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“Popping Sound”

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BGContinuedProcessingTask GPU access — no iPhone support?
We are developing a video processing app that applies CIFilter chains to video frames. To not force the user to keep the app foregrounded, we were happy to see the introduction of BGContinuedProcessingTask to continue processing when backgrounded. With iOS 26, I was excited to see the com.apple.developer.background-tasks.continued-processing.gpu entitlement, which should allow GPU access in the background. Even the article in the documentation provides exporting video in a film-editing app or applying visual filters (HDR, etc) or compressing images for social media posts as use cases. However, when I check BGTaskScheduler.shared.supportedResources.contains(.gpu) at runtime, it returns false on every iPhone I've tested (including iPhone 15 Pro and iPhone 16 Pro). From forum responses I've seen, it sounds like background GPU access is currently limited to iPad only. If that's the case, I have a few questions: Is this an intentional, permanent limitation — or is iPhone support planned for a future iOS r
2
0
207
Feb ’26
Reply to Run destination for my Xcode submission
Its redirecting to my own thread Oh gosh, sorry. I juggle a lot of threads and sometimes I lose track of the context )-: the pop-up does not specify if the playground will be run on an iPad simulator or an iOS simulator Indeed. I’ve always just assumed it would be an iPad simulator because that’s equivalent to what you get when you run an app with the Swift Playground app on iPad. However, you’re correct that the submission form doesn’t say that explicitly. My general advice here is that you strive to make your app work well on both iOS and iPadOS. That is, after all, what we expect of ‘real’ apps. If you can’t do that then my only immediate suggestion is to use the Comments box to note this. However, I’m also going to do a little digging to see if I can clarify our policy here. ps It’s better to reply as a reply, rather than in the comments; see Quinn’s Top Ten DevForums Tips for this and other titbits. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo
Feb ’26
Reply to Question about generating app store files
It sounds like you’re trying to create an App Store Connect API key. When you do that, you get one shot at downloading the key itself, but the Issuer ID and Key ID are visible on App Store Connect indefinitely. An Issuer ID is a UUID, for example, c055ca8c-e5a8-4836-b61d-aa5794eeb3f4. A Key ID is a 10-character identifier, for example, T9GPZ92M7K. For more info on how to create these keys, see Creating API Keys for App Store Connect API. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Feb ’26
Reply to Thread topology data: no API path for parent-child relationships
Has anyone found another approach I'm missing? I'm not aware of any API that would (directly) get you the information you're looking for. The information itself is only directly needed within the Thread network itself, so there hasn't really been any reason to expose it (assuming the device has it at all). I'm not sure how likely this is to change, but if you haven't already, I would encourage you to file a bug on this and then post the bug number back here. Having said that, there might be an alternative approach, because this: HMAccessory already exposes matterNodeID as a cross-protocol identifier. ...was NOT added to simply be a cross-protocol identifier. The real reason it was added was to allow developers to send Matter commands through our ecosystem pairing, using the flow I described in this forum post. I haven't tried this particular cluster: Matter cluster 0x0035 (Thread Network Diagnostics) appears to have exactly what I need: RLOC16, NeighborTable with isChild boolean, RouteTable. ...but, in theory
Feb ’26
Reply to Can I trigger AudioRecordingIntent from a bluetooth device
I have a BLE device which my app connects to and can detect button presses. On a button press, I want my app to start recording using the AudioRecordingIntent. But my app doesn't work and throws a background error. Is there any reliable way I can get the app to start recording audio in the background? No, at least not within the general audio API. There's a privacy block in place that prevents recording sessions from activating in the background. Our voice communication APIs (CallKit, LiveCommunicationKit, and the PushToTalk framework) do allow this, but that's done as part of the system’s larger call management architecture and is not something that's possible outside of those APIs. If you’re working on some kind of communication app, then you can certainly use one of those framework, but they can’t be used for any other purpose. I also wanted to check if my app can trigger audio recording from the background if my Bluetooth device supports and is active on HFP mode. No, this doesn
Topic: App & System Services SubTopic: Hardware Tags:
Feb ’26
Annoying popup window in Xcode Previews when the initial controller of the main storyboard is a macOS window
I started a project targeting macOS and used Storyboard app lifecycle. I also used Xcode Previews in this project. If I: Keep the entry point of the main storyboard to a window controller. (as default setup in macOS), Turn the Xcode window into full-screen, That window controller would pop up its window every time Xcode Previews refreshes. I tested in Xcode 26.3 RC and many versions before.
