("❌ Engine start failed:", error) } self.hasEnded = false } } @objc(writeChunk:) func writeChunk(_ base64Pcm: String) { pcmQueue.async { guard base64Pcm.count >= 10 else { print("⚠️ Skipping short base64 string") return } var padded = base64Pcm let mod4 = base64Pcm.count % 4 if mod4 > 0 { padded += String(repeating: "=", count: 4 - mod4) } guard let data = Data(base64Encoded: padded, options: .ignoreUnknownCharacters) else { print("❌ Failed to decode base64") return } self.bufferQueue.append(data) print("📥 Received PCM chunk (\(data.count) bytes)") print("📥 writeChunk called. isPlaying=\(self.isPlaying), bufferQueue.count=\(self.bufferQueue.count)") if !self.isPlaying { self.isPlaying = true self.waitForBufferAndStartPlayback() } else if self.scheduledBufferCount == 0 { self.isPlaying = true self.waitForBufferAndStartPlayback() } } } private func waitForBufferAndStartPlayback() { DispatchQueue.global().async { while self.queueSize() < self.minBufferBytes && !self.hasEnded { Thread.sleep(forTimeInterval: 0.01) } self.writeLoop() } } private func writeLoop() { DispatchQueue.global().async { writeLoop: while self.isPlaying { if self.bufferQueue.isEmpty { for _ in 0..<100 { Thread.sleep(forTimeInterval: 0.01) if !self.bufferQueue.isEmpty { break } } if self.bufferQueue.isEmpty { print("🔇 No more data to play after waiting") self.isPlaying = false break writeLoop } } var data: Data? self.pcmQueue.sync { if !self.bufferQueue.isEmpty { data = self.bufferQueue.removeFirst() } } guard let chunk = data else { print("⚠️ No data to process") continue } if let buffer = self.pcmBufferFromData(chunk) { self.scheduledBufferCount += 1 self.playerNode?.scheduleBuffer(buffer, completionHandler: { self.pcmQueue.async { self.scheduledBufferCount -= 1 if self.bufferQueue.isEmpty && self.scheduledBufferCount == 0 { print("ℹ️ Playback idle - waiting for more data") self.isPlaying = false } } }) } } } } private func pcmBufferFromData(_ data: Data) -> AVAudioPCMBuffer? { guard let format = self.format else { return nil } let frameCount = UInt32(data.count / 2) guard let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: frameCount) else { print("❌ Failed to create AVAudioPCMBuffer") return nil } buffer.frameLength = frameCount guard let floatChannelData = buffer.floatChannelData?[0] else { print("❌ floatChannelData is nil") return nil } data.withUnsafeBytes { (rawBuffer: UnsafeRawBufferPointer) in let int16Buffer = rawBuffer.bindMemory(to: Int16.self) let count = min(int16Buffer.count, Int(frameCount)) for i in 0..<count { floatChannelData[i] = Float32(int16Buffer[i]) / Float32(Int16.max) } } return buffer } @objc(stopPlayer) func stopPlayer() { pcmQueue.async { self.stopInternal() } } private func stopInternal() { print("🛑 stopInternal called") self.playerNode?.stop() self.engine?.stop() self.engine?.reset() self.playerNode = nil self.engine = nil self.format = nil self.bufferQueue.removeAll() self.isPlaying = false self.hasEnded = true self.scheduledBufferCount = 0 } @objc(canWrite:rejecter:) func canWrite(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { resolve(self.bufferQueue.count < 20) } } @objc(flushPlayer:rejecter:) func flushPlayer(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { self.bufferQueue.removeAll() resolve(nil) } } @objc static override func requiresMainQueueSetup() -> Bool { return false } private func queueSize() -> Int { return pcmQueue.sync { return self.bufferQueue.reduce(0) { $0 + $1.count } } } } I couldn't able to hear any audio via my real iOS device also it is working fine on emulator.
