AVFoundation

RSS for tag

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

Posts under AVFoundation tag

200 Posts

Post

Replies

Boosts

Views

Activity

Why Does WebView Audio Get Quiet During RTC Calls? (AVAudioSession Analysis)
I developed an educational app that implements audio-video communication through RTC, while using WebView to display course materials during classes. However, some users are experiencing an issue where the audio playback from WebView is very quiet. I've checked that the AVAudioSessionCategory is set by RTC to AVAudioSessionCategoryPlayAndRecord, and the AVAudioSessionCategoryOption also includes AVAudioSessionCategoryOptionMixWithOthers. What could be causing the WebView audio to be suppressed, and how can this be resolved?
0
0
558
Jul ’25
Execution breakpoint when trying to play a music library file with AVAudioEngine
Hi all, I'm working on an audio visualizer app that plays files from the user's music library utilizing MediaPlayer and AVAudioEngine. I'm working on getting the music library functionality working before the visualizer aspect. After setting up the engine for file playback, my app inexplicably crashes with an EXC_BREAKPOINT with code = 1. Usually this means I'm unwrapping a nil value, but I think I'm handling the optionals correctly with guard statements. I'm not able to pinpoint where it's crashing. I think it's either in the play function or the setupAudioEngine function. I removed the processAudioBuffer function and my code still crashes the same way, so it's not that. The device that I'm testing this on is running iOS 26 beta 3, although my app is designed for iOS 18 and above. After commenting out code, it seems that the app crashes at the scheduleFile call in the play function, but I'm not fully sure. Here is the setupAudioEngine function: private func setupAudioEngine() { do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default) try AVAudioSession.sharedInstance().setActive(true) } catch { print("Audio session error: \(error)") } engine.attach(playerNode) engine.attach(analyzer) engine.connect(playerNode, to: analyzer, format: nil) engine.connect(analyzer, to: engine.mainMixerNode, format: nil) analyzer.installTap(onBus: 0, bufferSize: 1024, format: nil) { [weak self] buffer, _ in self?.processAudioBuffer(buffer) } } Here is the play function: func play(_ mediaItem: MPMediaItem) { guard let assetURL = mediaItem.assetURL else { print("No asset URL for media item") return } stop() do { audioFile = try AVAudioFile(forReading: assetURL) guard let audioFile else { print("Failed to create audio file") return } duration = Double(audioFile.length) / audioFile.fileFormat.sampleRate if !engine.isRunning { try engine.start() } playerNode.scheduleFile(audioFile, at: nil) playerNode.play() DispatchQueue.main.async { [weak self] in self?.isPlaying = true self?.startDisplayLink() } } catch { print("Error playing audio: \(error)") DispatchQueue.main.async { [weak self] in self?.isPlaying = false self?.stopDisplayLink() } } } Here is a link to my test project if you want to try it out for yourself: https://github.com/aabagdi/VisualMan-example Thanks!
8
0
694
Jul ’25
The volume of the human voice recorded by the microphone is too low when media is playing
We found that on some iPad devices (such as iPad8,9/iPad OS/18.5), when the media is playing, the recorded human voice is very small and is basically suppressed by the sound of the playing media. When the media is not playing, the human voice can be recorded. Likely when use screen recording with microphone, the ambient sound is also basically suppressed by the media sound.
1
0
222
Jul ’25
Does ImageRequestHandler(data:) include depth data from AVCapturePhoto?
Hi all, I'm capturing a photo using AVCapturePhotoOutput, and I've set: let photoSettings = AVCapturePhotoSettings() photoSettings.isDepthDataDeliveryEnabled = true Then I create the handler like this: let data = photo.fileDataRepresentation() let handler = try ImageRequestHandler(data: data, orientation: .right) Now I’m wondering: If depth data delivery is enabled, is it actually included and used when I pass the Data to ImageRequestHandler? Or do I need to explicitly pass the depth data using the other initializer? let handler = try ImageRequestHandler( cvPixelBuffer: photo.pixelBuffer!, depthData: photo.depthData, orientation: .right ) In short: Does ImageRequestHandler(data:) make use of embedded depth info from AVCapturePhoto.fileDataRepresentation() — or is the pixel buffer + explicit depth data required? Thanks for any clarification!
1
0
284
Jul ’25
Different behaviors of USB-C to Headphone Jack Adapters
I bought two "Apple USB-C to Headphone Jack Adapters". Upon closer inspection, they seems to be of different generations: The one with product ID 0x110a on top is working fine. The one with product ID 0x110b has two issues: There is a short but loud click noise on the headphone when I connect it to the iPad. When I play audio using AVAudioPlayer the first half of a second or so is cut off. Here's how I'm playing the audio: audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.delegate = self audioPlayer?.prepareToPlay() audioPlayer?.play() Is this a known issue? Am I doing something wrong?
