AVFoundation

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Work with audiovisual assets, control device cameras, process audio, and configure system audio interactions using AVFoundation.

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Multiview HLS with HDR
I have an HDR10+ encoded video that if loaded as a mov plays back on the Apple Vision Pro but when that video is encoded using the latest (1.23b) Apple HLS tools to generate an fMP4 - the resulting m3u8 cannot be played back in the Apple Vision Pro and I only get back a "Cannot Open" error. To generate the m3u8, I'm just calling mediafilesegmenter (with -iso-fragmented) and then variantplaylistcreator. This completes with no errors but the m3u8 will playback on the Mac using VLC but not on the Apple Vision Pro. The relevant part of the m3u8 is: #EXT-X-STREAM-INF:AVERAGE-BANDWIDTH=40022507,BANDWIDTH=48883974,VIDEO-RANGE=PQ,CODECS="ec-3,hvc1.1.60000000.L180.B0",RESOLUTION=4096x4096,FRAME-RATE=24.000,CLOSED-CAPTIONS=NONE,AUDIO="audio1",REQ-VIDEO-LAYOUT="CH-STEREO" {{url}} Has anyone been able to use the HLS tools to generate fMP4s of MV-HEVC videos with HDR10?
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1.1k
Feb ’25
HDR10 MVHECV can not play on Safari
Hi, just generated a HDR10 MVHEVC file, mediainfo is below: Color range : Limited Color primaries : BT.2020 Transfer characteristics : PQ Matrix coefficients : BT.2020 non-constant Codec configuration box : hvcC+lhvC then generate the segment files with below command: mediafilesegmenter --iso-fragmented -t 4 -f av_1 av_new_1.mov then upload the segment files and prog_index.m3u8 to web server. just find that can not play the HLS stream on Safari... the url is http://ip/vod/prog_index.m3u8 just checked that if i remove the tag Transfer characteristics : PQ when generating the MVHEVC file. above same mediafilesegmenter command and upload the files to web server. the new version of HLS stream is can play on Safari... Is there any way to play HLS PQ video on Safari. thanks.
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835
Feb ’25
AVSpeechSynthesizer & Bluetooth Issues
Hello, I have a CarPlay Navigation app and utilize the AVSpeechSynthesizer to speak directions to a user. Everything works great on my CarPlay simulator as well as when plugged into my GMC truck. However, I found out yesterday that one of my users with a Ford truck the audio would cut in an out. After much troubleshooting, I was able to replicate this on my own truck when using Bluetooth to connect to CarPlay. My user was also utilizing Bluetooth. Has anyone else experienced this? Is there a fix to the problem? import SwiftUI import AVFoundation class TextToSpeechService: NSObject, ObservableObject, AVSpeechSynthesizerDelegate { private var speechSynthesizer = AVSpeechSynthesizer() static let shared = TextToSpeechService() override init() { super.init() speechSynthesizer.delegate = self } func configureAudioSession() { speechSynthesizer.delegate = self do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .voicePrompt, options: [.mixWithOthers, .allowBluetooth]) } catch { print("Failed to set audio session category: \(error.localizedDescription)") } } func speak(_ text: String) { Task(priority: .high) { let speechUtterance = AVSpeechUtterance(string: text) speechUtterance.voice = AVSpeechSynthesisVoice(language: AVSpeechSynthesisVoice.currentLanguageCode()) try AVAudioSession.sharedInstance().setActive(true, options: .notifyOthersOnDeactivation) speechSynthesizer.speak(speechUtterance) } } func speechSynthesizer(_ synthesizer: AVSpeechSynthesizer, didFinish utterance: AVSpeechUtterance) { Task { stopSpeech() try AVAudioSession.sharedInstance().setActive(false) } } func stopSpeech() { speechSynthesizer.stopSpeaking(at: .immediate) } }
0
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434
Feb ’25
Crash in AVCaptureDevice.requestAccess in iOS 18 with swift 6