0
0
214
Jul ’25
FxPlug SDK 4.3.2 causes dyld errors when loaded on versions of macOS prior to 14.6
FxPlug is one of Apple’s official SDKs, recently updated to version 4.3.2. In theory the SDK should guarantee third-parties can build plug-ins that are backward compatible with older versions of Final Cut Pro, Motion and Compressor. FxPlug SDK includes two frameworks that third-party developers like me end up bundling inside our third-party plugins: FxPlug.framework and PlugInManager.framework. Behind the scenes, the SDK relies on PlugInKit, but the FxPlug.framework provides abstractions so that third-parties don't have to handle the intricacies of XPC directly. The most recent version of FxPlug.framework included with the SDK was possibly built with an error: the Info.plist shows a LSMinimumSystemVersion entry of 14.6, suggesting the binary may have been compiled and linked with MACOSX_DEPLOYMENT_TARGET set to 14.6 by accident. The problem: when older versions of Final Cut Pro or Motion load a third-party plugin (itself built with the appropriate deployment target, macOS 11 or 12, for example) on pre-macOS 14.6, the dynamic linker immediately loads Apple’s own FxPlug.framework, but this causes the process to crash immediately: Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libobjc.A.dylib 0x7ff81e065955 map_images_nolock + 5399 1 libobjc.A.dylib 0x7ff81e0643d6 map_images + 67 2 dyld 0x10bd551fb invocation function for block in dyld4::RuntimeState::setObjCNotifiers(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 275 3 dyld 0x10bd506c9 dyld4::RuntimeState::withLoadersReadLock(void () block_pointer) + 41 4 dyld 0x10bd550e2 dyld4::RuntimeState::setObjCNotifiers(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 82 5 dyld 0x10bd68d45 dyld4::APIs::_dyld_objc_notify_register(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 79 6 libobjc.A.dylib 0x7ff81e064244 _objc_init + 1279 7 libdispatch.dylib 0x7ff81e01d993 _os_object_init + 13 8 libdispatch.dylib 0x7ff81e02b1b8 libdispatch_init + 311 9 libSystem.B.dylib 0x7ff828fd585f libSystem_initializer + 238 10 dyld 0x10bd5ae4f invocation function for block in dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 182 11 dyld 0x10bd81aad invocation function for block in dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 242 12 dyld 0x10bd78e26 invocation function for block in dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 557 13 dyld 0x10bd47db3 dyld3::MachOFile::forEachLoadCommand(Diagnostics&, void (load_command const*, bool&) block_pointer) const + 129 14 dyld 0x10bd78bb7 dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 179 15 dyld 0x10bd81604 dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 466 16 dyld 0x10bd5ad82 dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 144 17 dyld 0x10bd6165a dyld4::PrebuiltLoader::runInitializers(dyld4::RuntimeState&) const + 30 18 dyld 0x10bd6e76e dyld4::APIs::runAllInitializersForMain() + 38 19 dyld 0x10bd4c38d dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 3443 20 dyld 0x10bd4b4e4 start + 388 Can someone at Apple with the right domain expertise confirm that this is the type of crash you would see because the framework was built assuming it would run on macOS 14.6 and later, and when facing an older environment (e.g. ObjC runtime) it lacks extra code that would ensure backward compatibility with the earlier ObjC runtime found on macOS 12.x?