5
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204
Feb ’26
Issue configuring non-consumable IAP
Hi everyone, I’m running into a recurring issue when submitting my app to the App Store. The app is made with Unity and contains a single non-consumable IAP. Said IAP works fine locally, and sandbox testing with Xcode works when we test the build internally. Here is the current behaviour: On Game launch, the paywall pop-up displays correctly, I can try to purchase the bonus content. I go through the whole mock payment process, it takes a little while to validate but it does go through. It asks me to “pay” a second time (as if the first one hadn’t been taken into account), there’s a bit of loading but the payment is validated. A pop-up tells me it’s confirmed. Back in game, the content is correctly unlocked and accessible. But during App Store review, the reviewers report that the in-app purchase button is unresponsive. The purchase cannot be initiated, and an error that says Cannot initiate purchase because product was not found or simply failing to start. Here’s what I’ve confirmed so far:
2
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66
Feb ’26
Reply to macOS VPN apps outside of the App Store
[quote='876864022, SwiftieDog, /thread/797007?answerId=876864022#876864022, /profile/SwiftieDog'] I know this may sound like a why question [/quote] Two points: If you think that Mac users need more warnings than they already get — keeping in mind the one presented when the app saves a VPN configuration — you are welcome to file a bug about that. If you think that Apple should document this policy officially, you can file an enhancement request against the documentation. A good place for this sort of stuff is the Apple Platform Security guide. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Feb ’26
macOS VPN apps outside of the App Store
Apple is encouraging VPN apps on macOS to transition to Network Extension APIs, if they haven't done so yet, see: TN3165: Packet Filter is not API WWDC25: Filter and tunnel network traffic with NetworkExtension Using Network Extension is fine for VPN apps that are distributed via the Mac App Store. Users get one pop-up requesting permission to add VPN configurations and that's it. However, VPN apps that are distributed outside of the App Store (using Developer ID) cannot use Network Extension in the same way, such apps need to install a System Extension first (see TN3134: Network Extension provider deployment). Installing a System Extension is a very poor user experience. There is a pop-up informing about a system extension, which the user has to manually enable. The main button is OK, which only dismisses the pop-up and in such case there is little chance that the user will be able to find the correct place to enable the extension. The other button in that pop-up navigates
6
0
435
Feb ’26
Mac App Store app triggers "cannot verify free of malware" alert when opening as default app
My app Mocawave is a music player distributed through the Mac App Store. It declares specific audio document types (public.mp3, com.microsoft.waveform-audio, public.mpeg-4-audio, public.aac-audio) in its CFBundleDocumentTypes with a Viewer role. When a user sets Mocawave as the default app for audio files and double-clicks an MP3 downloaded from the internet (which has the com.apple.quarantine extended attribute), macOS displays the alert: Apple could not verify [filename] is free of malware that may harm your Mac or compromise your privacy. This does not happen when: Opening the same file via NSOpenPanel from within the app Opening the same file with Apple's Music.app or QuickTime Player The app is: Distributed through the Mac App Store Sandboxed (com.apple.security.app-sandbox) Uses com.apple.security.files.user-selected.read-write entitlement The file being opened is a regular audio file (MP3), not an executable. Since the app is sandboxed and distribut
2
0
188
Feb ’26
iOS 26 beta 8 – AlarmKit – Custom sounds in Library/Sounds do not play
I put a test.mp3 (30 sec) file into the App Bundle. I scheduled an AlarmKit alarm with the file name test.mp3. The custom sound plays ✅ I copied the file from the App Bundle to Library/Sounds/test2.mp3. I scheduled an AlarmKit alarm with the file name test2.mp3. Instead of playing the custom sound, it falls back to the default sound ❌ According to the documentation, sounds placed in Library/Sounds should be playable: I filed report FB19779004 on August 20, but haven’t received any response yet. This functionality is critical for our use case, so could you please let me know whether this is expected to be fixed soon, or if I’m misunderstanding the intended behavior?
