Hello,
I am setting up macMinis as CI machines (using gitlab-runner) for my team. We are developing mostly audio stuff, and some of our unit tests imply using audio inputs with AVAudioSession/AVAudioEngine.
These CI jobs trigger a microphone authorization pop-up on the macMinis, asking for permission to give gitlab-runner access to the microphone. Once the authorization is given, subsequent jobs run fine.
My issue is that the macMinis are updated on a regular basis with scripts, and since the path of the gitlab-runner binary, installed with homebrew, changes on every version, the pop-up is triggered again every time gitlab-runner gets updated.
Since we are having more and more CI runners, maintaining this manually is becoming impossible.
Is there a way to either deactivate this security or scripting the authorization for a binary to access the microphone?
Thank you for your help!
Tom
Audio
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Hello.
We are trying to get audio volume from microphone.
We have 2 questions.
1. Can anyone tell me about AVAudioEngine.InputNode.volume?
AVAudioEngine.InputNode.volume
Return 0 in the silence, Return float type value within 1.0 depending on the
volume are expected work, but it looks 1.0 (default value) is returned at any time.
Which case does it return 0.5 or 0?
Sample code is below. Microphone works correctly.
// instance member
private var engine: AVAudioEngine!
private var node: AVAudioInputNode!
// start method
self.engine = .init()
self.node = engine.inputNode
engine.prepare()
try! engine.start()
// volume getter
print(\(self.node.volume))
2. What is the best practice to get audio volume from microphone?
Requirements are:
Without AVAudioRecorder. We use it for streaming audio.
it should withstand high frequency access.
Testing info
device: iPhone XR
OS version: iOS 18
Best Regards.
The new iPhone 16 supports spatial audio recordings in the camera app when recording videos. Is it possible to also record spatial audio without video, and is it possible for 3rd party developers to do so? If so, how do I need to configure AVAudioSession and/or AVAudioEngine to record spatial audio in my audio recording app on iPhone 16?
Technical Issue Report for Maple Tale App - Audio Format Compatibility
Dear Apple Technical Support Team,
I hope this message finds you well. My name is [Your Name], and I am part of the development team behind the Maple Tale app. We have encountered an issue with audio format compatibility within our app that we believe requires your assistance.
The issue pertains to the audio formats supported by our app. Currently, our app only supports WAV and OGG formats, which has led to a limitation in user experience. We are looking to expand our support to include additional formats such as MP3 and AAC, which are widely used by our user base.
To provide a clear understanding of the issue, I have outlined the steps to reproduce the problem:
Launch the Maple Tale app.
Proceed with the game normally.
Upon picking up equipment within the game, a warning box pops up indicating the audio format compatibility issue.
This warning box appears due to the app's inability to process audio files in formats other than WAV and OGG. We understand that this can be a significant hindrance to the user experience, and we are eager to resolve this as quickly as possible.
We have reviewed the documentation available on the official Apple Developer website but are still seeking clarification on the best practices for supporting a wider range of audio formats within our app. We would greatly appreciate any official recommendations or guidelines that could assist us in this endeavor.
Additionally, we are considering updating our app to inform users about the current audio format requirements and provide guidance on how to optimize their audio files for the best performance within our app. If there are any official documents or resources that we should reference when crafting this update, please let us know.
We appreciate your time and assistance in this matter and look forward to your guidance on how to best implement audio format support on the iOS platform.
Thank you once again for your support.
Warm regards,
I'm seeking information about the original file schema for an m4a file recorded directly on an iPhone (iPhone 5 running iOS 9.2.0).
I currently have two files from which I extracted metadata using ExifTool.
The first file was provided to me by someone who claims it was recorded on an iPhone 5 with iOS 9.2.0. I would like to verify whether this file has been edited.
File Permissions: -rwx------
Content Create Date: 2016:03:01 14:21:08+07:00
The second file was recorded by me on the same device model and iOS version.