I am facing an issue in iOS 18 that works fine in iOS 17 and earlier. This happens when you set the project to use Swift 6, if you set swift 5 this will work ok. The app has the Privacy - Camera Usage Description key in the Info.plist. It is a wrapper that implements UIViewControllerRepresentable to create the UIViewController. This wrapper is within a view that gets pushed when the user presses a button (see snippet code below). Sometimes, I get a popup asking for permission to access the camera, and the app crashes immediately. Other times, I don’t see the popup, and the app crashes right away. I tried adding Task { @MainActor } within the requestAccess closure, but it did not resolve the issue. It does not matter the code within the closure; it crashes even if the closure is empty. The crash trace shows _dispatch_assert_queue_fail (see the attached image). Has anyone else experienced this issue? Any insights would be greatly appreciated. The following code will crash if run as is. ***** Please add the Privacy - Camera Usage Description key in the Info.plist to prevent this issue. import SwiftUI import AVFoundation struct ContentView: View { var body: some View { VStack { Text("Hello, world!") ViewControllerWrapper() } } } struct ViewControllerWrapper: UIViewControllerRepresentable { func makeUIViewController(context: Context) -> ViewController { ViewController() } func updateUIViewController(_ viewController: ViewController, context: Context) {} } class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() AVCaptureDevice.requestAccess(for: .video) { _ in } } }
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489
Feb ’25
Musickit Media player missing output device selection
Hi All, I am working on a DJ playout app (MACOS). The app has a few AVAudioPlayerNode's combined with the ApplicationMusicPlayer from Musickit. I can route the output of the AVaudioPlayer to a hardware device so that the audio files are directed to their own dedicated output on my Mac. The ApplicationMusicPlayer is following the default output and this is pretty annoying. Has anyone found a solution to chain the ApplicationMusicPlayer and get it set to a output device? Thanks Pancras
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589
Feb ’25
How to write RGB & Depth Frames Without Losing Synchronization
I’m currently working on a project where I capture both depth frames and RGB frames using AVCaptureDataOutputSynchronizer. Depth frames are stored as raw binary data and RGB frames are saved with AVAssetWriter. The issue I’m facing is that AVAssetWriter enforces a fixed framerate, meaning it adds or discards frames to maintain that rate (as I understand it). This causes a desynchronization between the depth and RGB frames, which is a problem because I need each depth frame to be exactly matched with the corresponding RGB frame as they were captured. How can I ensure that the RGB frames are saved without AVAssetWriter modifying the frame count?
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382
Feb ’25
Microphone Not Working When Running Unity Vision Pro App Normally
} // Start listening to the microphone public void StartListening() { if (!isListening) { #if UNITY_IOS || UNITY_TVOS microphoneInput = Microphone.Start(null, true, 10, 44100); #else try { microphoneInput = Microphone.Start(null, true, 10, 16000); // Use 16,000 Hz instead of 44,100 if (microphoneInput == null) { microphoneInput = Microphone.Start(null, true, 10, AudioSettings.outputSampleRate); } #endif isListening = true; Debug.Log(Microphone.devices.Length + " Started listening..."); debugText.text = Microphone.devices.Length + "- Started listening..."; } catch (System.Exception e) { Debug.LogError($"Starting microphone failed: {e.Message}"); debugText.text = $"Starting microphone failed: {e.Message}"; } } } void Update() { if (isListening && microphoneInput != null) { // Analyze the audio for voice activity float volume = GetAverageVolume(); if (volume > detectionThreshold) { Debug.Log("User is speaking!"); lastVoiceTime = Time.time; SoundDetected = true; if (Time.time - lastVoiceTime > silenceDuration) { Debug.Log("User is silent."); debugText.text = volume.ToString() + " - User is silent."; } slider.value = volume; } } } private float GetAverageVolume() { float[] samples = new float[128]; microphoneInput.GetData(samples, Microphone.GetPosition(null)); float sum = 0f; foreach (float sample in samples) { sum += Mathf.Abs(sample); } return sum / samples.Length; } Problem: When I build and run the app from Xcode, the microphone works fine, and I receive input. However, when running the app normally (outside of Xcode), I can’t seem to access the microphone. The debug logs indicate no microphone is detected. Question: Is there any additional configuration I need to do for the microphone to work in a normal (non-Xcode) run on Vision Pro? Or any common issues that could be causing the microphone access to fail in this scenario? Thanks in advance for any insights! Best, Siddharth
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465
Feb ’25
AVQueuePlayer Error: LoudnessManager.mm:709 unable to open stream for LoudnessManager plist
Getting this error in iPhone Portrait Mode with notch. Currrently using AVQueuePlayer to play more than 30 mp3 files one by one. All constraint properties are correct but error occures only in Apple iPhone Portrait Mode with notch series. But same code works on same iPhone in Landscape mode. **But I get this error: ** LoudnessManager.mm:709 unable to open stream for LoudnessManager plist Type: Error | Timestamp: 2025-02-07 | Process: | Library: AudioToolbox | Subsystem: com.apple.coreaudio | Category: aqme | TID: 0x42754 LoudnessManager.mm:709 unable to open stream for LoudnessManager plist LoudnessManager.mm:709 unable to open stream for LoudnessManager plist Timestamp: 2025-02-07 | Library: AudioToolbox | Subsystem: com.apple.coreaudio | Category: aqme
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2
968
Feb ’25
AVPlayer error: Too many open files
For some users in production, there's a high probability that after launching the App, using AVPlayer to play any local audio resources results in the following error. Restarting the App doesn't help. issue: [error: Error Domain=AVFoundationErrorDomain Code=-11800 "这项操作无法完成" UserInfo={NSLocalizedFailureReason=发生未知错误(24), NSLocalizedDescription=这项操作无法完成, NSUnderlyingError=0x30311f270 {Error Domain=NSPOSIXErrorDomain Code=24 "Too many open files"}} I've checked the code, and there aren't actually multiple AVPlayers playing simultaneously. What could be causing this?
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428
Feb ’25
Missing Depth Frames When Recording with AVCaptureVideoDataOutputSampleBufferDelegate/AVCaptureDataOutputSynchronizerDelegate and AVAssetWriter
I’ve tried both AVCaptureVideoDataOutputSampleBufferDelegate (captureOutput) and AVCaptureDataOutputSynchronizerDelegate (dataOutputSynchronizer), but the number of depth frames and saved timestamps is significantly lower than the number of frames in the .mp4 file written by AVAssetWriter. In my code, I save: Timestamps for each frame to a metadata file Depth frames to a binary file Video to an .mp4 file If I record a 4-second video at 30fps, the .mp4 file correctly plays for 4 seconds, but the number of stored timestamps and depth frames is much lower—around 70 frames instead of the expected 120. Does anyone know why this mismatch happens? func dataOutputSynchronizer(_ synchronizer: AVCaptureDataOutputSynchronizer, didOutput synchronizedDataCollection: AVCaptureSynchronizedDataCollection) { // Read all outputs guard let syncedDepthData: AVCaptureSynchronizedDepthData = synchronizedDataCollection.synchronizedData(for: depthDataOutput) as? AVCaptureSynchronizedDepthData, let syncedVideoData: AVCaptureSynchronizedSampleBufferData = synchronizedDataCollection.synchronizedData(for: videoDataOutput) as? AVCaptureSynchronizedSampleBufferData else { // only work on synced pairs return } if syncedDepthData.depthDataWasDropped || syncedVideoData.sampleBufferWasDropped { return } let depthData = syncedDepthData.depthData let depthPixelBuffer = depthData.depthDataMap let sampleBuffer = syncedVideoData.sampleBuffer guard let videoPixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer), let formatDescription = CMSampleBufferGetFormatDescription(sampleBuffer) else { return } addToPreviewStream?