0
0
341
Jul ’25
occasional glitches and empty buffers when using AudioFileStream + AVAudioConverter
I'm streaming mp3 audio data using URLSession/AudioFileStream/AVAudioConverter and getting occasional silent buffers and glitches (little bleeps and whoops as opposed to clicks). The issues are present in an offline test, so this isn't an issue of underruns. Doing some buffering on the input coming from the URLSession (URLSessionDataTask) reduces the glitches/silent buffers to rather infrequent, but they do still happen occasionally. var bufferedData = Data() func parseBytes(data: Data) { bufferedData.append(data) // XXX: this buffering reduces glitching // to rather infrequent. But why? if bufferedData.count > 32768 { bufferedData.withUnsafeBytes { (bytes: UnsafeRawBufferPointer) in guard let baseAddress = bytes.baseAddress else { return } let result = AudioFileStreamParseBytes(audioStream!, UInt32(bufferedData.count), baseAddress, []) if result != noErr { print("❌ error parsing stream: \(result)") } } bufferedData = Data() } } No errors are returned by AudioFileStream or AVAudioConverter. func handlePackets(data: Data, packetDescriptions: [AudioStreamPacketDescription]) { guard let audioConverter else { return } var maxPacketSize: UInt32 = 0 for packetDescription in packetDescriptions { maxPacketSize = max(maxPacketSize, packetDescription.mDataByteSize) if packetDescription.mDataByteSize == 0 { print("EMPTY PACKET") } if Int(packetDescription.mStartOffset) + Int(packetDescription.mDataByteSize) > data.count { print("❌ Invalid packet: offset \(packetDescription.mStartOffset) + size \(packetDescription.mDataByteSize) > data.count \(data.count)") } } let bufferIn = AVAudioCompressedBuffer(format: inFormat!, packetCapacity: AVAudioPacketCount(packetDescriptions.count), maximumPacketSize: Int(maxPacketSize)) bufferIn.byteLength = UInt32(data.count) for i in 0 ..< Int(packetDescriptions.count) { bufferIn.packetDescriptions![i] = packetDescriptions[i] } bufferIn.packetCount = AVAudioPacketCount(packetDescriptions.count) _ = data.withUnsafeBytes { ptr in memcpy(bufferIn.data, ptr.baseAddress, data.count) } if verbose { print("handlePackets: \(data.count) bytes") } // Setup input provider closure var inputProvided = false let inputBlock: AVAudioConverterInputBlock = { packetCount, statusPtr in if !inputProvided { inputProvided = true statusPtr.pointee = .haveData return bufferIn } else { statusPtr.pointee = .noDataNow return nil } } // Loop until converter runs dry or is done while true { let bufferOut = AVAudioPCMBuffer(pcmFormat: outFormat, frameCapacity: 4096)! bufferOut.frameLength = 0 var error: NSError? let status = audioConverter.convert(to: bufferOut, error: &error, withInputFrom: inputBlock) switch status { case .haveData: if verbose { print("✅ convert returned haveData: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(haveData) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } case .inputRanDry: if verbose { print("🔁 convert returned inputRanDry: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(inputRanDry) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } return // wait for next handlePackets case .endOfStream: if verbose { print("✅ convert returned endOfStream") } return case .error: if verbose { print("❌ convert returned error") } if let error = error { print("error converting: \(error.localizedDescription)") } return @unknown default: fatalError() } } }
0
0
567
Jul ’25
AVCaptureSession startRunning is slow
AVCaptureSession's startRunning method is thread blocking and seems to be slow. What is this method doing behind the scenes? For context: I'm working on Simulator Camera support and I have a 'fake' AVCaptureDevice that might be causing this. My hypothesis is that AVCaptureSession tries to connect to the device and waits for a notification to be posted back. I'd love to find a way to let my fake device message AVCaptureSession that it's connected.
3
0
308
Jul ’25
I cannot acquire entitlement named com.apple.developer.avfoundation.video-data-output-prepares-cellular-radio-for-machine-readable-code-scanning.
AVCaptureVideoDataOutput.preparesCellularRadioForNetworkConnection requires com.apple.developer.avfoundation.video-data-output-prepares-cellular-radio-for-machine-readable-code-scanning. But I cannot acquire its entitlement. I can't find its entitlement on 'Certificates, Identifiers &amp; Profiles'. Any solutions? Provisioning profile "iOS Team Provisioning Profile: ......" doesn't include the com.apple.developer.avfoundation.video-data-output-prepares-cellular-radio-for-machine-readable-code-scanning entitlement.
2
0
526
Jul ’25
Custom Views in Picture-in-Picture Disappear When Starting Video Call in Another App on iOS 18
Hi Apple Developer Team, I'm encountering a regression in iOS 18 related to the Picture-in-Picture (PiP) feature when using custom views. In previous versions of iOS (up to iOS 17), it's possible to show a custom UIView inside the PiP window — for example, a UILabel, UITableView, or other standard UI elements. This works well even when switching between apps. However, in iOS 18 (tested on the developer beta), there's an issue: If App A starts PiP mode and displays a custom view, and then the user switches to App B and starts a video call (e.g., using FaceTime or another VoIP app), all the custom views in the PiP window suddenly disappear. The PiP window itself remains, but its contents are empty. This behavior did not occur in earlier iOS versions. Steps to reproduce: In App A, start Picture-in-Picture with a custom UIView added to the PiP window. Switch to App B and initiate a video call (e.g., FaceTime). Observe the PiP window — the custom view is no longer visible. This issue breaks UI functionality that previously worked and may impact apps that rely on interactive or dynamic content in PiP. Is this a known issue in iOS 18, or is this behavior change intentional? Any suggested workarounds or updates? Thanks in advance for your support.
1
0
212
Jul ’25
I need a way to permantently disable Reactions from my app, ideally the universe too
So I've spent the last five years optimizing my video AI system so that it runs with less than 5% CPU while processing a 30fps video feed on a Macbook Pro M2, and everything is great, until Sonoma comes out, and I find myself consuming 40% CPU for the exact same workload. So I fire up Instruments, and the "heaviest stack trace" (see screenshot) turns out to be Espresso doing some completely unasked-for and absolutely useless processing on my video frames. I turn off Reactions, but nothing helps - the CPU consumptions stays at 40%. "Reactions" is nothing but a useless toy to please some WWDC keynote fanboys, I don't want it anywhere near my app or my users, and I especially do not want to take the blame for it pissing away the user's CPU cycles and battery. Now, how do I make it go away, for ever? Best regards Jacob
10
6
1.5k
Jul ’25
IPadOS 17 external camera exposure
I'm developing iPad app that will be mostly dedicated for certain external camera for visually impaired people. The linux UVC api (e.g. using guvcview) allows to enable automatic exposure for the camera. IOs api "isExposureModeSupported" unfortunately returns false for any of the exposure modes. Is it a bug? Or perhaps AVFoundation doesn't support UVC exposure yet?