File Permissions: -rw-r--r--
Date/Time Original: 2024:10:03 11:44:16+07:00
As you can see, the file permissions differ, and the key for the recording date also differs: one uses "Content Create Date" while the other uses "Date/Time Original." I would like to determine if the first file was edited, but I haven't been able to find any official documentation on the m4a schema or metadata structure from audio recorder apps. I reached out to support, and they directed me to this forum. Any insights or help would be appreciated.
Can it please be explained why the voice memo layers is exclusive to iPhone 16 pro models?
I was told by apple support that if it was possible on older models Apple would have implemented it.
This type of functionality has been in technology for tens of years and has a proven track record of being implemented across so many different platforms and even apps in Apples on App Store. So that response from apple support is just rubbish to be honest. Even if the response is “so we can sell the iPhone 16 pro“ then so be it. ive noticed Apple locking software features to new devices lately and it’s genuinely making me think about buying my first even android phone.. because I really don’t support these kind of scummy tactics.
many thanks,
I’m working on a macOS app, written in Swift. My goal is to record audio from an external microphone, e.g., one connected via USB.
For this, I’m using an AVCaptureSession and recording its output with an AVAssetWriter. This works perfectly in principle (and reliably with internal microphones, for example).
The problem occurs after my app has successfully completed the first recording and I then want to make additional recordings (which makes me think it might be process-dependent, because it works again after restarting the app).
The problem: Noisy or distorted-sounding audio files. In addition, the following error message appears in the Console from CoreAudio / its AudioConverter:
Input data proc returned inconsistent 512 packets for 2048 bytes; at 3 bytes per packet, that is actually 682 packets
It is easy to reproduce. This problem is reproducible even if I don’t configure the AVAssetWriter manually and instead let it receive its audioSettings using a preset from an AVOutputSettingsAssistant. I’m running on macOS 15.0 (24A335).
I’ve filed a feedback including a demo project → FB15333298 🎟️
I would greatly appreciate any help!
Have a great day,
Martin
Hi, I've recently been working with the Apple Music API and have had success in loading all the playlists on my account, loading songs from each playlist, and adding songs to the ApplicationMusicPlayer.share.queue. The problem I'm running into is that not all songs from the playlist are being added to the queue, despite confirming all the songs are being based on the PlaybackView.swift I'm about to share with you. I would also like to answer other underlying questions if possible. I am also open to any other suggestions. In this scenario were also assuming isShuffled is true every time.
How can I determine when a song has ended?
How can I get the album title information?
How can I get the current song title, album information, and artist information without pressing play? I can only seem to update the screen when I select my play meaning ApplicationMusicPlayer.shared.play() is being called.
How do I get the endTime of the song? I believe it should be ApplicationMusicPlayer.shared.queue.currentEntry.endTime but this doesn't seem to work.
//
// PlayBackView.swift
//
// Created by Justin on 8/16/24.
//
import SwiftUI
import MusicKit
import Foundation
enum PlayState {
case play
case pause
}
struct PlayBackView: View {
@State var song: Track
@Binding var songs: [Track]?
@State var isShuffled = false
@State private var playState: PlayState = .pause
@State private var isFirstPlay = true
private let player = ApplicationMusicPlayer.shared
private var isPlaying: Bool {
return (player.state.playbackStatus == .playing)
}
var body: some View {
VStack {
// Album Cover
HStack(spacing: 20) {
if let artwork = player.queue.currentEntry?.artwork {
ArtworkImage(artwork, height: 100)
} else {
Image(systemName: "music.note")
.resizable()
.frame(width: 100, height: 100)
}
VStack(alignment: .leading) {
// Song Title
Text(player.queue.currentEntry?.title ?? "Song Title Not Found")
.font(.title)
.fixedSize(horizontal: false, vertical: true)
// How do I get AlbumTitle from here??