3
0
285
Feb ’26
AVSpeechSynthesizer system voices (SLA clarification)
Hello, I am building an iOS-only, commercial app that uses AVSpeechSynthesizer with system voices, strictly using the APIs provided by Apple. Before distributing the app, I want to ensure that my current implementation does not conflict with the iOS Software License Agreement (SLA) and is aligned with Apple’s intended usage. For a better playback experience (more accurate estimation of utterance duration and smoother skip forward/backward during playback), I currently synthesize speech using: AVSpeechSynthesizer.write(_:toBufferCallback:) Converting the received AVAudioPCMBuffer buffers into audio data Storing the audio inside the app sandbox Playing it back using AVAudioPlayer / AVAudioEngine The cached audio is: Generated fully on-device using system voices Stored only inside the app’s private container Used only for internal playback controls (timeline, seek, skip ±5 seconds) Never shared, exported, uploaded, or exposed outside the app The alternative approaches would be: Keeping
1
0
444
Feb ’26
Reply to Inquiry regarding CoreMediaErrorDomain Code=-15517 during LL-HLS Live Playback
This error code indicates that audio/video codecs used in your LL-HLS streams are not compatible with the the Apple platform that is tested with. Make sure that you validate the variant codec strings that are specified in HLS MVP.
Topic: Media Technologies SubTopic: Streaming Tags:
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Activity
Feb ’26
BGContinuedProcessingTask GPU access — no iPhone support?
We are developing a video processing app that applies CIFilter chains to video frames. To not force the user to keep the app foregrounded, we were happy to see the introduction of BGContinuedProcessingTask to continue processing when backgrounded. With iOS 26, I was excited to see the com.apple.developer.background-tasks.continued-processing.gpu entitlement, which should allow GPU access in the background. Even the article in the documentation provides exporting video in a film-editing app or applying visual filters (HDR, etc) or compressing images for social media posts as use cases. However, when I check BGTaskScheduler.shared.supportedResources.contains(.gpu) at runtime, it returns false on every iPhone I've tested (including iPhone 15 Pro and iPhone 16 Pro). From forum responses I've seen, it sounds like background GPU access is currently limited to iPad only. If that's the case, I have a few questions: Is this an intentional, permanent limitation — or is iPhone support planned for a future iOS r
Replies
2
Boosts
0
Views
207
Activity
Feb ’26
Reply to Run destination for my Xcode submission
Its redirecting to my own thread Oh gosh, sorry. I juggle a lot of threads and sometimes I lose track of the context )-: the pop-up does not specify if the playground will be run on an iPad simulator or an iOS simulator Indeed. I’ve always just assumed it would be an iPad simulator because that’s equivalent to what you get when you run an app with the Swift Playground app on iPad. However, you’re correct that the submission form doesn’t say that explicitly. My general advice here is that you strive to make your app work well on both iOS and iPadOS. That is, after all, what we expect of ‘real’ apps. If you can’t do that then my only immediate suggestion is to use the Comments box to note this. However, I’m also going to do a little digging to see if I can clarify our policy here. ps It’s better to reply as a reply, rather than in the comments; see Quinn’s Top Ten DevForums Tips for this and other titbits. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo
Replies
Boosts
Views
Activity
Feb ’26
Reply to Question about generating app store files
It sounds like you’re trying to create an App Store Connect API key. When you do that, you get one shot at downloading the key itself, but the Issuer ID and Key ID are visible on App Store Connect indefinitely. An Issuer ID is a UUID, for example, c055ca8c-e5a8-4836-b61d-aa5794eeb3f4. A Key ID is a 10-character identifier, for example, T9GPZ92M7K. For more info on how to create these keys, see Creating API Keys for App Store Connect API. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Replies
Boosts
Views
Activity
Feb ’26
Reply to Thread topology data: no API path for parent-child relationships