1
2
690
Jul ’25
HDR video & screen brightness
When I play an HDR video in the iPhone Photos app, I can see the HDR effect obviously. But if this HDR video is played continuously for more than 30-40 minutes, the HDR effect will disappear and the brightness will be compressed to the SDR range. This issue will appear on any iPhone. Depending on the phone, it may be 20-30 minutes, or 30-40 minutes, or even a few minutes, such as iPhone 12 mini. Similarly, if I use AVPlayer to play and preview an HDR video, if it plays more than 30-40 minutes, the HDR effect will disappear and the screen brightness will dim. Also the currentEDRHeadroom will gradually decrease to 1 Note, test it with an HDR video longer than 1 hour, and if the video is short, please loop it. My question is how to avoid losing the HDR effect after 30-40 minutes when I use CAMetalLayer to render any HDR video.
1
0
204
Jul ’25
After playing an HDR video on iPhone for a while, the HDR effect disappears and the screen brightness decrease
When i use AVPlayer to obtain the video frame CVPixelBufferRef of an HDR video, and use AVSampleBufferDisplayLayer to display it on the screen, after a period of time, the HDR video content and screen gradually darken, losing the HDR effect. Steps to reproduce: Create an AVPlayer to loop an HDR video, specify the video frame format as kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange Create a timer to get the video frame CVPixelBufferRef at 30 frames per second Use AVSampleBufferDisplayLayer to display CVPixelBufferRef on the screen Don't operate the phone, wait for a period of time (such as 40 minutes), the HDR effect disappears and the screen darkens Note: You need to use an iPhone device, iOS 18.5 and below operating system You need to ensure that the HDR video is played in a loop, that is, to ensure that the screen continues to display HDR content, wait for a period of time, depending on different devices, you need to wait for 20-40 minutes. In the iPhone Photos app,the same problem will occur after playing HDR video in a loop for a long time Expected Results: When rendering HDR content for a long time, it is guaranteed that there is always an HDR effect, and the HDR content and screen will not be darkened. Current Results: After about 20-40 minutes, the HDR effect disappears and the screen darkens.
4
0
780
Jul ’25
ScaleTimeRange will cause noise in sound
I'm using AVFoundation to make a multi-track editor app, which can insert multiple track and clip, including scale some clip to change the speed of the clip, (also I'm not sure whether AVFoundation the best choice for me) but after making the scale with scaleTimeRange API, there is some short noise sound in play back. Also, sometimes it's fine when play AVMutableCompostion using AVPlayer with AVPlayerItem, but after exporting with AVAssetReader, will catch some short noise sounds in result file.... Not sure why. Here is the example project, which can build and run directly. https://github.com/luckysmg/daily_images/raw/refs/heads/main/TestDemo.zip
0
0
138
Jul ’25
Making DataScannerViewController work in the Simulator
Before you post —Camera doesn't work on the Simulator— that's no longer true. I've made a solution that makes the Simulator believe there's an actual hardware device connected, allowing users to stream the macOS camera to the iOS Simulator (see for more info RocketSim's documentation: https://docs.rocketsim.app/features/hzQMSrSga7BGWvxdNVdwYs/simulator-camera-support/58tQ5jvevLNSnyUEA7VgAv) Now, it works for VNDocumentCameraViewController, but when I try opening DataScannerViewController, I directly run into: Failed to start scanning: The operation couldn’t be completed. (VisionKit.DataScannerViewController.ScanningUnavailable error 0.) My question: How does this view controller determine whether scanning is available? Is there a certain capability the available AVCaptureDevice's need to support maybe? Any direction would be helpful for me to make this work for developers, making them build apps faster!
0
1
364
Jul ’25
Playing periodic audio in background using AVFoundation - facing audio session startup failure
Hello everyone, I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes. Following AVFoundation documentation, I’m configuring my audio session like this: let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try? session.setActive(true) When it’s time to play cues, I schedule playback on a DispatchQueue: // scheduleAudio uses DispatchQueue self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for sample in interval.samples { audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime)) } } catch { print("Audio activation failed: \(error)") } } This works perfectly in the foreground. But once the app goes into the background, the scheduled callback runs, yet the audio engine fails to start, resulting in an error with code 561015905. Interestingly, if the app is already playing audio before going to the background, the scheduled sounds continue to play as expected. I have added the required background audio mode to my Info plist file by including the key UIBackgroundModes with the value audio. Is there anything else I should configure? What is the best practice to play periodic audio when the app runs in the background? How do apps like turn-by-turn navigation handle continuous audio playback in the background? Any advice or pointers would be greatly appreciated!
0
0
228
Jul ’25
The async/await API crashes in Xcode 16.3 and later
We use several UIKit and AVFoundation APIs in our project, including: setAlternateIconName(_:completionHandler:) getAllTasks(completionHandler:) loadMediaSelectionGroup(for:completionHandler:) Moreover, we use the Swift Concurrency versions for these APIs: @MainActor func setAlternateIconName(_ alternateIconName: String?) async throws var allTasks: [URLSessionTask] { get async } func loadMediaSelectionGroup(for mediaCharacteristic: AVMediaCharacteristic) async throws -> AVMediaSelectionGroup? Everything worked well with these APIs in Xcode 16.2 and earlier, but starting from Xcode 16.3 (and in 16.4), they cause crashes. We've rewritten the APIs to use completion blocks instead of async/await, and this approach works. Stack traces: setAlternateIconName(_:completionHandler:) var allTasks: [URLSessionTask] { get async } loadMediaSelectionGroup(for:completionHandler:) Also, I attached some screenshots from Xcode 16.4.
