Core Audio

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Interact with the audio hardware of a device using Core Audio.

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Monitors from Dell not fully-integrated with MacOS keyboard control
I just bought a monitor S2725QC from Dell Technologies and isn't fully-integrated with MacOS even though it says on the website it is compatible with MacOS. https://www.dell.com/en-us/shop/all-monitors/sac/monitors/all-monitors/macos-compatible?appliedRefinements=51765 The screen brightness and volume control buttons don't work with the monitors (I have two). What can I do in terms of writing code with Dell Monitor SDK and MacOS Frameworks/Technologies?
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178
Feb ’26
UAC 2.0 Channel Count and Channel Names
I am developing a standard UAC 2.0 device and encountered an issue where the channel names do not update according to the iChannelNames field in the Class Specific AS Interface Descriptor when switching between different channel counts. For example: AS1 (6 channels) is configured with the following channel names: ADAT 1, ADAT 2, ADAT 3, ADAT 4, HP L, HP R AS2 (4 channels) is configured with: ADAT 1, ADAT 2, HP L, HP R However, when switching from AS1 (6 channels) to AS2 (4 channels), the channel names displayed in Audio MIDI Setup do not reflect the change as expected. The actual result is: ADAT 1, ADAT 2, ADAT 3, ADAT 4 The system simply hides the last two channels; the names of the remaining channels are not updated. Initial Topology My original topology was as follows: Later, I discovered that macOS uses the iChannelNames field from the Input Terminal to display channel names. Therefore, I modified the USB device descriptors and updated the topology to the following: To distinguish the channel names for different channel counts, each Input Terminal is assigned a unique iChannelNames value. This method worked perfectly on macOS 15. However, after updating to macOS 26, this topology no longer displays the correct channel names. Question On macOS 26, what is the correct method to ensure that the channel names update dynamically when switching between different audio channel configurations?
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192
Feb ’26
UAC 2.0 Channel Count and Channel Names
I am developing a standard UAC 2.0 device and encountered an issue where the channel names do not update according to the iChannelNames field in the Class Specific AS Interface Descriptor when switching between different channel counts. For example: AS1 (6 channels) is configured with the following channel names: ADAT 1, ADAT 2, ADAT 3, ADAT 4, HP L, HP R AS2 (4 channels) is configured with: ADAT 1, ADAT 2, HP L, HP R However, when switching from AS1 (6 channels) to AS2 (4 channels), the channel names displayed in Audio MIDI Setup do not reflect the change as expected. The actual result is: ADAT 1, ADAT 2, ADAT 3, ADAT 4 The system simply hides the last two channels; the names of the remaining channels are not updated. Initial Topology My original topology was as follows: Later, I discovered that macOS uses the iChannelNames field from the Input Terminal to display channel names. Therefore, I modified the USB device descriptors and updated the topology to the following: To distinguish the channel names for different channel counts, each Input Terminal is assigned a unique iChannelNames value. This method worked perfectly on macOS 15. However, after updating to macOS 26, this topology no longer displays the correct channel names. Question On macOS 26, what is the correct method to ensure that the channel names update dynamically when switching between different audio channel configurations?
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200
Feb ’26
Show / Hide HAL Virtual Audio Device Based on App State
I am developing a macOS virtual audio device using an Audio Server Plug-In (HAL). I want the virtual device to be visible to all applications only when my main app is running, and completely hidden from all apps when the app is closed. The goal is to dynamically control device visibility based on app state without reinstalling the driver.What is the recommended way for the app to notify the HAL plug-in about its running or closed state ? Any guidance on best-practice architecture for this scenario would be appreciated.
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Jan ’26
AVAudioEngine Voice Processing Fails with Mismatched Input/Output Devices: AggregateDevice Channel Count Mismatch
I'm encountering errors while using AVAudioEngine with voice processing enabled (setVoiceProcessingEnabled(true)) in scenarios where the input and output audio devices are not the same. This issue arises specifically with mismatched devices, preventing the application from functioning as expected. Works: Paired devices (e.g., MacBook Pro mic → MacBook Pro speakers) Fails: Mismatched devices (e.g., AirPods mic → MacBook Pro speakers) When using paired input and output devices: The setup works as expected. Example: MacBook Pro microphone → MacBook Pro speakers. When using mismatched devices: AVAudioEngine setup fails during aggregate device construction. Example: AirPods microphone → MacBook Pro speakers. Error logs indicate a channel count mismatch. Here are the partial logs. Due to the content limit, I cannot post the entire logs. AUVPAggregate.cpp:1000 client-side input and output formats do not match (err=-10875) AUVPAggregate.cpp:1036 err=-10875 AVAEInternal.h:109 [AVAudioEngineGraph.mm:1344:Initialize: (err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)): error -10875 AggregateDevice.mm:329 Failed expectation of constructed aggregate (312): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (312): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) AggregateDevice.mm:182 error fetching default pair AggregateDevice.mm:329 Failed expectation of constructed aggregate (336): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (336): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702] AudioHardware-mac-imp.cpp:3484 AudioDeviceSetProperty: no device with given ID AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702] AggregateDevice.mm:182 error fetching default pair AggregateDevice.mm:329 Failed expectation of constructed aggregate (348): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (348): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) Is it possible to use voice processing with different input/output devices? If yes, are there any specific configurations required to handle mismatched devices? How can we resolve channel count mismatch errors during aggregate device construction? Are there settings or API adjustments to enforce compatibility between input/output devices? Are there any workarounds or alternative approaches to achieve voice processing functionality with mismatched devices? For instance, can we force an intermediate channel configuration or downmix input/output formats?
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Dec ’25
Ventura Hack for FireWire Core Audio Support on Supported MacBook Pro and others...