2
0
219
Jun ’25
Indicate Packet Loss With AVAudioConverter for OPUS Decoding
I'm using an AVAudioConverter object to decode an OPUS stream for VoIP. The decoding itself works well, however, whenever the stream stalls (no more audio packet is available to decode because of network instability) this can be heard in crackling / abrupt stop in decoded audio. OPUS can mitigate this by indicating packet loss by passing a null pointer in the C-library to int opus_decode_float (OpusDecoder * st, const unsigned char * data, opus_int32 len, float * pcm, int frame_size, int decode_fec), see https://opus-codec.org/docs/opus_api-1.2/group__opus__decoder.html#ga9c554b8c0214e24733a299fe53bb3bd2. However, with AVAudioConverter using Swift I'm constructing an AVAudioCompressedBuffer like so:         let compressedBuffer = AVAudioCompressedBuffer(             format: VoiceEncoder.Constants.networkFormat,             packetCapacity: 1,             maximumPacketSize: data.count         )         compressedBuffer.byteLength = UInt32(data.count)         compressedBuffer.packetCount = 1   compressedBuffer.packetDescriptions! .pointee.mDataByteSize = UInt32(data.count)         data.copyBytes(             to: compressedBuffer.data .assumingMemoryBound(to: UInt8.self),             count: data.count         ) where data: Data contains the raw OPUS frame to be decoded. How can I specify data loss in this context and cause the AVAudioConverter to output PCM data whenever no more input data is available? More context: I'm specifying the audio format like this:         static let frameSize: UInt32 = 960         static let sampleRate: Float64 = 48000.0         static var networkFormatStreamDescription = AudioStreamBasicDescription(             mSampleRate: sampleRate,             mFormatID: kAudioFormatOpus,             mFormatFlags: 0,             mBytesPerPacket: 0,             mFramesPerPacket: frameSize,             mBytesPerFrame: 0,             mChannelsPerFrame: 1,             mBitsPerChannel: 0,             mReserved: 0         )         static let networkFormat = AVAudioFormat( streamDescription: &networkFormatStreamDescription )! I've tried 1) setting byteLength and packetCount to zero and 2) returning nil but setting .haveData in the AVAudioConverterInputBlock I'm using with no success.
Replies
1
Boosts
1
Views
932
Activity
May ’25
_MediaPlayer_AppIntents compilation error for iOS 26
getting an interesting error attempting to compile my app in Xcode 26 beta. error: Unable to find module dependency: '_MediaPlayer_AppIntents' (in target 'icatcher' from project 'icatcher') note: A dependency of main module 'MainModuleCrossImportOverlays' (in target 'icatcher' from project 'icatcher') Unable to find module dependency: '_MediaPlayer_AppIntents' Not sure what to try and pull to fix this issue
Replies
1
Boosts
1
Views
158
Activity
Jun ’25
Audio session activation occasionally fails from CarPlay
I'm working on adding CarPlay support to an audio app and am running into an issue. Occasionally, when a user opens the app from CarPlay while the main app scene is either not connected or is currently in the background, I will receive an error when attempting to activate the audio session. The code below mimics my setup: do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio) try AVAudioSession.sharedInstance().setActive(true) } catch { print(error) // NSOSStatusErrorDomain - 560557684: Session activation failed } That error code maps to AVAudioSession.ErrorCode.cannotInterruptOthers. Once in this state, all subsequent attempts to play different pieces of content will fail. However, things will start working normally if the user opens the app on their phone and tries again from CarPlay (while the app is in the foreground on their phone). I'm not sure why it would behave this way and want to note that I do have the audio background mode capability enabled. Has anyone else encountered this? Are there any workarounds or changes I could make to prevent this from happening?
Replies
0
Boosts
1
Views
205
Activity
Apr ’25
AutoMix Api Available in MusicKit
Is there any way for me to use an AutoMix api in my IOS apps, I would play tracks using the Apple Music api and use AutoMix to attempt to merge tracks. Is this feature/api available to developers.
Replies
0
Boosts
0
Views
136
Activity
Jun ’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.
Replies
1
Boosts
0
Views
132
Activity
May ’25
Apple Music API High Error Rate
I am getting high error rates from the Apple Music API. This has been happening for months now, and it is quite frustrating. It is a mix of 404, 504, and random 500 errors. I hit these endpoints all of the time, so it is not like I am hitting a resource that doesn't exist. Why is this happening? Is this a known issue that is getting worked on?