// Artist Name
Text(player.queue.currentEntry?.subtitle ?? "Artist Name Not Found")
.font(.caption)
}
}
.padding()
Spacer()
// Progress View
// endTime doesn't work and not sure why.
ProgressView(value: player.playbackTime, total: player.queue.currentEntry?.endTime ?? 1.00)
.progressViewStyle(.linear)
.tint(.red.opacity(0.5))
// Duration View
HStack {
Text(durationStr(from: player.playbackTime))
.font(.caption)
Spacer()
if let duration = player.queue.currentEntry?.endTime {
Text(durationStr(from: duration))
.font(.caption)
}
}
Spacer()
Button {
Task {
do {
try await player.skipToNextEntry()
} catch {
print(error.localizedDescription)
}
}
} label: {
Label("", systemImage: "forward.fill")
.tint(.white)
}
Spacer()
// Play/Pause Button
Button(action: {
handlePlayButton()
isFirstPlay = false
}, label: {
Text(playState == .play ? "Pause" : isFirstPlay ? "Play" : "Resume")
.frame(maxWidth: .infinity)
})
.buttonStyle(.borderedProminent)
.padding()
.font(.largeTitle)
.tint(.red)
}
.padding()
.onAppear {
if isShuffled {
songs = songs?.shuffled()
if let songs, let firstSong = songs.first {
player.queue = .init(for: songs, startingAt: firstSong)
player.state.shuffleMode = .songs
}
}
}
.onDisappear {
player.stop()
player.queue = []
player.playbackTime = .zero
}
}
private func handlePlayButton() {
Task {
if isPlaying {
player.pause()
playState = .pause
} else {
playState = .play
await playTrack()
}
}
}
@MainActor
private func playTrack() async {
do {
try await player.play()
} catch {
print(error.localizedDescription)
}
}
private func durationStr(from duration: TimeInterval) -> String {
let seconds = Int(duration)
let minutes = seconds / 60
let remainder = seconds % 60
// Format the string to ensure two digits for the remainder (seconds)
return String(format: "%d:%02d", minutes, remainder)
}
}
//#Preview {
// PlayBackView()
//}
Since the iOS 18 update, there's been a bug that always occurs when listening to music through Apple Music. When music is playing and the iPhone enters or exits standby mode, the music pauses by itself for 1 second. The initial conditions were the same as when this problem didn’t exist.
Dear Developers,
Am facing this issue on my production app.
Tried everything. Removed almost everything and tested the app. Even then this issue happens.
The unity games, am talking about are the slow and sluggish types, which feel like 30 fps and after returning from them, my app sounds slow and feels a little bit sluggish. As soon as i lock/unlock the device , it becomes perfectly fine.
Even i was debugging with xcode, i had the issue, then i rebuild the app in xcode and opening it on device, the same issue. As soon as i locked the device or opened siri with lockbutton or moved to a native app, and came back, app is completely fine.
Craziest issue, i have ever seen.
Though killing the app and opening it again on iphone also works.
Only anxiety is that maybe my users when returning from other slow 3rd party games which are my competitors might slow down the experience.
I have tried almost everything in my app, removed all functions and just ran sounds. Retried with different ways of playing sounds. Nothing works.
Dont know it is a frame rate issue, because i replaced all my animations causing framerate not to cross 60fps even then didnt work.
Device on which am testing is Iphone 14 pro max.
since updating to the newest ios 18 beta last night, my Audio is glitching out, like it is having connection problems while I’m sitting on my bed, with my phone 2 feet away from the AirPods. It sounds like a phone call breaking up when I am listening to music, or watching a video. I have restarted my phone several times, and it has not fixed it, and I have forgotten my AirPods, and reconnected the AirPods after.