Hi all,  Apple dropping on-going development for FireWire devices that were supported with the Core Audio driver standard is a catastrophe for a lot of struggling musicians who need to both keep up to date on security updates that come with new OS releases, and continue to utilise their hard earned investments in very expensive and still pristine audio devices that have been reduced to e-waste by Apple's seemingly tone-deaf ignorance in the cries for on-going support.  I have one of said audio devices, and I'd like to keep using it while keeping my 2019 Intel Mac Book Pro up to date with the latest security updates and OS features.  Probably not the first time you gurus have had someone make the logical leap leading to a request for something like this, but I was wondering if it might be somehow possible of shoe-horning the code used in previous versions of Mac OS that allowed the Mac to speak with the audio features of such devices to run inside the Ventura version of the OS.  Would it possible? Would it involve a lot of work? I don't think I'd be the only person willing to pay for a third party application or utility that restored this functionality. There has to be 100's of thousands of people who would be happy to spare some cash to stop their multi-thousand dollar investment in gear to be so thoughtlessly resigned to the scrap heap.  Any comments or layman-friendly explanations as to why this couldn’t happen would be gratefully received!  Thanks,  em
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Nov ’25
Not able to write AAC audio with 96 kHz sample rate using AVAudioRecorder or Extended audio file services
Not able to record audio in AAC format with 96 kHz sample rate using AVAudioRecorder or Extended Audio File services with 96 kHz input audio from input device. The audio recording settings used are let settings: [String: Any] = [ AVFormatIDKey: Int(kAudioFormatMPEG4AAC), AVSampleRateKey: sampleRate AVNumberOfChannelsKey: 1 AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue ] When tried using AVAudioEngine using AVAudioFile, AVAudioFile(forWriting: fileURL, // file extension .m4a settings: fileSettings, commonFormat: AVAudioCommonFormat.pcmFormatFloat32, interleaved: interleaved) else { return } got error CodecConverterFactory.cpp:977 unable to select compatible encoder sample rate AudioConverter.cpp:1017 Failed to create a new in process converter -> from 1 ch, 96000 Hz, Float32 to 1 ch, 96000 Hz, aac (0x00000000) 0 bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame, with status 1718449215
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Nov ’25
Core Audio Tap: per-device attenuation vs. number of stereo output pairs — how to get unattenuated “raw” app streams?
Hi all, I’ve implemented the new Core Audio Tap API (AudioHardwareCreateProcessTap with CATapDescription) and I’m seeing consistent level attenuation that scales with the number of stereo output pairs exposed by the target device. What I observe Device with 4 stereo pairs (8 outs) → tap shows −12.04 dB relative to source. True 2-ch devices (built-in speakers, AirPods) → ~0 dB attenuation. The attenuation appears regardless of whether I: Create a global (default-output) tap via initStereoGlobalTapButExcludeProcesses: Or create a per-process/per-device tap via initWithProcesses:andDeviceUID:withStream: Additionally, the routing choice inside the sending app matters: App output to “System/Default Output” → I often see no attenuation. App output directly to a multi-out interface (e.g., RME Fireface) → I see the pair-count-scaled attenuation. I can query Core Audio for the number of output channels/pairs and gain-compensate (+20·log10(N_pairs) dB) and that matches my measurements for many cases. However, this compensation is not universally correct because it seems to depend on where each process routes its audio (Default Output vs. direct device), even when those processes are included in the same tap aggregate. Question Is there a supported way to obtain the raw, unattenuated streams for all processes through the Tap API—i.e., to bypass this automatic headroom/attenuation behavior entirely? If this attenuation is expected by design: Is there a documented rule for when it applies (global vs. device taps, per-process taps, stream selection, etc.)? Is there a property/flag to disable it, or a reliable, official method to compute the exact compensation (beyond counting stereo pairs)? Any guidance on ensuring consistent levels when multiple processes route differently (Default Output vs. direct device) but are captured by the same tap? Environment API: AudioHardwareCreateProcessTap + CATapDescription Devices: built-in output (2-ch), RME Fireface (8+ outs / 4+ stereo pairs) Behavior reproducible with both global and per-process/per-device tap descriptions. Attenuation example: 4 stereo pairs → −12.04 dB observed. Happy to provide a minimal sample, measurements, and device logs. Thanks! — David
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Nov ’25
Hosting x86 Audio Units on Silicon Mac
My app encountered problems when trying to open an x86 audioUnit v2 on a Silicon Mac (although Rosetta is installed). There seems to be a XPC connection issue with the AUHostingService that I don't know how to fix. I observed other host apps opening the same plugins without problem, so there is probably something wrong or incompatible in my codes. I noticed that: The issue occurs whether or not the app is sandboxed. The issue does no longer occur when the app itself runs under Rosetta. There is no error reported by CoreAudio during allocation and initialization of the audio unit. The first notified errors appears when the unit calls AudioUnitRender from the rendering callback. With most x86 plugins, the error is on first call: kAudioUnitErr_RenderTimeout and on any subsequent call: kAudioComponentErr_InstanceInvalidated On the UI side, when the Cocoa View is loaded, it appears shortly, then disappears immediately leaving its superview empty. With another x86 plugin, the Cocoa View is loaded normally, but CoreAudio still emits kAudioUnitErr_NoConnection from AudioUnitRender, whether the view has been loaded or not, and the plugin produces no sound. I also find these messages in the console (printed in that order): CLIENT ERROR: RemoteAUv2ViewController does not override - and thus cannot react to catastrophic errors beyond logging them AUAudioUnit_XPC.mm:641 Crashed AU possible component description: aumu/Helm/Tyte My app uses the AUv2 API and I suspect that working with the AUv3 API would spare me these problems. However, considering how my audio system is built (audio units are wrapped into C++ classes and most connections between units are managed on the fly from the rendering callback), it would be a lot of work to convert, and I’m even not sure that all I do with the AUv2 API would be possible with the AUv3 API. I could possibly find an intermediate solution, but in the immediate future I'm looking for the simplest and fastest possible fix. If I cannot find better, I see two fallback options: In this part of the doc: “Beginning with macOS 11, the system loads audio units into a separate process that depends on the architecture or host preference”, does “host preference” means that it would be possible to disable the “out of process” behavior, for example from the app entitlements or info.plist? Otherwise, as a last resort, I could completely disable the use of x86 audioUnits when my app runs under ARM64, for at least making things cleaner. But the Audio Component API doesn’t give any info about the plugin architecture, how could I found it? Any tip or idea about this issue will be much appreciated. Thanks in advance!