Has anyone found another approach I'm missing? I'm not aware of any API that would (directly) get you the information you're looking for. The information itself is only directly needed within the Thread network itself, so there hasn't really been any reason to expose it (assuming the device has it at all). I'm not sure how likely this is to change, but if you haven't already, I would encourage you to file a bug on this and then post the bug number back here. Having said that, there might be an alternative approach, because this: HMAccessory already exposes matterNodeID as a cross-protocol identifier. ...was NOT added to simply be a cross-protocol identifier. The real reason it was added was to allow developers to send Matter commands through our ecosystem pairing, using the flow I described in this forum post. I haven't tried this particular cluster: Matter cluster 0x0035 (Thread Network Diagnostics) appears to have exactly what I need: RLOC16, NeighborTable with isChild boolean, RouteTable. ...but, in theory
Replies
Boosts
Views
Activity
Feb ’26
Can I trigger AudioRecordingIntent from a bluetooth device
I have a BLE device which my app connects to and can detect button presses. On a button press, I want my app to start recording using the AudioRecordingIntent. But my app doesn't work and throws a background error. Is there any reliable way I can get the app to start recording audio in the background?
Replies
2
Boosts
0
Views
144
Activity
Feb ’26
Reply to Can I trigger AudioRecordingIntent from a bluetooth device
I have a BLE device which my app connects to and can detect button presses. On a button press, I want my app to start recording using the AudioRecordingIntent. But my app doesn't work and throws a background error. Is there any reliable way I can get the app to start recording audio in the background? No, at least not within the general audio API. There's a privacy block in place that prevents recording sessions from activating in the background. Our voice communication APIs (CallKit, LiveCommunicationKit, and the PushToTalk framework) do allow this, but that's done as part of the system’s larger call management architecture and is not something that's possible outside of those APIs. If you’re working on some kind of communication app, then you can certainly use one of those framework, but they can’t be used for any other purpose. I also wanted to check if my app can trigger audio recording from the background if my Bluetooth device supports and is active on HFP mode. No, this doesn
Topic: App & System Services SubTopic: Hardware Tags:
Replies
Boosts
Views
Activity
Feb ’26
Annoying popup window in Xcode Previews when the initial controller of the main storyboard is a macOS window
I started a project targeting macOS and used Storyboard app lifecycle. I also used Xcode Previews in this project. If I: Keep the entry point of the main storyboard to a window controller. (as default setup in macOS), Turn the Xcode window into full-screen, That window controller would pop up its window every time Xcode Previews refreshes. I tested in Xcode 26.3 RC and many versions before.
Replies
5
Boosts
0
Views
204
Activity
Feb ’26
Issue configuring non-consumable IAP
Hi everyone, I’m running into a recurring issue when submitting my app to the App Store. The app is made with Unity and contains a single non-consumable IAP. Said IAP works fine locally, and sandbox testing with Xcode works when we test the build internally. Here is the current behaviour: On Game launch, the paywall pop-up displays correctly, I can try to purchase the bonus content. I go through the whole mock payment process, it takes a little while to validate but it does go through. It asks me to “pay” a second time (as if the first one hadn’t been taken into account), there’s a bit of loading but the payment is validated. A pop-up tells me it’s confirmed. Back in game, the content is correctly unlocked and accessible. But during App Store review, the reviewers report that the in-app purchase button is unresponsive. The purchase cannot be initiated, and an error that says Cannot initiate purchase because product was not found or simply failing to start. Here’s what I’ve confirmed so far:
Replies
2
Boosts
0
Views
66
Activity
Feb ’26
Reply to App Rejected due to third Party AI Service.
We are experiencing the same issue. No new functionality for the chat was added. Should we just update the policy or add additional permission asking pop up?