6
0
387
Jul ’25
Camera become black for few propduction users during photo capture
PLATFORM AND VERSION :iOS 18.5 I wanted to bring to your attention a critical issue some of our production users are experiencing with the CoinOut app. Specifically, users are encountering a problem when attempting to capture photos of receipts using the app's customized camera feature. The camera, which utilizes AVCaptureVideoPreviewLayer and AVCaptureDevice, occasionally fails to load the preview, resulting in a black screen instead of the expected camera view. This camera blackout issue is significantly impacting the user experience as it prevents them from snapping photos of their receipts, which is a core functionality of the CoinOut app. Any help/suggestion to this issue would be greatly appreciated. STEPS TO REPRODUCE Open the app and click on camera icon. It will display camera to capture photo. Camera shows black for few production user's. class ViewController: UIViewController { @IBOutlet private weak var captureButton: UIButton! private var fillLayer: CAShapeLayer! private var previewLayer : AVCaptureVideoPreviewLayer! private var output: AVCapturePhotoOutput! private var device: AVCaptureDevice! private var session : AVCaptureSession! private var highResolutionEnabled: Bool = false private let sessionQueue = DispatchQueue(label: "session queue") override func viewDidLoad() { super.viewDidLoad() setupCamera() customiseUI() } @IBAction func startCamera(sender: UIButton) { didTapTakePhoto() } private func setupCamera() { let session = AVCaptureSession() session.sessionPreset = AVCaptureSession.Preset.high previewLayer = AVCaptureVideoPreviewLayer(session: session) output = AVCapturePhotoOutput() device = AVCaptureDevice.default(.builtInWideAngleCamera, for: AVMediaType.video, position: .back) if let device = self.device{ do{ let input = try AVCaptureDeviceInput(device: device) if session.canAddInput(input){ session.addInput(input)} else { print("\(#fileID):\(#function):\(#line) : Session Input addition failed") } if session.canAddOutput(output){ output.isHighResolutionCaptureEnabled = self.highResolutionEnabled session.addOutput(output) } else { print("\(#fileID):\(#function):\(#line) : Session Input high resolution failed") } previewLayer.videoGravity = .resizeAspectFill previewLayer.session = session sessionQueue.async { session.startRunning() } self.session = session self.session.accessibilityElementIsFocused() try device.lockForConfiguration() if device.isWhiteBalanceModeSupported(AVCaptureDevice.WhiteBalanceMode.autoWhiteBalance) { device.whiteBalanceMode = .autoWhiteBalance } else { print("\(#fileID):\(#function):\(#line) : isWhiteBalanceModeSupported no supported") } if device.isWhiteBalanceModeSupported(AVCaptureDevice.WhiteBalanceMode.continuousAutoWhiteBalance) { device.whiteBalanceMode = .continuousAutoWhiteBalance } else { print("\(#fileID):\(#function):\(#line) : isWhiteBalanceModeSupported no supported") } if device.isFocusModeSupported(.continuousAutoFocus) { device.focusMode = .continuousAutoFocus} else if device.isFocusModeSupported(.autoFocus) { device.focusMode = .autoFocus } device.unlockForConfiguration() } catch { print("\(#fileID):\(#function):\(#line) : \(error.localizedDescription)") } } else { print("\(#fileID):\(#function):\(#line) : Device found as nil") } } private func customiseUI() { let path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height), cornerRadius: 0) let rectangleWidth = view.frame.width - (view.frame.width * 0.16) let x = (view.frame.width - rectangleWidth) / 2 let rectangleHeight = view.frame.height - (view.frame.height * 0.16) let y = (view.frame.height - rectangleHeight) / 2 let roundRect = UIBezierPath(roundedRect: CGRect(x: x, y: y, width: rectangleWidth, height: rectangleHeight), byRoundingCorners:.allCorners, cornerRadii: CGSize(width: 0, height: 0)) roundRect.move(to: CGPoint(x: self.view.center.x , y: self.view.center.y)) path.append(roundRect) path.usesEvenOddFillRule = true fillLayer = CAShapeLayer() fillLayer.path = path.cgPath fillLayer.fillRule = .evenOdd fillLayer.opacity = 0.4 previewLayer.addSublayer(fillLayer) previewLayer.frame = view.bounds view.layer.addSublayer(previewLayer) view.bringSubviewToFront(captureButton) } private func didTapTakePhoto() { let settings = self.getSettings(camera: self.device) if device.isAdjustingFocus { do { try device.lockForConfiguration() device.focusMode = .continuousAutoFocus device.unlockForConfiguration() device.addObserver(self, forKeyPath: "adjustingFocus", options: [.new], context: nil) } catch { print(error) } } else { output.capturePhoto(with: settings, delegate: self) } } func getSettings(camera: AVCaptureDevice) -> AVCapturePhotoSettings { var settings = AVCapturePhotoSettings() if let rawFormat = output.availableRawPhotoPixelFormatTypes.first { settings = AVCapturePhotoSettings(rawPixelFormatType: OSType(rawFormat)) } settings.isHighResolutionPhotoEnabled = self.highResolutionEnabled let previewPixelType = settings.availablePreviewPhotoPixelFormatTypes.first! let previewFormat = [kCVPixelBufferPixelFormatTypeKey as String: previewPixelType] as [String : Any] settings.previewPhotoFormat = previewFormat return settings } } extension ViewController: AVCapturePhotoCaptureDelegate { func photoOutput(_ output: AVCapturePhotoOutput, willCapturePhotoFor resolvedSettings: AVCaptureResolvedPhotoSettings) { AudioServicesDisposeSystemSoundID(1108) } func photoOutput(_ output: AVCapturePhotoOutput, didFinishProcessingPhoto photo: AVCapturePhoto, error: Error?) { guard let data = photo.fileDataRepresentation() else { return } let image = UIImage(data: data)! showImage(cropped: image) } func showImage(cropped: UIImage) { let vc = self.storyboard?.instantiateViewController(withIdentifier: "ImagePreviewViewController") as? ImagePreviewViewController vc?.captured = cropped self.present(vc!, animated: true) } }```
1
0
244
Jul ’25
Why Does WebView Audio Get Quiet During RTC Calls? (AVAudioSession Analysis)
I developed an educational app that implements audio-video communication through RTC, while using WebView to display course materials during classes. However, some users are experiencing an issue where the audio playback from WebView is very quiet. I've checked that the AVAudioSessionCategory is set by RTC to AVAudioSessionCategoryPlayAndRecord, and the AVAudioSessionCategoryOption also includes AVAudioSessionCategoryOptionMixWithOthers. What could be causing the WebView audio to be suppressed, and how can this be resolved?