I have a recent post kind of outlining a similar question here. This time though I'm confident that inserting an array of Track works when inserting into the ApplicationMusicPlayer.shared.queue but now I'm not sure how I can initialize the queue to display song title and artwork for example. I'm also not sure how to get the current item in the queue's artist information and album information which I feel should be easy to do so maybe I'm missing something obvious. Hope this paints of what I'm trying to do and I'm going to post the neccessary code here to help me debug/figure out this problem.
import SwiftUI
import MusicKit
struct PlayBackView: View {
@Environment(\.scenePhase) var scenePhase
@Environment(\.openURL) private var openURL
// Adding Enum Here for Question Sake
enum PlayState {
case play
case pause
}
@State var song: Track
@Binding var songs: [Track]?
@State var isShuffled = false
@State private var playState: PlayState = .pause
@State private var songTimer: Int = Int.random(in: 5...30)
@State private var roundTimer: Int = 5
@State private var isTimerActive = false
// @State private var volumeValue = VolumeObserver()
@State private var isFirstPlay = true
@State private var isDancing = false
@State private var player = ApplicationMusicPlayer.shared
private var isPlaying: Bool {
return (player.state.playbackStatus == .playing)
}
let timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
var playPauseImage: String {
switch playState {
case .play:
"pause.fill"
case .pause:
"play.fill"
}
}
var body: some View {
VStack {
// Album Cover
HStack(spacing: 20) {
if let artwork = player.queue.currentEntry?.artwork {
ArtworkImage(artwork, height: 100)
} else {
Image(systemName: "music.note")
.resizable()
.frame(width: 100, height: 100)
}
VStack(alignment: .leading) {
/*
This is where I want to display song title, album title, and artist name for example
*/
// Song Title
Text(player.queue.currentEntry?.title ?? "Unable to Find Song Title")
.font(.title)
.fixedSize(horizontal: false, vertical: true)
// Album Title
// Text(player.queue.currentEntry ?? "Album Title Not Found")
// .font(.caption)
// .fixedSize(horizontal: false, vertical: true)
// I don't know what the subtitle actually grabs
Text(player.queue.currentEntry?.subtitle ?? "Artist Name Not Found")
.font(.caption)
}
}
.padding()
// Play/Pause Button
Button(action: {
handlePlayButton()
isFirstPlay = false
}, label: {
Text(playState == .play ? "Pause" : isFirstPlay ? "Play" : "Resume")
.frame(maxWidth: .infinity)
})
.buttonStyle(.borderedProminent)
.padding()
.font(.largeTitle)
.tint(.red)
}
.padding()
// Maybe I should use the `.task` modifier here?
.onAppear {
// I'm sure this code could be improved but don't think it'll help answer the question at the moment.
Task {
if let songs = songs {
do {
if isShuffled {
let shuffledSongs = songs.shuffled()
try await player.queue.insert(shuffledSongs, position: .tail)
handlePlayButton()
} else {
try await player.queue.insert(songs, position: .tail)
}
} catch {
print(error.localizedDescription)
}
}
}
}
}
private func handlePlayButton() {
Task {
if isPlaying {
player.pause()
playState = .pause
isTimerActive = false
} else {
playState = .play
await playTrack()
isTimerActive = true
}
}
}
@MainActor
private func playTrack() async {
do {
try await player.play()
} catch {
print(error.localizedDescription)
}
}
}
//#Preview {
// PlayBackView()
//}
After upgrading to iOS 18 CarPlay with 2023 Lexus and iPhone 15 Pro Max shows multiple issues:
• speakers reduced to Mono sound (going back to normal after some minutes and then reducing again)
• no speaker sound at all
• touching / moving phone while driving resulting in “on and off” sound
No Reboot / Shutdown helps
No Cable connection works
@Apple: do you test your software professionally or is this outsourced to the community? Doesn’t look at all like a professional approach?
Please solve this dangerous (traffic!) and annoying topic ASAP!
Thanks - Torsten
Hi. I am developing an alarm app. My app plays white noise to help users get into sleep properly. To keep white noise playing in the background, my app uses audio background mode. The problem is that my app sometimes gets suspended few hours after getting into background. I cannot find the exact reason for it.