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Activity
Feb ’26
Reply to macOS VPN apps outside of the App Store
[quote='876864022, SwiftieDog, /thread/797007?answerId=876864022#876864022, /profile/SwiftieDog'] I know this may sound like a why question [/quote] Two points: If you think that Mac users need more warnings than they already get — keeping in mind the one presented when the app saves a VPN configuration — you are welcome to file a bug about that. If you think that Apple should document this policy officially, you can file an enhancement request against the documentation. A good place for this sort of stuff is the Apple Platform Security guide. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Replies
Boosts
Views
Activity
Feb ’26
macOS VPN apps outside of the App Store
Apple is encouraging VPN apps on macOS to transition to Network Extension APIs, if they haven't done so yet, see: TN3165: Packet Filter is not API WWDC25: Filter and tunnel network traffic with NetworkExtension Using Network Extension is fine for VPN apps that are distributed via the Mac App Store. Users get one pop-up requesting permission to add VPN configurations and that's it. However, VPN apps that are distributed outside of the App Store (using Developer ID) cannot use Network Extension in the same way, such apps need to install a System Extension first (see TN3134: Network Extension provider deployment). Installing a System Extension is a very poor user experience. There is a pop-up informing about a system extension, which the user has to manually enable. The main button is OK, which only dismisses the pop-up and in such case there is little chance that the user will be able to find the correct place to enable the extension. The other button in that pop-up navigates
Replies
6
Boosts
0
Views
435
Activity
Feb ’26
Mac App Store app triggers "cannot verify free of malware" alert when opening as default app
My app Mocawave is a music player distributed through the Mac App Store. It declares specific audio document types (public.mp3, com.microsoft.waveform-audio, public.mpeg-4-audio, public.aac-audio) in its CFBundleDocumentTypes with a Viewer role. When a user sets Mocawave as the default app for audio files and double-clicks an MP3 downloaded from the internet (which has the com.apple.quarantine extended attribute), macOS displays the alert: Apple could not verify [filename] is free of malware that may harm your Mac or compromise your privacy. This does not happen when: Opening the same file via NSOpenPanel from within the app Opening the same file with Apple's Music.app or QuickTime Player The app is: Distributed through the Mac App Store Sandboxed (com.apple.security.app-sandbox) Uses com.apple.security.files.user-selected.read-write entitlement The file being opened is a regular audio file (MP3), not an executable. Since the app is sandboxed and distribut
Replies
2
Boosts
0
Views
188
Activity
Feb ’26
iOS 26 beta 8 – AlarmKit – Custom sounds in Library/Sounds do not play
I put a test.mp3 (30 sec) file into the App Bundle. I scheduled an AlarmKit alarm with the file name test.mp3. The custom sound plays ✅ I copied the file from the App Bundle to Library/Sounds/test2.mp3. I scheduled an AlarmKit alarm with the file name test2.mp3. Instead of playing the custom sound, it falls back to the default sound ❌ According to the documentation, sounds placed in Library/Sounds should be playable: I filed report FB19779004 on August 20, but haven’t received any response yet. This functionality is critical for our use case, so could you please let me know whether this is expected to be fixed soon, or if I’m misunderstanding the intended behavior?
Replies
3
Boosts
0
Views
285
Activity
Feb ’26
AVSpeechSynthesizer system voices (SLA clarification)
Hello, I am building an iOS-only, commercial app that uses AVSpeechSynthesizer with system voices, strictly using the APIs provided by Apple. Before distributing the app, I want to ensure that my current implementation does not conflict with the iOS Software License Agreement (SLA) and is aligned with Apple’s intended usage. For a better playback experience (more accurate estimation of utterance duration and smoother skip forward/backward during playback), I currently synthesize speech using: AVSpeechSynthesizer.write(_:toBufferCallback:) Converting the received AVAudioPCMBuffer buffers into audio data Storing the audio inside the app sandbox Playing it back using AVAudioPlayer / AVAudioEngine The cached audio is: Generated fully on-device using system voices Stored only inside the app’s private container Used only for internal playback controls (timeline, seek, skip ±5 seconds) Never shared, exported, uploaded, or exposed outside the app The alternative approaches would be: Keeping
Replies
1
Boosts
0
Views
444
Activity
Feb ’26