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Nov ’25
AVAudioEngine : Split 1x4 channel bus into 4x1 channel busses?
I'm using a 4 channel USB Audio interface, with 4 microphones, and want to process them through 4 independent effect chains. However the output from AVAudioInputNode is a single 4 channel bus. How can I split this into 4 mono busses? The following code splits the input into 4 copies, and routes them through the effects, but each bus contains all four channels. How can I remap the channels to remove the unwanted channels from the bus? I tried using channelMap on the mixer node but that had no effect. I'm currently using this code primarily on iOS but it should be portable between iOS and MacOS. It would be possible to do this through a Matrix Mixer Node, but that seems completely overkill, for such a basic operation. I'm already using a Matrix Mixer to combine the inputs, and it's not well supported in AVAudioEngine. AVAudioInputNode *inputNode=[engine inputNode]; [inputNode setVoiceProcessingEnabled:NO error:nil]; NSMutableArray *micDestinations=[NSMutableArray arrayWithCapacity:trackCount]; for(i=0;i<trackCount;i++) { fixMicFormat[i]=[AVAudioMixerNode new]; [engine attachNode:fixMicFormat[i]]; // And create reverb/compressor and eq the same way... [engine connect:reverb[i] to:matrixMixerNode fromBus:0 toBus:i format:nil]; [engine connect:eq[i] to:reverb[i] fromBus:0 toBus:0 format:nil]; [engine connect:compressor[i] to:eq[i] fromBus:0 toBus:0 format:nil]; [engine connect:fixMicFormat[i] to:compressor[i] fromBus:0 toBus:0 format:nil]; [micDestinations addObject:[[AVAudioConnectionPoint alloc] initWithNode:fixMicFormat[i] bus:0] ]; } AVAudioFormat *inputFormat = [inputNode outputFormatForBus: 1]; [engine connect:inputNode toConnectionPoints:micDestinations fromBus:1 format:inputFormat];
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Oct ’25
macOS sample for AVAudioEngine recording with playthrough
Hi, I'm still stuck getting a basic record-with-playthrouh pipeline to work. Has anyone a sample of setting up a AVAudioEngine pipeline for recording with playthrough? Plkaythrough works with AVPlayerNode as input but not with any microphone input. The docs mention the "enabled state" of the outputNode of the engine without explaining the concept, i.e. how to enable an output. When the engine renders to and from an audio device, the AVAudioSession category and the availability of hardware determines whether an app performs output. Check the output node’s output format (specifically, the hardware format) for a nonzero sample rate and channel count to see if output is in an enabled state. Well, in my setup the output is NOT enabled, and any attempt to switch (e.g. audioEngine.outputNode.auAudioUnit.setDeviceID(deviceID) )/ attach a dedicated device / ... results in exceptions / errors
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347
Oct ’25
[iOS 26] [PushToTalk] Not receiving microphone PCM sample when Transmission Starts from System UI.
Steps To reproduce: Login to application and App has joined the PTC channel. Push the application to background and Lock the device. From the System UI press the talk button which will start transmit. Audio Session has been activated and Audio unit has been initialised properly. On terminator side no media is being played out. Issue observed consistently on specific models which has configured audio codec with Stereo type. More details are added : FB20281626
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370
Oct ’25
Convert CoreAudio AudioObjectID to IOUSB LocationID
Is there a recommended way on macOS 26 Tahoe to take a CoreAudio AudioObjectID and use it to lookup the underlying USB LocationID? I previously used AudioObjectID to query the corresponding DeviceUID with kAudioDevicePropertyDeviceUID. Then I queried for the IOService matching kIOAudioEngineClassName with property kIOAudioEngineGlobalUniqueIDKey matching DeviceUID, and I loaded kUSBDevicePropertyLocationID from the result. This fails on macOS 26, because the IO Registry for the device has an entry for usbaudiod rather than AppleUSBAudioEngine, and usbaudiod does not include a kIOAudioEngineGlobalUniqueIDKey property (or any other property to map it to a CoreAudio DeviceUID). My use-case here is a piece of audio recording software that allows configuring a set of supported audio devices via USB HID prior to recording. I present the user with a list of CoreAudio devices to use, but without a way to lookup the underlying USB LocationID, I cannot guarantee that the configured device matches the selected device (e.g. if the user plugged in two identical microphones).
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Sep ’25
AudioQueue Output fails playing audio almost immediately?