Replies
0
Boosts
0
Views
105
Activity
Jun ’25
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
Replies
0
Boosts
1
Views
167
Activity
Jun ’25
MPNowPlayingInfoCenter nowPlayingInfo throttled
Hello, I have been running into issues with setting nowPlayingInfo information, specifically updating information for CarPlay and the CPNowPlayingTemplate. When I start playback for an item, I see lock screen information update as expected, along with the CarPlay now playing information. However, the playing items are books with collections of tracks. When I select a new track(chapter) within the book, I set the MPMediaItemPropertyTitle to the new chapter name. This change is reflected correctly on the lock screen, but almost never appears correctly on the CarPlay CPNowPlayingTemplate. The previous chapter title remains set and never updates. I see "Application exceeded audio metadata throttle limit." in the debug console fairly frequently. From that a I figured that I need to minimize updates to the nowPlayingInfo dictionary. What I did: I store the metadata dictionary in a local dictionary and only set values in the main nowPlayingInfo dictionary when they are different from the current value. I kick off the nowPlayingInfo update via a task that initially sleeps for around 2 seconds (not a final value, just for my current testing). If a previous Task is active, it gets cancelled, so that only one update can happen within that time window. Neither of these things have been sufficient. I can switch between different titles entirely and the information updates (including cover art). But when I switch chapters within a title, the MPMediaItemPropertyTitle continues to get dropped. I know the value is getting set, because it updates on the lock screen correctly. In total, I have 12 keys I update for info, though with the above changes, usually 2-4 of them actually get updated with high frequency. I am running out of ideas to satisfy the throttling thresholds to accurately display metadata. I could use some advice. Thanks.
Replies
4
Boosts
1
Views
234
Activity
May ’25
Can I Fade Out Track Volume Before End Using ApplicationMusicPlayer?
I’m building a music app using Apple Music streaming via ApplicationMusicPlayer. My goal is to decrease the volume of the current song during the last 10 seconds, and when the next track begins, restore the volume to its normal level. I know that ApplicationMusicPlayer doesn’t expose a volume API, and I want to avoid triggering the system volume HUD. ✅ Using Apple Music streaming (not local files) ❓ Is it possible to implement per-track fade-out/fade-in logic with ApplicationMusicPlayer? Appreciate any clarification or official guidance!
Replies
0
Boosts
0
Views
118
Activity
Jun ’25
MusicKit for Android reports an error when playing stations
我在使用 musicKit SDK for Android 1.1.2 时,发现 MediaContainerType 只定义了三种类型: 无 = 0; 专辑 = 1; 播放列表 = 2; 未定义 RADIO_STATION 类型。 但是,com.apple.android.music.playback.model 的文档指出支持 RADIO_STATION 类型。 此问题在我传入 stations ID 后会导致错误: MediaSessionManager com.apple.android.music.sdk.testapp D onPlaybackError() Quincy java.io.IOException 请问如何解决这个问题?
Replies
1
Boosts
1
Views
89
Activity
May ’25
How to toggle usb device
Can i use iokit usb lib to disable build-in camera?
Replies
4
Boosts
0
Views
249
Activity
Jun ’25
App Randomly Crashes During Continuous Sound Playback Using AVAudioPlayer
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.
Replies
0
Boosts
0
Views
232
Activity
May ’25
AVAssetResourceLoaderDelegate for radio stream
Hi everyone, I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time. I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue. Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio? Any tips, examples, or advice would be appreciated. Thanks!
