Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possi
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Popping Sound
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I’m seeing consistent failures using SoundAnalysis live classification when my app moves to the background. Setup iOS 17.x AVAudioEngine mic capture SNAudioStreamAnalyzer SNClassifySoundRequest(classifierIdentifier: .version1) UIBackgroundModes = audio AVAudioSession .record / .playAndRecord, active Audio capture + level metering continue working in background (mic indicator stays on) Issue As soon as the app enters background / screen locks: SoundAnalysis starts failing every second with domain:com.apple.SoundAnalysis, code:2(SNErrorCode.operationFailed) Audio capture itself continues normally When the app returns to foreground, classification immediately resumes without restarting the engine/analyzer Question Is live background sound classification with the built-in SoundAnalysis classifier officially unsupported or known to fail in background? If so, is a custom Core ML model the only supported approach for background detection? Or is there a required configuration I’m m
Is it possible? Sure. It's always possible for Apple to approve an app as long as it complies with all Developer and App Review requirements. If you add new features, then you'll need to release an update. If you're concerned that your app might not have enough real functionality, then your judgement might be sound.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
I know this post isn't going to give a lot of details, but what I experienced tonight was so completely weird that I wanted to get it posted here in case others run into it: FIRST: All was well until I made a trivial change to a large Objective-C++ module. I suddenly got the idea to look at that line in the code review pane, to see if that area of code had ever had recent modifications. But, the entire module showed up as modified -- one giant change bar, with nothing on the right side of the code review pane, no matter what commit I selected. Then I noticed that the two lines of code which had all of 4 characters edited were no longer showing any change bars. Yet, the file showed up as modified. Still, the exact line changes were not showing in the source code navigator, even though other files showed their changes. Note I'm connected to our remote repo on github. I did some command line git checks of the local repo, and the changes were there (as yet unstaged). So -- I figured, I'm gonna ask the Apple Codin
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem. I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
Decided to start from scratch to see if it would resolve the issue. I removed all of my 100+ devices, deleted scenes/automation, and deleted the Home. I rebooted all devices (including network) and created a new home. I started off with adding Hue device and when I later launched the Home app I got the Home hub is unresponsive pop up. I did set everything back up again and will continue to monitor but so far the issue unfortunately still persists.
Topic:
App & System Services
SubTopic:
General
Tags:
Thanks for your reply! Here's the complete code and detailed information: Issue Description I'm experiencing a strange behavior with Xcode Preview in my SwiftUI app: On first Preview load: Button taps don't respond at all Temporary workaround: Click any other file, then click back to ContentView - buttons work perfectly Reproducibility: Happens 100% of the time after cleaning and restarting Preview Environment Xcode Version: Version 26.2 iOS Target: iOS 26.1 macOS Version: 26.1 Reproducibility: 100% consistent Relevant Code App Entry Point import SwiftUI import AVFoundation @main struct MyApp: App { init() { setupAudioSession() } private func setupAudioSession() { do { try AVAudioSession.sharedInstance().setCategory( .playback, mode: .default, options: [.mixWithOthers] ) try AVAudioSession.sharedInstance().setActive(true) } catch { print(Failed to setup audio session: (error)) } } var body: some Scene { WindowGroup { ContentView() } } }### ContentView - Simplified Version import SwiftUI struct Conten
Topic:
UI Frameworks
SubTopic:
SwiftUI
The answer to this question does not answer the question at all. I've setup an appeal three times. In all three instances, they just reply with the same 4.1 issue. Mind you, my app has already been APPROVED 7 times prior and now on the 8th time, all of a sudden, this 4.1 has popped up. I need answers to my questions above as my users are getting angry that my extension fixes are available on Chrome and Firefox, but no longer available on Apple (Safari) **1. Developer wants to know what needs to be provided? An email, A statement? How / what format would be required they are asking? How does such above documentation get submitted / included in subsequent updates to Not hinder approval?**
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