On macOS Sequoia, I'm having the hardest time getting this basic audio output to work correctly. I'm compiling in XCode using C99, and when I run this, I get audio for a split second, and then nothing, indefinitely. Any ideas what could be going wrong? Here's a minimum code example to demonstrate: #include &lt;AudioToolbox/AudioToolbox.h&gt; #include &lt;stdint.h&gt; #define RENDER_BUFFER_COUNT 2 #define RENDER_FRAMES_PER_BUFFER 128 // mono linear PCM audio data at 48kHz #define RENDER_SAMPLE_RATE 48000 #define RENDER_CHANNEL_COUNT 1 #define RENDER_BUFFER_BYTE_COUNT (RENDER_FRAMES_PER_BUFFER * RENDER_CHANNEL_COUNT * sizeof(f32)) void RenderAudioSaw(float* outBuffer, uint32_t frameCount, uint32_t channelCount) { static bool isInverted = false; float scalar = isInverted ? -1.f : 1.f; for (uint32_t frame = 0; frame &lt; frameCount; ++frame) { for (uint32_t channel = 0; channel &lt; channelCount; ++channel) { // series of ramps, alternating up and down. outBuffer[frame * channelCount + channel] = 0.1f * scalar * ((float)frame / frameCount); } } isInverted = !isInverted; } AudioStreamBasicDescription coreAudioDesc = { 0 }; AudioQueueRef coreAudioQueue = NULL; AudioQueueBufferRef coreAudioBuffers[RENDER_BUFFER_COUNT] = { NULL }; void coreAudioCallback(void* unused, AudioQueueRef queue, AudioQueueBufferRef buffer) { // 0's here indicate no fancy packet magic AudioQueueEnqueueBuffer(queue, buffer, 0, 0); } int main(void) { const UInt32 BytesPerSample = sizeof(float); coreAudioDesc.mSampleRate = RENDER_SAMPLE_RATE; coreAudioDesc.mFormatID = kAudioFormatLinearPCM; coreAudioDesc.mFormatFlags = kLinearPCMFormatFlagIsFloat | kLinearPCMFormatFlagIsPacked; coreAudioDesc.mBytesPerPacket = RENDER_CHANNEL_COUNT * BytesPerSample; coreAudioDesc.mFramesPerPacket = 1; coreAudioDesc.mBytesPerFrame = RENDER_CHANNEL_COUNT * BytesPerSample; coreAudioDesc.mChannelsPerFrame = RENDER_CHANNEL_COUNT; coreAudioDesc.mBitsPerChannel = BytesPerSample * 8; coreAudioQueue = NULL; OSStatus result; // most of the 0 and NULL params here are for compressed sound formats etc. result = AudioQueueNewOutput(&amp;coreAudioDesc, &amp;coreAudioCallback, NULL, 0, 0, 0, &amp;coreAudioQueue); if (result != noErr) { assert(false == "AudioQueueNewOutput failed!"); abort(); } for (int i = 0; i &lt; RENDER_BUFFER_COUNT; ++i) { uint32_t bufferSize = coreAudioDesc.mBytesPerFrame * RENDER_FRAMES_PER_BUFFER; result = AudioQueueAllocateBuffer(coreAudioQueue, bufferSize, &amp;(coreAudioBuffers[i])); if (result != noErr) { assert(false == "AudioQueueAllocateBuffer failed!"); abort(); } } for (int i = 0; i &lt; RENDER_BUFFER_COUNT; ++i) { RenderAudioSaw(coreAudioBuffers[i]-&gt;mAudioData, RENDER_FRAMES_PER_BUFFER, RENDER_CHANNEL_COUNT); coreAudioBuffers[i]-&gt;mAudioDataByteSize = coreAudioBuffers[i]-&gt;mAudioDataBytesCapacity; AudioQueueEnqueueBuffer(coreAudioQueue, coreAudioBuffers[i], 0, 0); } AudioQueueStart(coreAudioQueue, NULL); sleep(10); // some time to hear the audio AudioQueueStop(coreAudioQueue, true); AudioQueueDispose(coreAudioQueue, true); return 0; }
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Sep ’25
dlsym cannot find symbol g_dwILResult when debugging an audio plugin
I am trying to debug the AAX version of my plugin (MIDI effect) on Pro Tools, but I am getting the following error (Mac console) when attempting to load it: dlsym cannot find symbol g_dwILResult in CFBundle etc.. I used Xcode 16.4 to build the plugin. Has anybody come across the same or a similar message? Best, Achillefs Axart Labs
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568
Sep ’25
How to get PID from AudioObjectID on macOS pre Sonoma
3 I am working on an application to get when input audio device is being used. Basically I want to know the application using the microphone (built-in or external) This app runs on macOS. For Mac versions starting from Sonoma I can use this code: int getAudioProcessPID(AudioObjectID process) { pid_t pid; if (@available(macOS 14.0, *)) { constexpr AudioObjectPropertyAddress prop { kAudioProcessPropertyPID, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain }; UInt32 dataSize = sizeof(pid); OSStatus error = AudioObjectGetPropertyData(process, &amp;prop, 0, nullptr, &amp;dataSize, &amp;pid); if (error != noErr) { return -1; } } else { // Pre sonoma code goes here } return pid; } which works. However, kAudioProcessPropertyPID was added in macOS SDK 14.0. Does anyone know how to achieve the same functionality on previous versions?
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Sep ’25
Potential Documentation Error in kAudioAggregateDevicePropertyTapList Sample Code
Hi, I believe I've found a potential error in the sample code on the documentation page for creating and using a process tap with an aggregate device. The issue is in the section explaining how to add a tap to the aggregate device. I have already filed a Feedback Assistant ticket on this (ID: FB17411663) but haven't heard back for months. Capturing system audio with Core Audio taps The sample code for modifying the kAudioAggregateDevicePropertyTapList incorrectly uses the tapID as the target AudioObjectID when calling AudioObjectSetPropertyData. // (Code to get the list and potentially modify listAsArray) if var listAsArray = list as? [CFString] { // ... (modification logic) ... // Set the list back on the aggregate device. <--- The comment is correct list = listAsArray as CFArray _ = withUnsafeMutablePointer(to: &list) { list in // INCORRECT: This call uses tapID as the target object. AudioObjectSetPropertyData(tapID, &propertyAddress, 0, nil, propertySize, list) } } The kAudioAggregateDevicePropertyTapList is a property that belongs to the aggregate device, not the individual tap. Therefore, to set this property, the AudioObjectSetPropertyData function must target the AudioObjectID of the aggregate device itself. Using tapID as the first argument is logically incorrect for this operation and will not update the aggregate device as intended. Furthermore, the preceding AudioObjectGetPropertyData call to fetch the list also appears to use the incorrect tapID as its target in the sample. The AudioObjectID for both getting and setting this property should be the ID of the aggregate device. _ = AudioObjectGetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, &propertySize, &list) _ = AudioObjectSetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, propertySize, newList) Thank you!
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Sep ’25
Audio Unit v3 host v2 third party plugins
Hi, I have just implemented an Audio Unit v3 host. AgsAudioUnitPlugin *audio_unit_plugin; AVAudioUnitComponentManager *audio_unit_component_manager; NSArray<AVAudioUnitComponent *> *av_component_arr; AudioComponentDescription description; guint i, i_stop; if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){ return; } audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager]; /* effects */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_Effect; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } /* instruments */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_MusicDevice; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } But this doesn't show me Audio Unit v2 plugins, why? regards, Joël
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Aug ’25
CoreAudio: Specification of Private Aggregate or Tap
If a Tap or AggregateDevice with the Private property set is created, does it automatically disappear when the process ends? If not, how can I remove the Tap or AggregateDevice before the main process terminates?