Replies
0
Boosts
0
Views
558
Activity
Jul ’25
Execution breakpoint when trying to play a music library file with AVAudioEngine
Hi all, I'm working on an audio visualizer app that plays files from the user's music library utilizing MediaPlayer and AVAudioEngine. I'm working on getting the music library functionality working before the visualizer aspect. After setting up the engine for file playback, my app inexplicably crashes with an EXC_BREAKPOINT with code = 1. Usually this means I'm unwrapping a nil value, but I think I'm handling the optionals correctly with guard statements. I'm not able to pinpoint where it's crashing. I think it's either in the play function or the setupAudioEngine function. I removed the processAudioBuffer function and my code still crashes the same way, so it's not that. The device that I'm testing this on is running iOS 26 beta 3, although my app is designed for iOS 18 and above. After commenting out code, it seems that the app crashes at the scheduleFile call in the play function, but I'm not fully sure. Here is the setupAudioEngine function: private func setupAudioEngine() { do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default) try AVAudioSession.sharedInstance().setActive(true) } catch { print("Audio session error: \(error)") } engine.attach(playerNode) engine.attach(analyzer) engine.connect(playerNode, to: analyzer, format: nil) engine.connect(analyzer, to: engine.mainMixerNode, format: nil) analyzer.installTap(onBus: 0, bufferSize: 1024, format: nil) { [weak self] buffer, _ in self?.processAudioBuffer(buffer) } } Here is the play function: func play(_ mediaItem: MPMediaItem) { guard let assetURL = mediaItem.assetURL else { print("No asset URL for media item") return } stop() do { audioFile = try AVAudioFile(forReading: assetURL) guard let audioFile else { print("Failed to create audio file") return } duration = Double(audioFile.length) / audioFile.fileFormat.sampleRate if !engine.isRunning { try engine.start() } playerNode.scheduleFile(audioFile, at: nil) playerNode.play() DispatchQueue.main.async { [weak self] in self?.isPlaying = true self?.startDisplayLink() } } catch { print("Error playing audio: \(error)") DispatchQueue.main.async { [weak self] in self?.isPlaying = false self?.stopDisplayLink() } } } Here is a link to my test project if you want to try it out for yourself: https://github.com/aabagdi/VisualMan-example Thanks!
Replies
8
Boosts
0
Views
694
Activity
Jul ’25
The volume of the human voice recorded by the microphone is too low when media is playing
We found that on some iPad devices (such as iPad8,9/iPad OS/18.5), when the media is playing, the recorded human voice is very small and is basically suppressed by the sound of the playing media. When the media is not playing, the human voice can be recorded. Likely when use screen recording with microphone, the ambient sound is also basically suppressed by the media sound.
Replies
1
Boosts
0
Views
222
Activity
Jul ’25
Does ImageRequestHandler(data:) include depth data from AVCapturePhoto?
Hi all, I'm capturing a photo using AVCapturePhotoOutput, and I've set: let photoSettings = AVCapturePhotoSettings() photoSettings.isDepthDataDeliveryEnabled = true Then I create the handler like this: let data = photo.fileDataRepresentation() let handler = try ImageRequestHandler(data: data, orientation: .right) Now I’m wondering: If depth data delivery is enabled, is it actually included and used when I pass the Data to ImageRequestHandler? Or do I need to explicitly pass the depth data using the other initializer? let handler = try ImageRequestHandler( cvPixelBuffer: photo.pixelBuffer!, depthData: photo.depthData, orientation: .right ) In short: Does ImageRequestHandler(data:) make use of embedded depth info from AVCapturePhoto.fileDataRepresentation() — or is the pixel buffer + explicit depth data required? Thanks for any clarification!
Replies
1
Boosts
0
Views
284
Activity
Jul ’25
Different behaviors of USB-C to Headphone Jack Adapters
I bought two "Apple USB-C to Headphone Jack Adapters". Upon closer inspection, they seems to be of different generations: The one with product ID 0x110a on top is working fine. The one with product ID 0x110b has two issues: There is a short but loud click noise on the headphone when I connect it to the iPad. When I play audio using AVAudioPlayer the first half of a second or so is cut off. Here's how I'm playing the audio: audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.delegate = self audioPlayer?.prepareToPlay() audioPlayer?.play() Is this a known issue? Am I doing something wrong?