Replies
0
Boosts
0
Views
162
Activity
Jun ’25
AVAssetWriterInputTaggedPixelBufferGroupAdaptor Hanging With Tagged Buffers
We've successfully implemented an AVAssetWriter to produce HLS streams (all code is Objective-C++ for interop with existing codebase) but are struggling to extend the operations to use tagged buffers. We're starting to wonder if the tagged buffers required for an MV-HEVC signal are fully supported when producing HLS segments in a live-stream setting. We generate a live stream of data using something like: UTType *t = [UTType typeWithIdentifier:AVFileTypeMPEG4]; m_writter = [[AVAssetWriter alloc] initWithContentType:t]; // - videoHint describes HEVC and width/height // - m_videoConfig includes compression settings and, when using MV-HEVC, // the correct keys are added (i.e. kVTCompressionPropertyKey_MVHEVCVideoLayerIDs) // The app was throwing an exception without these which was // useful to know when we got the configuration right. m_video = [[AVAssetWriterInput alloc] initWithMediaType:AVMediaTypeVideo outputSettings:m_videoConfig sourceFormatHint:videoHint]; For either path we're producing CVPixelBufferRefs that contain the raw pixel information (i.e. 32BGRA) so we use an adapter to make that as simple as possible. If we use a single view and a AVAssetWriterInputPixelBufferAdaptor things work out very well. We produce segments and the delegate is called. However, if we use the AVAssetWriterInputTaggedPixelBufferGroupAdaptor as exampled in the SideBySideToMVHEVC demo project, things go poorly. We create the tagged buffers with something like: CMTagCollectionRef collections[2]; CMTag leftTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)0), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_LeftEye) }; CMTagCollectionCreate( kCFAllocatorDefault, leftTags, 2, &(collections[0]) ); CMTag rightTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)1), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_RightEye) }; CMTagCollectionCreate( kCFAllocatorDefault, rightTags, 2, &(collections[1]) ); CFArrayRef tagCollections = CFArrayCreate( kCFAllocatorDefault, (const void **)collections, 2, &kCFTypeArrayCallBacks ); CVPixelBufferRef buffers[] = {*b, *alt}; CFArrayRef b = CFArrayCreate( kCFAllocatorDefault, (const void **)buffers, 2, &kCFTypeArrayCallBacks ); CMTaggedBufferGroupRef bufferGroup; OSStatus res = CMTaggedBufferGroupCreate( kCFAllocatorDefault, tagCollections, b, &bufferGroup ); Perhaps there's something about this OBJC code that I've buggered up? Hopefully! Anyways, when I submit this tagged bugger group to the adaptor: if (![mvVideoAdapter appendTaggedPixelBufferGroup:bufferGroup withPresentationTime:pts]) { // report error... } Appending does not raise any errors - eventually it just hangs on us and we never return from it... Real Issue: So either: The delegate assigned to the AVAssetWriter doesn't fire its assetWriter callback which should produce the segments The adapter hangs on the appendTaggedPixelBufferGroup before a segment is ready to be completed (but succeeds for a number of buffer groups before this happens). This is the same delegate class that's assigned to the non multi view code path if MV-HEVC is turned off which works perfectly.
Replies
1
Boosts
0
Views
126
Activity
Apr ’25
AVCaptureMetadataOutput .face Not Triggering on iOS 26 – Regression or Intended Change?
Issue: In iOS 26 (tested on Developer Beta), AVCaptureMetadataOutputObjectsDelegate no longer receives callbacks when using .face detection. metadataOutput.metadataObjectTypes = [.face]
Replies
1
Boosts
7
Views
333
Activity
Jun ’25
AirPlay v1 is broken in iOS 18.4?
After upgrading to iOS 18.4, I'm no longer able to establish an AirPlay v1 connection to an audio system. The symptom is that the AirPlay route picker just spins when trying to connect to an audio system. It eventually gives up. I tested this on an iPhone 14, connecting to a HomePod, AirPort express, AppleTV and a Wiim Pro. If I try connecting with AirPlay v2, ex: using Apple Music, the connection succeeds and audio can be played. I'm the developer of an app that plays audio over AirPlay while also recording. My app has to use AirPlay v1 because AvAudioSession doesn't allow the policy .longFormAudio when the category is .playAndRecord. This issue is a real pain as it means my app is suddenly broken for many thousands of users. Is anyone else seeing this issue? Any suggestions for a workaround?