(CIImage(cvPixelBuffer: videoPixelBuffer)) if !canWrite() { return } // Extract the presentation timestamp (PTS) from the sample buffer let timestamp = CMSampleBufferGetPresentationTimeStamp(sampleBuffer) //sessionAtSourceTime is the first buffer we will write to the file if self.sessionAtSourceTime == nil { //Make sure we don't start recording until the buffer reaches the correct time (buffer is always behind, this will fix the difference in time) guard sampleBuffer.presentationTimeStamp >= self.recordFromTime! else { return } self.sessionAtSourceTime = sampleBuffer.presentationTimeStamp self.videoWriter!.startSession(atSourceTime: sampleBuffer.presentationTimeStamp) } if self.videoWriterInput!.isReadyForMoreMediaData { self.videoWriterInput!.append(sampleBuffer) self.videoTimestamps.append( Timestamp( frame: videoTimestamps.count, value: timestamp.value, timescale: timestamp.timescale ) ) let ddm = depthData.depthDataMap depthCapture.addDepthData(pixelBuffer: ddm, timestamp: timestamp) } }
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461
Feb ’25
AVCaptureDevice rotationCoordinator modifying CALayer on switching devices
I am trying to use AVCaptureDevice.rotationCoordinator API to observe angles for preview and capture and it seems there is an issue with the API when used with arbitrary CALayer (which is not a AVCaptureVideoPreviewLayer) and switching cameras. Here is my setup. The below function is defined in an actor class called CameraManager that performs setup of rotationCoordinator. func updateRotationCoordinator(_ callback:@escaping @MainActor (CGFloat) -> Void) { guard let device = sessionConfiguration.activeVideoInput?.device, let displayLayer = displayLayer else { return } cancellables.removeAll() rotationCoordinator = AVCaptureDevice.RotationCoordinator(device: device, previewLayer: displayLayer) guard let coordinator = rotationCoordinator else { return } coordinator.publisher(for: \.videoRotationAngleForHorizonLevelPreview) .receive(on: DispatchQueue.main) .sink { degrees in let radians = degrees * .pi / 180 MainActor.assumeIsolated { callback(radians) } } .store(in: &cancellables) } This works the very first time but when I switch cameras and call this function again, it throws a runtime error that view's layer is modified from a non-main thread. This happens at the very line where rotation coordinator is been recreated. It's not clear why initialising rotation coordinator should modify CALayer properties right in it's init method. Modifying properties of a view's layer off the main thread is not allowed: view <MyApp.DisplayLayerView: 0x102ffaf40> with nearest ancestor view controller <_TtGC7SwiftUI19UIHostingControllerGVS_15ModifiedContentVS_7AnyViewVS_12RootModifier__: 0x101f7fb80>; backtrace: ( 0 UIKitCore 0x0000000194a977b4 575E5140-FA6A-37C2-B00B-A4EACEDFDA53 + 22509492 1 UIKitCore 0x000000019358594c 575E5140-FA6A-37C2-B00B-A4EACEDFDA53 + 416076 2 QuartzCore 0x00000001927f5bd8 D8E8E86D-85AC-3C90-B2E1-940235ECAA18 + 43992 3 QuartzCore 0x00000001927f5a4c D8E8E86D-85AC-3C90-B2E1-940235ECAA18 + 43596 4 QuartzCore 0x000000019283a41c D8E8E86D-85AC-3C90-B2E1-940235ECAA18 + 324636 5 QuartzCore 0x000000019283a0a8 D8E8E86D-85AC-3C90-B2E1-940235ECAA18 + 323752 6 AVFCapture 0x00000001af072a18 09192166-E0B6-346C-B1C2-7C95C3EFF7F7 + 420376 7 MyApp.debug.dylib 0x0000000105fa3914 $s10MyApp15CapturePipelineC25updateRotationCoordinatoryyy12CoreGraphics7CGFloatVScMYccF + 972 8 MyApp.debug.dylib 0x00000001063ade40 $s10MyApp11CameraModelC18switchVideoDevicesyyYaFTY3_ + 72 9 MyApp.debug.dylib 0x0000000105fe3cbd $s10MyApp11ContentViewV4bodyQrvg7SwiftUI6VStackVyAE05TupleE0VyAE6HStackVyAIyAE6SpacerV_AE6ButtonVyAE0E0PAEE5frame5width6height9alignmentQr12CoreGraphics7CGFloatVSg_AyE9AlignmentVtFQOyAqEE11scaledToFitQryFQOyAqEE10imageScaleyQrAE5ImageV0Z0OFQOyA3__Qo__Qo__Qo_GtGG_AmKyAIyAKyAIyAqEE7paddingyQrAE4EdgeO3SetV_AYtFQOyAA07CaptureM0V_Qo__AOyAE4TextVGAmKyAIyA9__AqEEArstUQrAY_AYA_tFQOyAM_Qo_A9_tGGtGG_AmqEE10background_AUQrqd___A_tAePRd__lFQOyAqEEArstUQrAY_AYA_tFQOyA21__Qo__AqEEArstUQrAY_AYA_tFQOyAE06_ShapeE0VyAE9RectangleVAE5ColorVG_Qo_Qo_SgtGGtGGyXEfU0_A42_yXEfU_A10_yXEfU_yyScMYccfU_yyYacfU_TQ1_ + 1 10 MyApp.debug.dylib 0x0000000105ff06d9 $s10MyApp11ContentViewV4bodyQrvg7SwiftUI6VStackVyAE05TupleE0VyAE6HStackVyAIyAE6SpacerV_AE6ButtonVyAE0E0PAEE5frame5width6height9alignmentQr12CoreGraphics7CGFloatVSg_AyE9AlignmentVtFQOyAqEE11scaledToFitQryFQOyAqEE10imageScaleyQrAE5ImageV0Z0OFQOyA3__Qo__Qo__Qo_GtGG_AmKyAIyAKyAIyAqEE7paddingyQrAE4EdgeO3SetV_AYtFQOyAA07CaptureM0V_Qo__AOyAE4TextVGAmKyAIyA9__AqEEArstUQrAY_AYA_tFQOyAM_Qo_A9_tGGtGG_AmqEE10background_AUQrqd___A_tAePRd__lFQOyAqEEArstUQrAY_AYA_tFQOyA21__Qo__AqEEArstUQrAY_AYA_tFQOyAE06_ShapeE0VyAE9RectangleVAE5ColorVG_Qo_Qo_SgtGGtGGyXEfU0_A42_yXEfU_A10_yXEfU_yyScMYccfU_yyYacfU_TATQ0_ + 1 11 MyApp.debug.dylib 0x0000000105f9c595 $sxIeAgHr_xs5Error_pIegHrzo_s8SendableRzs5NeverORs_r0_lTRTQ0_ + 1 12 MyApp.debug.dylib 0x0000000105f9fb3d $sxIeAgHr_xs5Error_pIegHrzo_s8SendableRzs5NeverORs_r0_lTRTATQ0_ + 1 13 libswift_Concurrency.dylib 0x000000019c49fe39 E15CC6EE-9354-3CE5-AF91-F641CA8283E0 + 433721 )
2
0
583
Feb ’25
Problem with UVC Device Access on visionOS
No external cameras show up in the app on visionOS. We use this sample code as a basis for our tests: https://developer.apple.com/documentation/visionos/displaying-video-from-connected-devices We also received the needed entitlement from Apple, but every camera we tried so far does not show up on visionOS. We tried the following devices and hubs: Insta360 X4 Somikon Endoscope Camera: USB HD Endoscope Camera EMEET Full HD Webcam - C960 BENFEI Video/Audio Capture Card, 4K HDMI auf USB C/A Logitech C920 HD PRO Webcam, Anker PowerConf C200 Insta360 GO 3S Anker 341 USB-C Hub UGREEN Revodok Pro 10Gbps USB-C Hub All Vision Pro devices we tried run with visionOS 2.3. When trying the same code on iPad we can actually use external cameras. Steps to reproduce: Start the app on a Vision Pro device and connect an external camera. The connected camera does not show up in the dropdown. Development environment: Xcode 16.2, macOS 15.3 Run-time configuration: iOS 18.3, visionOS 2.3
2
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627
Feb ’25
Non-sendable type AVMediaSelectionGroup
Hi all, we try migrate project to Swift 6 Project use AVPlayer in MainActor Selection audio and subtitiles not work Task { @MainActor in let group = try await item.asset.loadMediaSelectionGroup(for: AVMediaCharacteristic.audible) get error: Non-sendable type 'AVMediaSelectionGroup?' returned by implicitly asynchronous call to nonisolated function cannot cross actor boundary and second example `if #available(iOS 15.0, *) { player?.currentItem?.asset.loadMediaSelectionGroup(for: AVMediaCharacteristic.audible, completionHandler: { group, error in if error != nil { return } if let groupWrp = group { DispatchQueue.main.async { self.setupAudio(groupWrp, audio: audioLang) } } }) }` get error: Sending 'groupWrp' risks causing data races
1
0
528
Feb ’25
Populating Now Playing with Objective-C