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196
Activity
1w
Monitors from Dell not fully-integrated with MacOS keyboard control
I just bought a monitor S2725QC from Dell Technologies and isn't fully-integrated with MacOS even though it says on the website it is compatible with MacOS. https://www.dell.com/en-us/shop/all-monitors/sac/monitors/all-monitors/macos-compatible?appliedRefinements=51765 The screen brightness and volume control buttons don't work with the monitors (I have two). What can I do in terms of writing code with Dell Monitor SDK and MacOS Frameworks/Technologies?
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178
Activity
Feb ’26
UAC 2.0 Channel Count and Channel Names
I am developing a standard UAC 2.0 device and encountered an issue where the channel names do not update according to the iChannelNames field in the Class Specific AS Interface Descriptor when switching between different channel counts. For example: AS1 (6 channels) is configured with the following channel names: ADAT 1, ADAT 2, ADAT 3, ADAT 4, HP L, HP R AS2 (4 channels) is configured with: ADAT 1, ADAT 2, HP L, HP R However, when switching from AS1 (6 channels) to AS2 (4 channels), the channel names displayed in Audio MIDI Setup do not reflect the change as expected. The actual result is: ADAT 1, ADAT 2, ADAT 3, ADAT 4 The system simply hides the last two channels; the names of the remaining channels are not updated. Initial Topology My original topology was as follows: Later, I discovered that macOS uses the iChannelNames field from the Input Terminal to display channel names. Therefore, I modified the USB device descriptors and updated the topology to the following: To distinguish the channel names for different channel counts, each Input Terminal is assigned a unique iChannelNames value. This method worked perfectly on macOS 15. However, after updating to macOS 26, this topology no longer displays the correct channel names. Question On macOS 26, what is the correct method to ensure that the channel names update dynamically when switching between different audio channel configurations?
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192
Activity
Feb ’26
UAC 2.0 Channel Count and Channel Names
I am developing a standard UAC 2.0 device and encountered an issue where the channel names do not update according to the iChannelNames field in the Class Specific AS Interface Descriptor when switching between different channel counts. For example: AS1 (6 channels) is configured with the following channel names: ADAT 1, ADAT 2, ADAT 3, ADAT 4, HP L, HP R AS2 (4 channels) is configured with: ADAT 1, ADAT 2, HP L, HP R However, when switching from AS1 (6 channels) to AS2 (4 channels), the channel names displayed in Audio MIDI Setup do not reflect the change as expected. The actual result is: ADAT 1, ADAT 2, ADAT 3, ADAT 4 The system simply hides the last two channels; the names of the remaining channels are not updated. Initial Topology My original topology was as follows: Later, I discovered that macOS uses the iChannelNames field from the Input Terminal to display channel names. Therefore, I modified the USB device descriptors and updated the topology to the following: To distinguish the channel names for different channel counts, each Input Terminal is assigned a unique iChannelNames value. This method worked perfectly on macOS 15. However, after updating to macOS 26, this topology no longer displays the correct channel names. Question On macOS 26, what is the correct method to ensure that the channel names update dynamically when switching between different audio channel configurations?
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200
Activity
Feb ’26
Show / Hide HAL Virtual Audio Device Based on App State
I am developing a macOS virtual audio device using an Audio Server Plug-In (HAL). I want the virtual device to be visible to all applications only when my main app is running, and completely hidden from all apps when the app is closed. The goal is to dynamically control device visibility based on app state without reinstalling the driver.What is the recommended way for the app to notify the HAL plug-in about its running or closed state ? Any guidance on best-practice architecture for this scenario would be appreciated.
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223
Activity
Jan ’26
AVAudioEngine Voice Processing Fails with Mismatched Input/Output Devices: AggregateDevice Channel Count Mismatch
I'm encountering errors while using AVAudioEngine with voice processing enabled (setVoiceProcessingEnabled(true)) in scenarios where the input and output audio devices are not the same. This issue arises specifically with mismatched devices, preventing the application from functioning as expected. Works: Paired devices (e.g., MacBook Pro mic → MacBook Pro speakers) Fails: Mismatched devices (e.g., AirPods mic → MacBook Pro speakers) When using paired input and output devices: The setup works as expected. Example: MacBook Pro microphone → MacBook Pro speakers. When using mismatched devices: AVAudioEngine setup fails during aggregate device construction. Example: AirPods microphone → MacBook Pro speakers. Error logs indicate a channel count mismatch. Here are the partial logs. Due to the content limit, I cannot post the entire logs. AUVPAggregate.cpp:1000 client-side input and output formats do not match (err=-10875) AUVPAggregate.cpp:1036 err=-10875 AVAEInternal.h:109 [AVAudioEngineGraph.mm:1344:Initialize: (err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)): error -10875 AggregateDevice.mm:329 Failed expectation of constructed aggregate (312): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (312): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) AggregateDevice.mm:182 error fetching default pair AggregateDevice.mm:329 Failed expectation of constructed aggregate (336): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (336): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702] AudioHardware-mac-imp.cpp:3484 AudioDeviceSetProperty: no device with given ID AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702] AggregateDevice.mm:182 error fetching default pair AggregateDevice.mm:329 Failed expectation of constructed aggregate (348): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (348): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) Is it possible to use voice processing with different input/output devices? If yes, are there any specific configurations required to handle mismatched devices? How can we resolve channel count mismatch errors during aggregate device construction? Are there settings or API adjustments to enforce compatibility between input/output devices? Are there any workarounds or alternative approaches to achieve voice processing functionality with mismatched devices? For instance, can we force an intermediate channel configuration or downmix input/output formats?
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299
Activity
Dec ’25
Get device Voice Isolation status via Core Audio?
Is there any feasible way to get a Core Audio device's system effect status (Voice Isolation, Wide Spectrum)? AVCaptureDevice provides convenience properties for system effects for video devices. I need to get this status for Core Audio input devices.
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889
Activity
Nov ’25
Ventura Hack for FireWire Core Audio Support on Supported MacBook Pro and others...