Doesn't audio background guarantee that app is not suspended by system? Then how can I handle this issue so that my app can keep white noise playing feature?
Hi,
In my app I am using MusicLibraryRequest<Artist> to fetch all of the artists in someone's Library collection. With this response I then fetch each artists albums: artist.with([.album]).
The response from this only gives albums in the users Library collection. I would like to augment it with all of the albums for an artist from the full catalogue.
I'm using MusicKit and targeting iOS18 and visionOS 2.
Could someone please point me towards the best way to approach this?
Hi, I recently updated to ios 18. And yes the music is playing in background with camera app. But unable to play music with notes app open
Hello,
I'm getting an unknown, never-before-seen error at application launch, when running my iOS SpriteKit game on the iOS 18 arm64 simulator from Xcode 16.0 (16A242d) —
AudioConverterOOP.cpp:847 Failed to prepare AudioConverterService: -302
This is occurs on all iOS 18 simulator devices, between application(_:didFinishLaunchingWithOptions:) and the first applicationDidBecomeActive(_:) — the SKScene object may have been already initialized by SpriteKit, but the scene's didMove(to:) method hasn't been called yet.
Also, note that the error message is being emitted from a secondary (non-main) thread, obviously not created by the app.
After the error occurs, no SKScene is able to play audio — this had never occurred on iOS versions prior to 18, neither on physical devices nor on the simulator.
Has anyone seen anything like this on a physical device running 18?
Unfortunately, at the moment I cannot test myself on an 18 device, only on the simulator...
Thank you,
D.
I have a text-to-speech app that generates speech using non-Apple technology. My users are requesting to use it for phone and FaceTime calls. Is there any way I can play generated audio through a phone or FaceTime call?
Hello! I’m making an app which will have a waveform of the frequency of what’s playing on a Mac. The question is whether it is possible to have access to the signal of the media and use it with the FFT?
Hello everyone,
I'm new to Core Audio and still haven't found my footing. I'm learning how to capture audio from the default device, using Audio Units. On my MacBook, the default audio input is mono. But when I write a piece of code to capture audio using AUHAL, I'm discovering that I need to provide an AudioBufferList with two channels, not one. Also, when I try to capture audio from an audio interface with 20 audio inputs, I must provide an AudioBufferList with two channels, and not with 20 channels. To investigate the issue, I wrote a small diagnostic program, which opens the default audio device and probes it for the number of channels. Depending on which way I'm probing, I'm getting different results. When I probe the stream format, I'm getting information that there is 1 channels. But when I probe the input audio unit, I'm getting information that there are 2 input channels.
Here's my program to demonstrate the issue:
// InputDeviceChannels.m
// Compile with:
// clang -framework CoreAudio -framework AudioToolbox -framework CoreFoundation -framework AudioUnit -o InputDeviceChannels InputDeviceChannels.m
//
// On my system, this prints:
// Device Name: MacBook Pro Microphone
// Number of Channels (Stream Format): 1
// Number of Elements (Element Count): 2
#import <AudioToolbox/AudioToolbox.h>
#import <AudioUnit/AudioUnit.h>
#import <CoreAudio/CoreAudio.h>
#import <Foundation/Foundation.h>
void printDeviceInfo(AudioUnit audioUnit) {
UInt32 size;
OSStatus err;
AudioStreamBasicDescription streamFormat;
size = sizeof(streamFormat);
err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 1,
&streamFormat, &size);
if (err != noErr) {
printf("Error getting stream format\n");
exit(1);
}
int numChannels = streamFormat.mChannelsPerFrame;
UInt32 elementCount;
size = sizeof(elementCount);
err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_ElementCount, kAudioUnitScope_Input, 0,