Hello. I am attempting to display the music inside of my app in Now Playing. I've tried a few different methods and keep running into unknown issues. I'm new to Objective-C and Apple development so I'm at a loss of how to continue. Currently, I have an external call to viewDidLoad upon initialization. Then, when I'm ready to play the music, I call playMusic. I have it hardcoded to play an mp3 called "1". I believe I have all the signing set up as the music plays after I exit the app. However, there is nothing in Now Playing. There are no errors or issues that I can see while the app is running. This is the only file I have in Xcode relating to this feature. Please let me know where I'm going wrong or if there is another object I need to use! #import <Foundation/Foundation.h> #import <UIKit/UIKit.h> #import <MediaPlayer/MediaPlayer.h> #import <AVFoundation/AVFoundation.h> @interface ViewController : UIViewController <AVAudioPlayerDelegate> @property (nonatomic, strong) AVPlayer *player; @property (nonatomic, strong) MPRemoteCommandCenter *commandCenter; @property (nonatomic, strong) MPMusicPlayerController *controller; @property (nonatomic, strong) MPNowPlayingSession *nowPlayingSession; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; NSLog(@"viewDidLoad started."); [self setupAudioSession]; [self initializePlayer]; [self createNowPlayingSession]; [self configureNowPlayingInfo]; NSLog(@"viewDidLoad completed."); } - (void)setupAudioSession { AVAudioSession *audioSession = [AVAudioSession sharedInstance]; NSError *setCategoryError = nil; if (![audioSession setCategory:AVAudioSessionCategoryPlayback error:&setCategoryError]) { NSLog(@"Error setting category: %@", [setCategoryError localizedDescription]); } else { NSLog(@"Audio session category set."); } NSError *activationError = nil; if (![audioSession setActive:YES error:&activationError]) { NSLog(@"Error activating audio session: %@", [activationError localizedDescription]); } else { NSLog(@"Audio session activated."); } } - (void)initializePlayer { NSString *soundFilePath = [NSString stringWithFormat:@"%@/base/game/%@",[[NSBundle mainBundle] resourcePath], @"bgm/1.mp3"]; if (!soundFilePath) { NSLog(@"Audio file not found."); return; } NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath]; self.player = [AVPlayer playerWithURL:soundFileURL]; NSLog(@"Player initialized with URL: %@", soundFileURL); } - (void)createNowPlayingSession { self.nowPlayingSession = [[MPNowPlayingSession alloc] initWithPlayers:@[self.player]]; NSLog(@"Now Playing Session created with players: %@", self.nowPlayingSession.players); } - (void)configureNowPlayingInfo { MPNowPlayingInfoCenter *infoCenter = [MPNowPlayingInfoCenter defaultCenter]; CMTime duration = self.player.currentItem.duration; Float64 durationSeconds = CMTimeGetSeconds(duration); CMTime currentTime = self.player.currentTime; Float64 currentTimeSeconds = CMTimeGetSeconds(currentTime); NSDictionary *nowPlayingInfo = @{ MPMediaItemPropertyTitle: @"Example Title", MPMediaItemPropertyArtist: @"Example Artist", MPMediaItemPropertyPlaybackDuration: @(durationSeconds), MPNowPlayingInfoPropertyElapsedPlaybackTime: @(currentTimeSeconds), MPNowPlayingInfoPropertyPlaybackRate: @(self.player.rate) }; infoCenter.nowPlayingInfo = nowPlayingInfo; NSLog(@"Now Playing info configured: %@", nowPlayingInfo); } - (void)playMusic { [self.player play]; [self createNowPlayingSession]; [self configureNowPlayingInfo]; } - (void)pauseMusic { [self.player pause]; [self configureNowPlayingInfo]; } @end
2
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582
Feb ’25
MPRemoteCommandCenter not updating play/pause button to proper state on iOS