Replies
0
Boosts
0
Views
341
Activity
Jul ’25
occasional glitches and empty buffers when using AudioFileStream + AVAudioConverter
I'm streaming mp3 audio data using URLSession/AudioFileStream/AVAudioConverter and getting occasional silent buffers and glitches (little bleeps and whoops as opposed to clicks). The issues are present in an offline test, so this isn't an issue of underruns. Doing some buffering on the input coming from the URLSession (URLSessionDataTask) reduces the glitches/silent buffers to rather infrequent, but they do still happen occasionally. var bufferedData = Data() func parseBytes(data: Data) { bufferedData.append(data) // XXX: this buffering reduces glitching // to rather infrequent. But why? if bufferedData.count > 32768 { bufferedData.withUnsafeBytes { (bytes: UnsafeRawBufferPointer) in guard let baseAddress = bytes.baseAddress else { return } let result = AudioFileStreamParseBytes(audioStream!, UInt32(bufferedData.count), baseAddress, []) if result != noErr { print("❌ error parsing stream: \(result)") } } bufferedData = Data() } } No errors are returned by AudioFileStream or AVAudioConverter. func handlePackets(data: Data, packetDescriptions: [AudioStreamPacketDescription]) { guard let audioConverter else { return } var maxPacketSize: UInt32 = 0 for packetDescription in packetDescriptions { maxPacketSize = max(maxPacketSize, packetDescription.mDataByteSize) if packetDescription.mDataByteSize == 0 { print("EMPTY PACKET") } if Int(packetDescription.mStartOffset) + Int(packetDescription.mDataByteSize) > data.count { print("❌ Invalid packet: offset \(packetDescription.mStartOffset) + size \(packetDescription.mDataByteSize) > data.count \(data.count)") } } let bufferIn = AVAudioCompressedBuffer(format: inFormat!, packetCapacity: AVAudioPacketCount(packetDescriptions.count), maximumPacketSize: Int(maxPacketSize)) bufferIn.byteLength = UInt32(data.count) for i in 0 ..< Int(packetDescriptions.count) { bufferIn.packetDescriptions![i] = packetDescriptions[i] } bufferIn.packetCount = AVAudioPacketCount(packetDescriptions.count) _ = data.withUnsafeBytes { ptr in memcpy(bufferIn.data, ptr.baseAddress, data.count) } if verbose { print("handlePackets: \(data.count) bytes") } // Setup input provider closure var inputProvided = false let inputBlock: AVAudioConverterInputBlock = { packetCount, statusPtr in if !inputProvided { inputProvided = true statusPtr.pointee = .haveData return bufferIn } else { statusPtr.pointee = .noDataNow return nil } } // Loop until converter runs dry or is done while true { let bufferOut = AVAudioPCMBuffer(pcmFormat: outFormat, frameCapacity: 4096)! bufferOut.frameLength = 0 var error: NSError? let status = audioConverter.convert(to: bufferOut, error: &error, withInputFrom: inputBlock) switch status { case .haveData: if verbose { print("✅ convert returned haveData: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(haveData) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } case .inputRanDry: if verbose { print("🔁 convert returned inputRanDry: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(inputRanDry) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } return // wait for next handlePackets case .endOfStream: if verbose { print("✅ convert returned endOfStream") } return case .error: if verbose { print("❌ convert returned error") } if let error = error { print("error converting: \(error.localizedDescription)") } return @unknown default: fatalError() } } }
Replies
0
Boosts
0
Views
567
Activity
Jul ’25
When saving a 48MP image, CGImageDestinationFinalize consumes a large amount of memory. Are there any optimization methods available?
it will use about 300MB memory, it cause a memory peak
Replies
1
Boosts
0
Views
498
Activity
Jul ’25
AVCaptureSession startRunning is slow
AVCaptureSession's startRunning method is thread blocking and seems to be slow. What is this method doing behind the scenes? For context: I'm working on Simulator Camera support and I have a 'fake' AVCaptureDevice that might be causing this. My hypothesis is that AVCaptureSession tries to connect to the device and waits for a notification to be posted back. I'd love to find a way to let my fake device message AVCaptureSession that it's connected.
Replies
3
Boosts
0
Views
308
Activity
Jul ’25
I cannot acquire entitlement named com.apple.developer.avfoundation.video-data-output-prepares-cellular-radio-for-machine-readable-code-scanning.
AVCaptureVideoDataOutput.preparesCellularRadioForNetworkConnection requires com.apple.developer.avfoundation.video-data-output-prepares-cellular-radio-for-machine-readable-code-scanning. But I cannot acquire its entitlement. I can't find its entitlement on 'Certificates, Identifiers &amp; Profiles'. Any solutions? Provisioning profile "iOS Team Provisioning Profile: ......" doesn't include the com.apple.developer.avfoundation.video-data-output-prepares-cellular-radio-for-machine-readable-code-scanning entitlement.
Replies
2
Boosts
0
Views
526
Activity
Jul ’25
Custom Views in Picture-in-Picture Disappear When Starting Video Call in Another App on iOS 18
Hi Apple Developer Team, I'm encountering a regression in iOS 18 related to the Picture-in-Picture (PiP) feature when using custom views. In previous versions of iOS (up to iOS 17), it's possible to show a custom UIView inside the PiP window — for example, a UILabel, UITableView, or other standard UI elements. This works well even when switching between apps. However, in iOS 18 (tested on the developer beta), there's an issue: If App A starts PiP mode and displays a custom view, and then the user switches to App B and starts a video call (e.g., using FaceTime or another VoIP app), all the custom views in the PiP window suddenly disappear. The PiP window itself remains, but its contents are empty. This behavior did not occur in earlier iOS versions. Steps to reproduce: In App A, start Picture-in-Picture with a custom UIView added to the PiP window. Switch to App B and initiate a video call (e.g., FaceTime). Observe the PiP window — the custom view is no longer visible. This issue breaks UI functionality that previously worked and may impact apps that rely on interactive or dynamic content in PiP. Is this a known issue in iOS 18, or is this behavior change intentional? Any suggested workarounds or updates? Thanks in advance for your support.
Replies
1
Boosts
0
Views
212
Activity
Jul ’25
dcm support with AVFileType
During the Camera lab session at WWDC25, support for DICOM was mentioned. I'm trying to work with the new AVFileType dcm to help with handling DICOM scans. Can anyone provide some assistance?
Replies
0
Boosts
0
Views
98
Activity
Jul ’25
I need a way to permantently disable Reactions from my app, ideally the universe too
So I've spent the last five years optimizing my video AI system so that it runs with less than 5% CPU while processing a 30fps video feed on a Macbook Pro M2, and everything is great, until Sonoma comes out, and I find myself consuming 40% CPU for the exact same workload. So I fire up Instruments, and the "heaviest stack trace" (see screenshot) turns out to be Espresso doing some completely unasked-for and absolutely useless processing on my video frames. I turn off Reactions, but nothing helps - the CPU consumptions stays at 40%. "Reactions" is nothing but a useless toy to please some WWDC keynote fanboys, I don't want it anywhere near my app or my users, and I especially do not want to take the blame for it pissing away the user's CPU cycles and battery. Now, how do I make it go away, for ever? Best regards Jacob
Replies
10
Boosts
6
Views
1.5k
Activity
Jul ’25
IPadOS 17 external camera exposure
I'm developing iPad app that will be mostly dedicated for certain external camera for visually impaired people. The linux UVC api (e.g. using guvcview) allows to enable automatic exposure for the camera. IOs api "isExposureModeSupported" unfortunately returns false for any of the exposure modes. Is it a bug? Or perhaps AVFoundation doesn't support UVC exposure yet?