Replies
2
Boosts
3
Views
558
Activity
Jun ’25
WWDC25 Camera & Photos group lab summary (Part 3 of 3)
(Note: this is part 3 of a 3 part posting. See Part 1 or Part 2) At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Camera & Photos. WWDC25 Camera & Photos group lab ran for one hour at 6 PM PST on Tuesday June 10th, 2025 Question 24 What’s the best approach for optimizing barcode scanning using AVFoundation or Vision in low-light or angled scenarios Turn on flash in low-light scenarios Lower framerate to improve exposure and reduce noise Wait until the capture is in focus/notify your user that they need to get closer Question 25 Recent iPhone models introduced macro mode which automatically switch between lenses to take into account of the focal distance difference. Is there official API to implement this, or should I implement them myself using LiDAR values. Using builtInTripleCamera and builtInDualWideCamera will automatically switch to macro when available Question 26 Is there a way to quickly create a thumbnail after the user selects an image with PhotosPicker? File provider API Additional questions from the WWDC25 in-person labs that occurred later in the WWDC week Question 1 When should I build my custom photo picker instead of using the system one? Always start with the system picker -> try embeddable customization APIs -> fallback to custom picker for very special needs Question 2 I'm building a new camera app for pros and I want to give my users the most un-processed image possible, and the most control over the capture as possible. How can I do that with AVCapture? If stills, Brief Bayer RAW capture overview, or Pro RAW if you want Apple's processing and dynamic range If video, talk about prores LOG. Custom exposure settings are available throguh the apis maybe global/local tonemapping discussion?
Replies
0
Boosts
0
Views
397
Activity
Jul ’25
Importing pictures with non-QT metadata
Movies taken with Android phones store their location metadata (and probably others) in ways that are ignored by Apple's ecosystem (QuickTime Player, Photos.app). I am considering creating a Spotlight importer so that this metadata is available to the sytem. But I have a couple of questions: Can a Spotlight importer add new data (like location) to the data that the standard importer already captured? Or would the new importer need to take over the whole data gathering? If so, would macOS allow that? Would that Spotlight importer be somehow used by e.g. Photos.app and QT Player to capture the location? Or would this end up in Spotlight "knowing" the location but Photos.app ignoring it? If so, maybe there is something more broadly useful than a Spotlight importer?
Replies
2
Boosts
0
Views
228
Activity
May ’25
Couldn't able to hear audio via speaker on ios real device
This is my native module code implementation I'm getting base64 encoded string from server and passing this to my native module of pcm player to play audio App.tsx PcmPlayer.writeChunk(e.data); PcmPlayer.swift import AVFoundation @objc(PcmPlayer) class PcmPlayer: RCTEventEmitter { private var engine: AVAudioEngine? private var playerNode: AVAudioPlayerNode? private var format: AVAudioFormat? private var bufferQueue = [Data]() private var isPlaying = false private var hasEnded = false private var scheduledBufferCount = 0 private let minBufferBytes = 50000 private let pcmQueue = DispatchQueue(label: "pcm.queue") override init() { super.init() } override func supportedEvents() -> [String]! { return ["onStatus", "onMessage"] } @objc(initPlayer:channels:bitsPerSample:) func initPlayer(_ sampleRate: NSNumber, channels: NSNumber, bitsPerSample: NSNumber) { pcmQueue.async { self.stopInternal() let session = AVAudioSession.sharedInstance() do { try session.setCategory(.playback, mode: .default, options: []) try session.setActive(true, options: .notifyOthersOnDeactivation) try session.setMode(.default) print("🔈 Audio session active. Output route:", session.currentRoute.outputs) } catch { print("❌ Audio session setup failed:", error) return } self.engine = AVAudioEngine() self.playerNode = AVAudioPlayerNode() guard let engine = self.engine, let