Issue Description I'm experiencing a bizarre SwiftUI state update issue that only occurs in Xcode development environment (both Canvas preview and device debugging), but does not occur in production builds downloaded from App Store. Symptom: User taps a button that modifies a @State variable inside a .sheet Console logs confirm the state HAS changed But the UI does not update to reflect the new state Switching to another file in Xcode and back to ContentView instantly fixes the issue The production build (same code) works perfectly fine Environment Xcode: 16F6 (17C52) iOS: 26.2 (testing on iPhone 13) macOS: 25.1.0 (Sequoia) SwiftUI Target: iOS 15.6+ Issue: Present in both Xcode Canvas and on-device debugging Production: Same code works correctly in App Store build (version 1.3.2) Code Structure Parent View (ContentView.swift) struct ContentView: View { @State private var selectedSound: SoundTheme = .none @State private var showSoundSheet = false var body: some View { VStack { // Display button shows current s
Topic:
UI Frameworks
SubTopic:
SwiftUI
Install both Motiv Audio and Motiv Video apps from the App Store. Open and use the Motiv Audio app. Remove audio app from background. Open Motiv Video app. Observe that the Motiv Audio app crashes. Both apps are checking Free available space. Both app are using Audio Engine
Topic:
App & System Services
SubTopic:
General
Just got a user email from iOS 26.2 that looks like this bug (Again, I'm not sure if this is any different than the bug here but sounds different due to the explicit start on iOS 26.2 and that its strictly a beginning-of-the-day-thing: https://developer.apple.com/forums/thread/793747)
Topic:
App & System Services
SubTopic:
General
Tags:
I am trying to add promotional offers in my iOS App. The signature is being verified through a google cloud function. My user id, signature, and product and offerIds return perfect. Promotional offer appears in the payment sheet as well. When applying for payment, the ding sound comes as well. But then I get the UIAlert with Unable to Purchase Contact developer. Error code in logs is 3903
Topic:
Developer Tools & Services
SubTopic:
General
Description: When following Apple's WWDC guidance to hide the default Liquid Glass background on a ToolbarItem using .sharedBackgroundVisibility(.hidden) and draw a custom circular progress ring, a rectangular rendering artifact appears during navigation bar transition animations (e.g., when the navigation bar dims/fades during a push/pop transition). Steps to Reproduce: Create a ToolbarItem with a custom circular view (e.g., a progress ring using Circle().trim().stroke()). Apply .sharedBackgroundVisibility(.hidden) to hide the default Liquid Glass background. Navigate to a detail view (triggering a navigation bar transition animation). Observe the ToolbarItem during the transition. Expected Result: The custom circular view should transition smoothly without any visual artifacts. Actual Result: A rectangular bounding box artifact briefly appears around the custom view during the navigation bar's dimming/transition animation. The artifact disappears after the transition completes. Attempts to Resolve
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hello, I am developing a macOS app using AudioToolbox's MusicSequence and MusicPlayer APIs to play Standard MIDI Files. The MIDI playback works correctly and I can hear sound from the external MIDI device. However, the user callback registered via MusicSequenceSetUserCallback is never invoked during playback. Details: Callback registration returns no error. MusicPlayer is properly started and prerolled. The callback is defined as a global function with the correct @convention(c) signature. I have tried commenting out MusicTrackSetDestMIDIEndpoint to avoid known callback suppression issues. The clientData pointer is passed and correctly unwrapped in the callback. Minimal reproducible example shows the same behavior. Environment: macOS version: [Tahoe 26.2] Xcode version: [26.2] Is it expected that MusicSequenceSetUserCallback callbacks may not be called in some cases? Are there additional steps or configurations required to ensure the callback is triggered during MIDI playback? Thank you for any advic
Hello everyone, I’m stuck with an App Store Connect issue and would really appreciate any insight from the community. I am unable to submit my app for review due to the following persistent error: “Unable to Add for Review – There are still preview uploads in progress.” What makes this particularly confusing is that there are no previews currently uploading. Here is everything I have already tried: Deleted all App Preview videos and all screenshots Confirmed Media Manager shows no active uploads Re-uploaded App Preview videos fully compliant with Apple specs: H.264 AAC stereo audio Constant 30 FPS Correct resolution Uploaded a new build with a higher build number (Build 3) Waited more than 24 hours after upload Logged out / logged in, refreshed, tried multiple browsers and sessions Confirmed TestFlight build upload completed successfully Despite all of this, the error persists and also prevents: Adding the app for review Creating a new app version (the “Add Version” button does not appear) Apple Deve
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
iOS
Xcode
App Store Connect