Replies
1
Boosts
2
Views
690
Activity
Jul ’25
HDR video & screen brightness
When I play an HDR video in the iPhone Photos app, I can see the HDR effect obviously. But if this HDR video is played continuously for more than 30-40 minutes, the HDR effect will disappear and the brightness will be compressed to the SDR range. This issue will appear on any iPhone. Depending on the phone, it may be 20-30 minutes, or 30-40 minutes, or even a few minutes, such as iPhone 12 mini. Similarly, if I use AVPlayer to play and preview an HDR video, if it plays more than 30-40 minutes, the HDR effect will disappear and the screen brightness will dim. Also the currentEDRHeadroom will gradually decrease to 1 Note, test it with an HDR video longer than 1 hour, and if the video is short, please loop it. My question is how to avoid losing the HDR effect after 30-40 minutes when I use CAMetalLayer to render any HDR video.
Replies
1
Boosts
0
Views
204
Activity
Jul ’25
After playing an HDR video on iPhone for a while, the HDR effect disappears and the screen brightness decrease
When i use AVPlayer to obtain the video frame CVPixelBufferRef of an HDR video, and use AVSampleBufferDisplayLayer to display it on the screen, after a period of time, the HDR video content and screen gradually darken, losing the HDR effect. Steps to reproduce: Create an AVPlayer to loop an HDR video, specify the video frame format as kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange Create a timer to get the video frame CVPixelBufferRef at 30 frames per second Use AVSampleBufferDisplayLayer to display CVPixelBufferRef on the screen Don't operate the phone, wait for a period of time (such as 40 minutes), the HDR effect disappears and the screen darkens Note: You need to use an iPhone device, iOS 18.5 and below operating system You need to ensure that the HDR video is played in a loop, that is, to ensure that the screen continues to display HDR content, wait for a period of time, depending on different devices, you need to wait for 20-40 minutes. In the iPhone Photos app,the same problem will occur after playing HDR video in a loop for a long time Expected Results: When rendering HDR content for a long time, it is guaranteed that there is always an HDR effect, and the HDR content and screen will not be darkened. Current Results: After about 20-40 minutes, the HDR effect disappears and the screen darkens.
Replies
4
Boosts
0
Views
780
Activity
Jul ’25
ScaleTimeRange will cause noise in sound
I'm using AVFoundation to make a multi-track editor app, which can insert multiple track and clip, including scale some clip to change the speed of the clip, (also I'm not sure whether AVFoundation the best choice for me) but after making the scale with scaleTimeRange API, there is some short noise sound in play back. Also, sometimes it's fine when play AVMutableCompostion using AVPlayer with AVPlayerItem, but after exporting with AVAssetReader, will catch some short noise sounds in result file.... Not sure why. Here is the example project, which can build and run directly. https://github.com/luckysmg/daily_images/raw/refs/heads/main/TestDemo.zip
Replies
0
Boosts
0
Views
138
Activity
Jul ’25
Making DataScannerViewController work in the Simulator
Before you post —Camera doesn't work on the Simulator— that's no longer true. I've made a solution that makes the Simulator believe there's an actual hardware device connected, allowing users to stream the macOS camera to the iOS Simulator (see for more info RocketSim's documentation: https://docs.rocketsim.app/features/hzQMSrSga7BGWvxdNVdwYs/simulator-camera-support/58tQ5jvevLNSnyUEA7VgAv) Now, it works for VNDocumentCameraViewController, but when I try opening DataScannerViewController, I directly run into: Failed to start scanning: The operation couldn’t be completed. (VisionKit.DataScannerViewController.ScanningUnavailable error 0.) My question: How does this view controller determine whether scanning is available? Is there a certain capability the available AVCaptureDevice's need to support maybe? Any direction would be helpful for me to make this work for developers, making them build apps faster!
Replies
0
Boosts
1
Views
364
Activity
Jul ’25
Playing periodic audio in background using AVFoundation - facing audio session startup failure
Hello everyone, I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes. Following AVFoundation documentation, I’m configuring my audio session like this: let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try? session.setActive(true) When it’s time to play cues, I schedule playback on a DispatchQueue: // scheduleAudio uses DispatchQueue self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for sample in interval.samples { audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime)) } } catch { print("Audio activation failed: \(error)") } } This works perfectly in the foreground. But once the app goes into the background, the scheduled callback runs, yet the audio engine fails to start, resulting in an error with code 561015905. Interestingly, if the app is already playing audio before going to the background, the scheduled sounds continue to play as expected. I have added the required background audio mode to my Info plist file by including the key UIBackgroundModes with the value audio. Is there anything else I should configure? What is the best practice to play periodic audio when the app runs in the background? How do apps like turn-by-turn navigation handle continuous audio playback in the background? Any advice or pointers would be greatly appreciated!
Replies
0
Boosts
0
Views
228
Activity
Jul ’25
The async/await API crashes in Xcode 16.3 and later
We use several UIKit and AVFoundation APIs in our project, including: setAlternateIconName(_:completionHandler:) getAllTasks(completionHandler:) loadMediaSelectionGroup(for:completionHandler:) Moreover, we use the Swift Concurrency versions for these APIs: @MainActor func setAlternateIconName(_ alternateIconName: String?) async throws var allTasks: [URLSessionTask] { get async } func loadMediaSelectionGroup(for mediaCharacteristic: AVMediaCharacteristic) async throws -> AVMediaSelectionGroup? Everything worked well with these APIs in Xcode 16.2 and earlier, but starting from Xcode 16.3 (and in 16.4), they cause crashes. We've rewritten the APIs to use completion blocks instead of async/await, and this approach works. Stack traces: setAlternateIconName(_:completionHandler:) var allTasks: [URLSessionTask] { get async } loadMediaSelectionGroup(for:completionHandler:) Also, I attached some screenshots from Xcode 16.4.