&elementCount, &size);
if (err != noErr) {
printf("Error getting element count\n");
exit(1);
}
printf("Number of Channels (Stream Format): %d\n", numChannels);
printf("Number of Elements (Element Count): %d\n", elementCount);
}
void printDeviceName(AudioDeviceID deviceID) {
UInt32 size;
OSStatus err;
CFStringRef deviceName = NULL;
size = sizeof(deviceName);
err = AudioObjectGetPropertyData(
deviceID,
&(AudioObjectPropertyAddress){kAudioDevicePropertyDeviceNameCFString,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMain},
0, NULL, &size, &deviceName);
if (err != noErr) {
printf("Error getting device name\n");
exit(1);
}
char deviceNameStr[256];
if (!CFStringGetCString(deviceName, deviceNameStr, sizeof(deviceNameStr),
kCFStringEncodingUTF8)) {
printf("Error converting device name to C string\n");
exit(1);
}
CFRelease(deviceName);
printf("Device Name: %s\n", deviceNameStr);
}
int main(int argc, const char *argv[]) {
@autoreleasepool {
OSStatus err;
// Get the default input device ID
AudioDeviceID input_device_id = kAudioObjectUnknown;
{
UInt32 property_size = sizeof(input_device_id);
AudioObjectPropertyAddress input_device_property = {
kAudioHardwarePropertyDefaultInputDevice,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMain,
};
err = AudioObjectGetPropertyData(kAudioObjectSystemObject, &input_device_property, 0, NULL,
&property_size, &input_device_id);
if (err != noErr || input_device_id == kAudioObjectUnknown) {
printf("Error getting default input device ID\n");
exit(1);
}
}
// Print the device name using the input device ID
printDeviceName(input_device_id);
// Open audio unit for the input device
AudioComponentDescription desc = {kAudioUnitType_Output, kAudioUnitSubType_HALOutput,
kAudioUnitManufacturer_Apple, 0, 0};
AudioComponent component = AudioComponentFindNext(NULL, &desc);
AudioUnit audioUnit;
err = AudioComponentInstanceNew(component, &audioUnit);
if (err != noErr) {
printf("Error creating AudioUnit\n");
exit(1);
}
// Enable IO for input on the AudioUnit and disable output
UInt32 enableInput = 1;
UInt32 disableOutput = 0;
err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input,
1, &enableInput, sizeof(enableInput));
if (err != noErr) {
printf("Error enabling input on AudioUnit\n");
exit(1);
}
err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output,
0, &disableOutput, sizeof(disableOutput));
if (err != noErr) {
printf("Error disabling output on AudioUnit\n");
exit(1);
}
// Set the current device to the input device
err =
AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_CurrentDevice,
kAudioUnitScope_Global, 0, &input_device_id, sizeof(input_device_id));
if (err != noErr) {
printf("Error setting device for AudioUnit\n");
exit(1);
}
// Initialize AudioUnit
err = AudioUnitInitialize(audioUnit);
if (err != noErr) {
printf("Error initializing AudioUnit\n");
exit(1);
}
// Print device info
printDeviceInfo(audioUnit);
// Clean up
AudioUnitUninitialize(audioUnit);
AudioComponentInstanceDispose(audioUnit);
}
return 0;
}
It prints:
Device Name: MacBook Pro Microphone
Number of Channels (Stream Format): 1
Number of Elements (Element Count): 2
I tried to set the number of channels to 1 on the input unit, but it didn’t change anything. After calling setNumberOfChannels(1, audioUnit), I’m still getting the same output.
Note 1: I know that I can ignore one channel, etc, etc. My purpose here is not to "somehow get it to work", I already did that. My purpose is to understand the API, so that I'll be able to write code that handles any number of audio inputs.
Note 2: I already read a bunch of documentation, especially this here: https://developer.apple.com/library/archive/technotes/tn2091/ - perhaps the channel map could help here, but I can’t make sense of it - I tried to use it based on my understanding but I only got the -50 OSStatus.
How should I understand this? Is it that that audio unit is an abstraction layer and automatically converts mono input into stereo input? Can I ask AUHAL to provide me the same number of input channels that the audio device has?