playerNode = self.playerNode else { print("❌ Engine or playerNode is nil") return } engine.attach(playerNode) self.format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: sampleRate.doubleValue, channels: AVAudioChannelCount(channels.uintValue), interleaved: false) guard let format = self.format else { print("❌ Failed to create AVAudioFormat") return } engine.connect(playerNode, to: engine.mainMixerNode, format: format) do { try engine.start() playerNode.play() engine.mainMixerNode.outputVolume = 1.0 print("✅ AVAudioEngine started with format:", format) } catch { print("❌ Engine start failed:", error) } self.hasEnded = false } } @objc(writeChunk:) func writeChunk(_ base64Pcm: String) { pcmQueue.async { guard base64Pcm.count >= 10 else { print("⚠️ Skipping short base64 string") return } var padded = base64Pcm let mod4 = base64Pcm.count % 4 if mod4 > 0 { padded += String(repeating: "=", count: 4 - mod4) } guard let data = Data(base64Encoded: padded, options: .ignoreUnknownCharacters) else { print("❌ Failed to decode base64") return } self.bufferQueue.append(data) print("📥 Received PCM chunk (\(data.count) bytes)") print("📥 writeChunk called. isPlaying=\(self.isPlaying), bufferQueue.count=\(self.bufferQueue.count)") if !self.isPlaying { self.isPlaying = true self.waitForBufferAndStartPlayback() } else if self.scheduledBufferCount == 0 { self.isPlaying = true self.waitForBufferAndStartPlayback() } } } private func waitForBufferAndStartPlayback() { DispatchQueue.global().async { while self.queueSize() < self.minBufferBytes && !self.hasEnded { Thread.sleep(forTimeInterval: 0.01) } self.writeLoop() } } private func writeLoop() { DispatchQueue.global().async { writeLoop: while self.isPlaying { if self.bufferQueue.isEmpty { for _ in 0..<100 { Thread.sleep(forTimeInterval: 0.01) if !self.bufferQueue.isEmpty { break } } if self.bufferQueue.isEmpty { print("🔇 No more data to play after waiting") self.isPlaying = false break writeLoop } } var data: Data? self.pcmQueue.sync { if !self.bufferQueue.isEmpty { data = self.bufferQueue.removeFirst() } } guard let chunk = data else { print("⚠️ No data to process") continue } if let buffer = self.pcmBufferFromData(chunk) { self.scheduledBufferCount += 1 self.playerNode?.scheduleBuffer(buffer, completionHandler: { self.pcmQueue.async { self.scheduledBufferCount -= 1 if self.bufferQueue.isEmpty && self.scheduledBufferCount == 0 { print("ℹ️ Playback idle - waiting for more data") self.isPlaying = false } } }) } } } } private func pcmBufferFromData(_ data: Data) -> AVAudioPCMBuffer? { guard let format = self.format else { return nil } let frameCount = UInt32(data.count / 2) guard let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: frameCount) else { print("❌ Failed to create AVAudioPCMBuffer") return nil } buffer.frameLength = frameCount guard let floatChannelData = buffer.floatChannelData?[0] else { print("❌ floatChannelData is nil") return nil } data.withUnsafeBytes { (rawBuffer: UnsafeRawBufferPointer) in let int16Buffer = rawBuffer.bindMemory(to: Int16.self) let count = min(int16Buffer.count, Int(frameCount)) for i in 0..<count { floatChannelData[i] = Float32(int16Buffer[i]) / Float32(Int16.max) } } return buffer } @objc(stopPlayer) func stopPlayer() { pcmQueue.async { self.stopInternal() } } private func stopInternal() { print("🛑 stopInternal called") self.playerNode?.stop() self.engine?.stop() self.engine?.reset() self.playerNode = nil self.engine = nil self.format = nil self.bufferQueue.removeAll() self.isPlaying = false self.hasEnded = true self.scheduledBufferCount = 0 } @objc(canWrite:rejecter:) func canWrite(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { resolve(self.bufferQueue.count < 20) } } @objc(flushPlayer:rejecter:) func flushPlayer(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { self.bufferQueue.removeAll() resolve(nil) } } @objc static override func requiresMainQueueSetup() -> Bool { return false } private func queueSize() -> Int { return pcmQueue.sync { return self.bufferQueue.reduce(0) { $0 + $1.count } } } } I couldn't able to hear any audio via my real iOS device also it is working fine on emulator.