Hi all,  Apple dropping on-going development for FireWire devices that were supported with the Core Audio driver standard is a catastrophe for a lot of struggling musicians who need to both keep up to date on security updates that come with new OS releases, and continue to utilise their hard earned investments in very expensive and still pristine audio devices that have been reduced to e-waste by Apple's seemingly tone-deaf ignorance in the cries for on-going support.  I have one of said audio devices, and I'd like to keep using it while keeping my 2019 Intel Mac Book Pro up to date with the latest security updates and OS features.  Probably not the first time you gurus have had someone make the logical leap leading to a request for something like this, but I was wondering if it might be somehow possible of shoe-horning the code used in previous versions of Mac OS that allowed the Mac to speak with the audio features of such devices to run inside the Ventura version of the OS.  Would it possible? Would it involve a lot of work? I don't think I'd be the only person willing to pay for a third party application or utility that restored this functionality. There has to be 100's of thousands of people who would be happy to spare some cash to stop their multi-thousand dollar investment in gear to be so thoughtlessly resigned to the scrap heap.  Any comments or layman-friendly explanations as to why this couldn’t happen would be gratefully received!  Thanks,  em
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Activity
Nov ’25
Not able to write AAC audio with 96 kHz sample rate using AVAudioRecorder or Extended audio file services
Not able to record audio in AAC format with 96 kHz sample rate using AVAudioRecorder or Extended Audio File services with 96 kHz input audio from input device. The audio recording settings used are let settings: [String: Any] = [ AVFormatIDKey: Int(kAudioFormatMPEG4AAC), AVSampleRateKey: sampleRate AVNumberOfChannelsKey: 1 AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue ] When tried using AVAudioEngine using AVAudioFile, AVAudioFile(forWriting: fileURL, // file extension .m4a settings: fileSettings, commonFormat: AVAudioCommonFormat.pcmFormatFloat32, interleaved: interleaved) else { return } got error CodecConverterFactory.cpp:977 unable to select compatible encoder sample rate AudioConverter.cpp:1017 Failed to create a new in process converter -> from 1 ch, 96000 Hz, Float32 to 1 ch, 96000 Hz, aac (0x00000000) 0 bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame, with status 1718449215
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573
Activity
Nov ’25
Core Audio Tap: per-device attenuation vs. number of stereo output pairs — how to get unattenuated “raw” app streams?
Hi all, I’ve implemented the new Core Audio Tap API (AudioHardwareCreateProcessTap with CATapDescription) and I’m seeing consistent level attenuation that scales with the number of stereo output pairs exposed by the target device. What I observe Device with 4 stereo pairs (8 outs) → tap shows −12.04 dB relative to source. True 2-ch devices (built-in speakers, AirPods) → ~0 dB attenuation. The attenuation appears regardless of whether I: Create a global (default-output) tap via initStereoGlobalTapButExcludeProcesses: Or create a per-process/per-device tap via initWithProcesses:andDeviceUID:withStream: Additionally, the routing choice inside the sending app matters: App output to “System/Default Output” → I often see no attenuation. App output directly to a multi-out interface (e.g., RME Fireface) → I see the pair-count-scaled attenuation. I can query Core Audio for the number of output channels/pairs and gain-compensate (+20·log10(N_pairs) dB) and that matches my measurements for many cases. However, this compensation is not universally correct because it seems to depend on where each process routes its audio (Default Output vs. direct device), even when those processes are included in the same tap aggregate. Question Is there a supported way to obtain the raw, unattenuated streams for all processes through the Tap API—i.e., to bypass this automatic headroom/attenuation behavior entirely? If this attenuation is expected by design: Is there a documented rule for when it applies (global vs. device taps, per-process taps, stream selection, etc.)? Is there a property/flag to disable it, or a reliable, official method to compute the exact compensation (beyond counting stereo pairs)? Any guidance on ensuring consistent levels when multiple processes route differently (Default Output vs. direct device) but are captured by the same tap? Environment API: AudioHardwareCreateProcessTap + CATapDescription Devices: built-in output (2-ch), RME Fireface (8+ outs / 4+ stereo pairs) Behavior reproducible with both global and per-process/per-device tap descriptions. Attenuation example: 4 stereo pairs → −12.04 dB observed. Happy to provide a minimal sample, measurements, and device logs. Thanks! — David
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242
Activity
Nov ’25
Hosting x86 Audio Units on Silicon Mac
My app encountered problems when trying to open an x86 audioUnit v2 on a Silicon Mac (although Rosetta is installed). There seems to be a XPC connection issue with the AUHostingService that I don't know how to fix. I observed other host apps opening the same plugins without problem, so there is probably something wrong or incompatible in my codes. I noticed that: The issue occurs whether or not the app is sandboxed. The issue does no longer occur when the app itself runs under Rosetta. There is no error reported by CoreAudio during allocation and initialization of the audio unit. The first notified errors appears when the unit calls AudioUnitRender from the rendering callback. With most x86 plugins, the error is on first call: kAudioUnitErr_RenderTimeout and on any subsequent call: kAudioComponentErr_InstanceInvalidated On the UI side, when the Cocoa View is loaded, it appears shortly, then disappears immediately leaving its superview empty. With another x86 plugin, the Cocoa View is loaded normally, but CoreAudio still emits kAudioUnitErr_NoConnection from AudioUnitRender, whether the view has been loaded or not, and the plugin produces no sound. I also find these messages in the console (printed in that order): CLIENT ERROR: RemoteAUv2ViewController does not override - and thus cannot react to catastrophic errors beyond logging them AUAudioUnit_XPC.mm:641 Crashed AU possible component description: aumu/Helm/Tyte My app uses the AUv2 API and I suspect that working with the AUv3 API would spare me these problems. However, considering how my audio system is built (audio units are wrapped into C++ classes and most connections between units are managed on the fly from the rendering callback), it would be a lot of work to convert, and I’m even not sure that all I do with the AUv2 API would be possible with the AUv3 API. I could possibly find an intermediate solution, but in the immediate future I'm looking for the simplest and fastest possible fix. If I cannot find better, I see two fallback options: In this part of the doc: “Beginning with macOS 11, the system loads audio units into a separate process that depends on the architecture or host preference”, does “host preference” means that it would be possible to disable the “out of process” behavior, for example from the app entitlements or info.plist? Otherwise, as a last resort, I could completely disable the use of x86 audioUnits when my app runs under ARM64, for at least making things cleaner. But the Audio Component API doesn’t give any info about the plugin architecture, how could I found it? Any tip or idea about this issue will be much appreciated. Thanks in advance!