So I'm using AVAudioEngine. When playing audio I become the 'now playing' app using MPNowPlayingInfoCenter/MPRemoteCommandCenter APIs. When configuring MPRemoteCommandCenter I add a play/pause command target via -addTargetWithHandler on the togglePlayPauseCommand property. Now I also have a play/pause button in my app's UI. When I pause playback from my app's UI (which means I'm the active app, I'm in the foreground), what I do is this: -I pause the AVAudioPlayerNode I'm using with AVAudioEngine. I do not, stop, reset, etc. the AVAudioEngine. I only pause the player node. My thought process here is that the user just pressed pause and it is very likely that he will hit 'play' to resume playback in the near future because My app is in the foreground and the user just hit the pause button. Now if my app moves to the background and if I receive a memory warning I presume it'd make sense to tear down the engine or pause it. Perhaps I'm wrong about this? So when I initially hit the play button from my app's UI I also activate my AVAudioSession. I do this in high priority NSOperation since the documentation warns that "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic." So now I'm playing and I hit pause from my app's UI. Then I quickly bring up the "Now Playing" center and I see I'm the "Now Playing" app but the play-pause button is showing the pause icon instead of the play icon but I'm in the pause state. I do set MPNowPlayingInfoCenter's playbackState to MPNowPlayingPlaybackStatePaused when I pause. Not surprisingly this doesn't work. The documentation states this is for macOS only. So the only way to get MPRemoteCommandCenter to show the "play" image for the play-pause button is to deactivate my AVAudioSession when I pause playback? Since I change the active state of my audio session in a NSOperation because documentation recommends "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic." the play-pause toggle in the remote command center won't immediately update since I'm doing it on another thread. IMO it feels kind of inappropriate for a play-pause button to wait on a NSOperation activating the audio session before updating its UI when I already know my play/paused state, it should update right away like the button in my app does. Wouldn't it be nicer to just use MPNowPlayingInfoCenter's playbackState property on iOS too? If I'm no the longer the now playing app/active audio session it doesn't matter since I'm not in the now playing UI, just ignore it? Also is it recommended that I deactivate my audio session explicitly every time the user pauses audio in my app (when I'm in the foreground)? Also when I do deactivate the audio session I get an error: AVAudioSessionErrorCodeIsBusy (but the button in the now playing center updates to the proper image). I do this : -(void)pause { [self.playerNode pause]; [self runOperationToDeactivateAudioSession]; // This does nothing on iOS: MPNowPlayingInfoCenter *nowPlayingCenter = [MPNowPlayingInfoCenter defaultCenter]; nowPlayingCenter.playbackState = MPNowPlayingPlaybackStatePaused; } So in -runOperationToDeactivateAudioSession I get the AVAudioSessionErrorCodeIsBusy. According to the documentation Starting in iOS 8, if the session has running I/Os at the time that deactivation is requested, the session will be deactivated, but the method will return NO and populate the NSError with the code property set to AVAudioSessionErrorCodeIsBusy to indicate the misuse of the API. So pausing the player node when pausing isn't enough to meet the deactivation criteria. I guess I have to pause or stop the audio engine. I could probably wait until I receive a scene went to background notification or something before deactivating my audio session (which is async, so the button may not update to the correct image in time). This seems like a lot of code to have to write to get a play-pause toggle to update, especially in iPad-multi window scene environment. What's the recommended approach? Should I pause the AudioEngine instead of the player node always? Should I always explicitly deactivate my audio session when the user pauses playback from my app's UI even if I'm in the foreground? I personally like the idea of just being able to set [MPNowPlayingInfoCenter defaultCenter].playbackState = MPNowPlayingPlaybackStatePaused; But maybe that's because that would just make things easier on me. This does feels overcomplicated though. If anyone can share some tips on how I should handle this, I'd appreciate it.