Replies
0
Boosts
0
Views
214
Activity
Jul ’25
FxPlug SDK 4.3.2 causes dyld errors when loaded on versions of macOS prior to 14.6
FxPlug is one of Apple’s official SDKs, recently updated to version 4.3.2. In theory the SDK should guarantee third-parties can build plug-ins that are backward compatible with older versions of Final Cut Pro, Motion and Compressor. FxPlug SDK includes two frameworks that third-party developers like me end up bundling inside our third-party plugins: FxPlug.framework and PlugInManager.framework. Behind the scenes, the SDK relies on PlugInKit, but the FxPlug.framework provides abstractions so that third-parties don't have to handle the intricacies of XPC directly. The most recent version of FxPlug.framework included with the SDK was possibly built with an error: the Info.plist shows a LSMinimumSystemVersion entry of 14.6, suggesting the binary may have been compiled and linked with MACOSX_DEPLOYMENT_TARGET set to 14.6 by accident. The problem: when older versions of Final Cut Pro or Motion load a third-party plugin (itself built with the appropriate deployment target, macOS 11 or 12, for example) on pre-macOS 14.6, the dynamic linker immediately loads Apple’s own FxPlug.framework, but this causes the process to crash immediately: Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libobjc.A.dylib 0x7ff81e065955 map_images_nolock + 5399 1 libobjc.A.dylib 0x7ff81e0643d6 map_images + 67 2 dyld 0x10bd551fb invocation function for block in dyld4::RuntimeState::setObjCNotifiers(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 275 3 dyld 0x10bd506c9 dyld4::RuntimeState::withLoadersReadLock(void () block_pointer) + 41 4 dyld 0x10bd550e2 dyld4::RuntimeState::setObjCNotifiers(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 82 5 dyld 0x10bd68d45 dyld4::APIs::_dyld_objc_notify_register(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 79 6 libobjc.A.dylib 0x7ff81e064244 _objc_init + 1279 7 libdispatch.dylib 0x7ff81e01d993 _os_object_init + 13 8 libdispatch.dylib 0x7ff81e02b1b8 libdispatch_init + 311 9 libSystem.B.dylib 0x7ff828fd585f libSystem_initializer + 238 10 dyld 0x10bd5ae4f invocation function for block in dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 182 11 dyld 0x10bd81aad invocation function for block in dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 242 12 dyld 0x10bd78e26 invocation function for block in dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 557 13 dyld 0x10bd47db3 dyld3::MachOFile::forEachLoadCommand(Diagnostics&, void (load_command const*, bool&) block_pointer) const + 129 14 dyld 0x10bd78bb7 dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 179 15 dyld 0x10bd81604 dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 466 16 dyld 0x10bd5ad82 dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 144 17 dyld 0x10bd6165a dyld4::PrebuiltLoader::runInitializers(dyld4::RuntimeState&) const + 30 18 dyld 0x10bd6e76e dyld4::APIs::runAllInitializersForMain() + 38 19 dyld 0x10bd4c38d dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 3443 20 dyld 0x10bd4b4e4 start + 388 Can someone at Apple with the right domain expertise confirm that this is the type of crash you would see because the framework was built assuming it would run on macOS 14.6 and later, and when facing an older environment (e.g. ObjC runtime) it lacks extra code that would ensure backward compatibility with the earlier ObjC runtime found on macOS 12.x?
Replies
2
Boosts
0
Views
219
Activity
Jun ’25