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712
Activity
Nov ’25
AVAudioEngine : Split 1x4 channel bus into 4x1 channel busses?
I'm using a 4 channel USB Audio interface, with 4 microphones, and want to process them through 4 independent effect chains. However the output from AVAudioInputNode is a single 4 channel bus. How can I split this into 4 mono busses? The following code splits the input into 4 copies, and routes them through the effects, but each bus contains all four channels. How can I remap the channels to remove the unwanted channels from the bus? I tried using channelMap on the mixer node but that had no effect. I'm currently using this code primarily on iOS but it should be portable between iOS and MacOS. It would be possible to do this through a Matrix Mixer Node, but that seems completely overkill, for such a basic operation. I'm already using a Matrix Mixer to combine the inputs, and it's not well supported in AVAudioEngine. AVAudioInputNode *inputNode=[engine inputNode]; [inputNode setVoiceProcessingEnabled:NO error:nil]; NSMutableArray *micDestinations=[NSMutableArray arrayWithCapacity:trackCount]; for(i=0;i<trackCount;i++) { fixMicFormat[i]=[AVAudioMixerNode new]; [engine attachNode:fixMicFormat[i]]; // And create reverb/compressor and eq the same way... [engine connect:reverb[i] to:matrixMixerNode fromBus:0 toBus:i format:nil]; [engine connect:eq[i] to:reverb[i] fromBus:0 toBus:0 format:nil]; [engine connect:compressor[i] to:eq[i] fromBus:0 toBus:0 format:nil]; [engine connect:fixMicFormat[i] to:compressor[i] fromBus:0 toBus:0 format:nil]; [micDestinations addObject:[[AVAudioConnectionPoint alloc] initWithNode:fixMicFormat[i] bus:0] ]; } AVAudioFormat *inputFormat = [inputNode outputFormatForBus: 1]; [engine connect:inputNode toConnectionPoints:micDestinations fromBus:1 format:inputFormat];
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314
Activity
Oct ’25
macOS sample for AVAudioEngine recording with playthrough
Hi, I'm still stuck getting a basic record-with-playthrouh pipeline to work. Has anyone a sample of setting up a AVAudioEngine pipeline for recording with playthrough? Plkaythrough works with AVPlayerNode as input but not with any microphone input. The docs mention the "enabled state" of the outputNode of the engine without explaining the concept, i.e. how to enable an output. When the engine renders to and from an audio device, the AVAudioSession category and the availability of hardware determines whether an app performs output. Check the output node’s output format (specifically, the hardware format) for a nonzero sample rate and channel count to see if output is in an enabled state. Well, in my setup the output is NOT enabled, and any attempt to switch (e.g. audioEngine.outputNode.auAudioUnit.setDeviceID(deviceID) )/ attach a dedicated device / ... results in exceptions / errors
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347
Activity
Oct ’25
[iOS 26] [PushToTalk] Not receiving microphone PCM sample when Transmission Starts from System UI.
Steps To reproduce: Login to application and App has joined the PTC channel. Push the application to background and Lock the device. From the System UI press the talk button which will start transmit. Audio Session has been activated and Audio unit has been initialised properly. On terminator side no media is being played out. Issue observed consistently on specific models which has configured audio codec with Stereo type. More details are added : FB20281626
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370
Activity
Oct ’25
Convert CoreAudio AudioObjectID to IOUSB LocationID
Is there a recommended way on macOS 26 Tahoe to take a CoreAudio AudioObjectID and use it to lookup the underlying USB LocationID? I previously used AudioObjectID to query the corresponding DeviceUID with kAudioDevicePropertyDeviceUID. Then I queried for the IOService matching kIOAudioEngineClassName with property kIOAudioEngineGlobalUniqueIDKey matching DeviceUID, and I loaded kUSBDevicePropertyLocationID from the result. This fails on macOS 26, because the IO Registry for the device has an entry for usbaudiod rather than AppleUSBAudioEngine, and usbaudiod does not include a kIOAudioEngineGlobalUniqueIDKey property (or any other property to map it to a CoreAudio DeviceUID). My use-case here is a piece of audio recording software that allows configuring a set of supported audio devices via USB HID prior to recording. I present the user with a list of CoreAudio devices to use, but without a way to lookup the underlying USB LocationID, I cannot guarantee that the configured device matches the selected device (e.g. if the user plugged in two identical microphones).
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615
Activity
Sep ’25
AudioQueue Output fails playing audio almost immediately?