4
0
719
Feb ’25
Using AVCaptureSession to record a video on initialising audio session from a Push To Talk call, audio of the ongoing video recording is getting stopped while the video recording is still ongoing.
We have a Push To Talk application which allow user to record video and audio. When user is recording a video using AVCaptureSession and receive's an Push To Talk call, from moment the Push To Talk call is received the audio in the video which is being captured is stopped while the video capture is still in progress. Here after the PTT call is completed, we have tried restarting the audio session, there are no errors that are getting printed but we still don't see the audio getting restarted in video capture. We have also tried to add a new input for AVCaptureSession we are receiving error that is resulting in video capture stopping, error mentioned below: [OS-PLT] [CameraManager] Movie file finished with error: Error Domain=AVFoundationErrorDomain Code=-11818 "Recording Stopped" UserInfo={AVErrorRecordingSuccessfullyFinishedKey=true, NSLocalizedDescription=Recording Stopped, NSLocalizedRecoverySuggestion=Stop any other actions using the recording device and try again., AVErrorRecordingFailureDomainKey=1, NSUnderlyingError=0x3026bff60 {Error Domain=NSOSStatusErrorDomain Code=-16414 "(null)"}}, success We have also raised a Feedback Ticket on same: https://feedbackassistant.apple.com/feedback/16050598
1
0
598
Feb ’25
AVURLAsset with AVURLAssetHTTPCookiesKey - Cookies not persisting on retry requests
I'm experiencing an unexpected behavior with AVURLAsset and cookies. When setting cookies through AVURLAssetHTTPCookiesKey option, they seem to be sent only on the initial request but not on retry attempts. Here's my current implementation: let cookieProperties: [HTTPCookiePropertyKey: Any] = [ .name: "sessionCookie", .value: "testValue", .domain: url.host ?? "", .path: "/", .secure: true ] if let cookie = HTTPCookie(properties: cookieProperties) { let asset = AVURLAsset(url: url, options: [ AVURLAssetHTTPCookiesKey: [cookie], ]) } According to the documentation, AVURLAssetHTTPCookiesKey should apply the cookies to all requests made by this asset. However, when the initial request fails and AVPlayer retries, the cookies are not included in subsequent requests. Only when I store the cookie with HTTPCookieStorage.shared.setCookie, then it persists. Questions: Is this the expected behavior? If not, what could be causing the cookies to not persist for retry attempts? Is using HTTPCookieStorage.shared the recommended approach instead? Environment: iOS 16+ Using AVPlayer with AVURLAsset Streaming HLS content Any insights would be greatly appreciated.
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0
356
Feb ’25
Macro-mode in AVCaptureDevice(custom camera)
Hi, I would like to use macro-mode for the custom camera using AVCaptureDevice in my project. This feature might help to automatically adjust and switch between lenses to get a close up clear image. It looks like this feature is not available and there are no open apis to achieve macro mode from Apple. Is there a way to get this functionality in the custom camera without losing the image quality. Please let me know if this is possible. Thanks you, Adil Thamarasseri
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1
1.3k
Feb ’25
Improving the transition between ultra wide and wide angle lens
I'm building an app which uses the camera and want to take advantage of the ability of the builtInTripleCamera and builtInDualWideCamera to automatically switch between the ultra wide and wide angle lens to focus on close up shots. It's working fine - except that the transition between the two lenses is a bit jumpy. I looked at what the native Camera app does and it seems to apply a small amount of blurring when the transition happens to help "mask" the jumpiness. How can I replicate this, or is there another way to improve the UX of switching between one lens and another automatically?
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497
Feb ’25