Replies
6
Boosts
0
Views
387
Activity
Jul ’25
Camera become black for few propduction users during photo capture
PLATFORM AND VERSION :iOS 18.5 I wanted to bring to your attention a critical issue some of our production users are experiencing with the CoinOut app. Specifically, users are encountering a problem when attempting to capture photos of receipts using the app's customized camera feature. The camera, which utilizes AVCaptureVideoPreviewLayer and AVCaptureDevice, occasionally fails to load the preview, resulting in a black screen instead of the expected camera view. This camera blackout issue is significantly impacting the user experience as it prevents them from snapping photos of their receipts, which is a core functionality of the CoinOut app. Any help/suggestion to this issue would be greatly appreciated. STEPS TO REPRODUCE Open the app and click on camera icon. It will display camera to capture photo. Camera shows black for few production user's. class ViewController: UIViewController { @IBOutlet private weak var captureButton: UIButton! private var fillLayer: CAShapeLayer! private var previewLayer : AVCaptureVideoPreviewLayer! private var output: AVCapturePhotoOutput! private var device: AVCaptureDevice! private var session : AVCaptureSession! private var highResolutionEnabled: Bool = false private let sessionQueue = DispatchQueue(label: "session queue") override func viewDidLoad() { super.viewDidLoad() setupCamera() customiseUI() } @IBAction func startCamera(sender: UIButton) { didTapTakePhoto() } private func setupCamera() { let session = AVCaptureSession() session.sessionPreset = AVCaptureSession.Preset.high previewLayer = AVCaptureVideoPreviewLayer(session: session) output = AVCapturePhotoOutput() device = AVCaptureDevice.default(.builtInWideAngleCamera, for: AVMediaType.video, position: .back) if let device = self.device{ do{ let input = try AVCaptureDeviceInput(device: device) if session.canAddInput(input){ session.addInput(input)} else { print("\(#fileID):\(#function):\(#line) : Session Input addition failed") } if session.canAddOutput(output){ output.isHighResolutionCaptureEnabled = self.highResolutionEnabled session.addOutput(output) } else { print("\(#fileID):\(#function):\(#line) : Session Input high resolution failed") } previewLayer.videoGravity = .resizeAspectFill previewLayer.session = session sessionQueue.async { session.startRunning() } self.session = session self.session.accessibilityElementIsFocused() try device.lockForConfiguration() if device.isWhiteBalanceModeSupported(AVCaptureDevice.WhiteBalanceMode.autoWhiteBalance) { device.whiteBalanceMode = .autoWhiteBalance } else { print("\(#fileID):\(#function):\(#line) : isWhiteBalanceModeSupported no supported") } if device.isWhiteBalanceModeSupported(AVCaptureDevice.WhiteBalanceMode.continuousAutoWhiteBalance) { device.whiteBalanceMode = .continuousAutoWhiteBalance } else { print("\(#fileID):\(#function):\(#line) : isWhiteBalanceModeSupported no supported") } if device.isFocusModeSupported(.continuousAutoFocus) { device.focusMode = .continuousAutoFocus} else if device.isFocusModeSupported(.autoFocus) { device.focusMode = .autoFocus } device.unlockForConfiguration() } catch { print("\(#fileID):\(#function):\(#line) : \(error.localizedDescription)") } } else { print("\(#fileID):\(#function):\(#line) : Device found as nil") } } private func customiseUI() { let path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height), cornerRadius: 0) let rectangleWidth = view.frame.width - (view.frame.width * 0.16) let x = (view.frame.width - rectangleWidth) / 2 let rectangleHeight = view.frame.height - (view.frame.height * 0.16) let y = (view.frame.height - rectangleHeight) / 2 let roundRect = UIBezierPath(roundedRect: CGRect(x: x, y: y, width: rectangleWidth, height: rectangleHeight), byRoundingCorners:.allCorners, cornerRadii: CGSize(width: 0, height: 0)) roundRect.move(to: CGPoint(x: self.view.center.x , y: self.view.center.y)) path.append(roundRect) path.usesEvenOddFillRule = true fillLayer = CAShapeLayer() fillLayer.path = path.cgPath fillLayer.fillRule = .evenOdd fillLayer.opacity = 0.4 previewLayer.addSublayer(fillLayer) previewLayer.frame = view.bounds view.layer.addSublayer(previewLayer) view.bringSubviewToFront(captureButton) } private func didTapTakePhoto() { let settings = self.getSettings(camera: self.device) if device.isAdjustingFocus { do { try device.lockForConfiguration() device.focusMode = .continuousAutoFocus device.unlockForConfiguration() device.addObserver(self, forKeyPath: "adjustingFocus", options: [.new], context: nil) } catch { print(error) } } else { output.capturePhoto(with: settings, delegate: self) } } func getSettings(camera: AVCaptureDevice) -> AVCapturePhotoSettings { var settings = AVCapturePhotoSettings() if let rawFormat = output.availableRawPhotoPixelFormatTypes.first { settings = AVCapturePhotoSettings(rawPixelFormatType: OSType(rawFormat)) } settings.isHighResolutionPhotoEnabled = self.highResolutionEnabled let previewPixelType = settings.availablePreviewPhotoPixelFormatTypes.first! let previewFormat = [kCVPixelBufferPixelFormatTypeKey as String: previewPixelType] as [String : Any] settings.previewPhotoFormat = previewFormat return settings } } extension ViewController: AVCapturePhotoCaptureDelegate { func photoOutput(_ output: AVCapturePhotoOutput, willCapturePhotoFor resolvedSettings: AVCaptureResolvedPhotoSettings) { AudioServicesDisposeSystemSoundID(1108) } func photoOutput(_ output: AVCapturePhotoOutput, didFinishProcessingPhoto photo: AVCapturePhoto, error: Error?) { guard let data = photo.fileDataRepresentation() else { return } let image = UIImage(data: data)! showImage(cropped: image) } func showImage(cropped: UIImage) { let vc = self.storyboard?.instantiateViewController(withIdentifier: "ImagePreviewViewController") as? ImagePreviewViewController vc?.captured = cropped self.present(vc!, animated: true) } }```
Replies
1
Boosts
0
Views
244
Activity
Jul ’25