On macOS Sequoia, I'm having the hardest time getting this basic audio output to work correctly. I'm compiling in XCode using C99, and when I run this, I get audio for a split second, and then nothing, indefinitely. Any ideas what could be going wrong? Here's a minimum code example to demonstrate: #include &lt;AudioToolbox/AudioToolbox.h&gt; #include &lt;stdint.h&gt; #define RENDER_BUFFER_COUNT 2 #define RENDER_FRAMES_PER_BUFFER 128 // mono linear PCM audio data at 48kHz #define RENDER_SAMPLE_RATE 48000 #define RENDER_CHANNEL_COUNT 1 #define RENDER_BUFFER_BYTE_COUNT (RENDER_FRAMES_PER_BUFFER * RENDER_CHANNEL_COUNT * sizeof(f32)) void RenderAudioSaw(float* outBuffer, uint32_t frameCount, uint32_t channelCount) { static bool isInverted = false; float scalar = isInverted ? -1.f : 1.f; for (uint32_t frame = 0; frame &lt; frameCount; ++frame) { for (uint32_t channel = 0; channel &lt; channelCount; ++channel) { // series of ramps, alternating up and down. outBuffer[frame * channelCount + channel] = 0.1f * scalar * ((float)frame / frameCount); } } isInverted = !isInverted; } AudioStreamBasicDescription coreAudioDesc = { 0 }; AudioQueueRef coreAudioQueue = NULL; AudioQueueBufferRef coreAudioBuffers[RENDER_BUFFER_COUNT] = { NULL }; void coreAudioCallback(void* unused, AudioQueueRef queue, AudioQueueBufferRef buffer) { // 0's here indicate no fancy packet magic AudioQueueEnqueueBuffer(queue, buffer, 0, 0); } int main(void) { const UInt32 BytesPerSample = sizeof(float); coreAudioDesc.mSampleRate = RENDER_SAMPLE_RATE; coreAudioDesc.mFormatID = kAudioFormatLinearPCM; coreAudioDesc.mFormatFlags = kLinearPCMFormatFlagIsFloat | kLinearPCMFormatFlagIsPacked; coreAudioDesc.mBytesPerPacket = RENDER_CHANNEL_COUNT * BytesPerSample; coreAudioDesc.mFramesPerPacket = 1; coreAudioDesc.mBytesPerFrame = RENDER_CHANNEL_COUNT * BytesPerSample; coreAudioDesc.mChannelsPerFrame = RENDER_CHANNEL_COUNT; coreAudioDesc.mBitsPerChannel = BytesPerSample * 8; coreAudioQueue = NULL; OSStatus result; // most of the 0 and NULL params here are for compressed sound formats etc. result = AudioQueueNewOutput(&amp;coreAudioDesc, &amp;coreAudioCallback, NULL, 0, 0, 0, &amp;coreAudioQueue); if (result != noErr) { assert(false == "AudioQueueNewOutput failed!"); abort(); } for (int i = 0; i &lt; RENDER_BUFFER_COUNT; ++i) { uint32_t bufferSize = coreAudioDesc.mBytesPerFrame * RENDER_FRAMES_PER_BUFFER; result = AudioQueueAllocateBuffer(coreAudioQueue, bufferSize, &amp;(coreAudioBuffers[i])); if (result != noErr) { assert(false == "AudioQueueAllocateBuffer failed!"); abort(); } } for (int i = 0; i &lt; RENDER_BUFFER_COUNT; ++i) { RenderAudioSaw(coreAudioBuffers[i]-&gt;mAudioData, RENDER_FRAMES_PER_BUFFER, RENDER_CHANNEL_COUNT); coreAudioBuffers[i]-&gt;mAudioDataByteSize = coreAudioBuffers[i]-&gt;mAudioDataBytesCapacity; AudioQueueEnqueueBuffer(coreAudioQueue, coreAudioBuffers[i], 0, 0); } AudioQueueStart(coreAudioQueue, NULL); sleep(10); // some time to hear the audio AudioQueueStop(coreAudioQueue, true); AudioQueueDispose(coreAudioQueue, true); return 0; }
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591
Activity
Sep ’25
dlsym cannot find symbol g_dwILResult when debugging an audio plugin
I am trying to debug the AAX version of my plugin (MIDI effect) on Pro Tools, but I am getting the following error (Mac console) when attempting to load it: dlsym cannot find symbol g_dwILResult in CFBundle etc.. I used Xcode 16.4 to build the plugin. Has anybody come across the same or a similar message? Best, Achillefs Axart Labs
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568
Activity
Sep ’25
How to get PID from AudioObjectID on macOS pre Sonoma
3 I am working on an application to get when input audio device is being used. Basically I want to know the application using the microphone (built-in or external) This app runs on macOS. For Mac versions starting from Sonoma I can use this code: int getAudioProcessPID(AudioObjectID process) { pid_t pid; if (@available(macOS 14.0, *)) { constexpr AudioObjectPropertyAddress prop { kAudioProcessPropertyPID, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain }; UInt32 dataSize = sizeof(pid); OSStatus error = AudioObjectGetPropertyData(process, &amp;prop, 0, nullptr, &amp;dataSize, &amp;pid); if (error != noErr) { return -1; } } else { // Pre sonoma code goes here } return pid; } which works. However, kAudioProcessPropertyPID was added in macOS SDK 14.0. Does anyone know how to achieve the same functionality on previous versions?
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367
Activity
Sep ’25
Potential Documentation Error in kAudioAggregateDevicePropertyTapList Sample Code
Hi, I believe I've found a potential error in the sample code on the documentation page for creating and using a process tap with an aggregate device. The issue is in the section explaining how to add a tap to the aggregate device. I have already filed a Feedback Assistant ticket on this (ID: FB17411663) but haven't heard back for months. Capturing system audio with Core Audio taps The sample code for modifying the kAudioAggregateDevicePropertyTapList incorrectly uses the tapID as the target AudioObjectID when calling AudioObjectSetPropertyData. // (Code to get the list and potentially modify listAsArray) if var listAsArray = list as? [CFString] { // ... (modification logic) ... // Set the list back on the aggregate device. <--- The comment is correct list = listAsArray as CFArray _ = withUnsafeMutablePointer(to: &list) { list in // INCORRECT: This call uses tapID as the target object. AudioObjectSetPropertyData(tapID, &propertyAddress, 0, nil, propertySize, list) } } The kAudioAggregateDevicePropertyTapList is a property that belongs to the aggregate device, not the individual tap. Therefore, to set this property, the AudioObjectSetPropertyData function must target the AudioObjectID of the aggregate device itself. Using tapID as the first argument is logically incorrect for this operation and will not update the aggregate device as intended. Furthermore, the preceding AudioObjectGetPropertyData call to fetch the list also appears to use the incorrect tapID as its target in the sample. The AudioObjectID for both getting and setting this property should be the ID of the aggregate device. _ = AudioObjectGetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, &propertySize, &list) _ = AudioObjectSetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, propertySize, newList) Thank you!
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479
Activity
Sep ’25
Audio Unit v3 host v2 third party plugins
Hi, I have just implemented an Audio Unit v3 host. AgsAudioUnitPlugin *audio_unit_plugin; AVAudioUnitComponentManager *audio_unit_component_manager; NSArray<AVAudioUnitComponent *> *av_component_arr; AudioComponentDescription description; guint i, i_stop; if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){ return; } audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager]; /* effects */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_Effect; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } /* instruments */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_MusicDevice; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } But this doesn't show me Audio Unit v2 plugins, why? regards, Joël
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747
Activity
Aug ’25