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How to capture audio from the stream that's playing on the speakers?
Good day, ladies and gents. I have an application that reads audio from the microphone. I'd like it to also be able to read from the Mac's audio output stream. (A bonus would be if it could detect when the Mac is playing music.) I'd eventually be able to figure it out reading docs, but if someone can give a hint, I'd be very grateful, and would owe you the libation of your choice. Here's the code used to set up the AudioUnit: -(NSString*) configureAU { AudioComponent component = NULL; AudioComponentDescription description; OSStatus err = noErr; UInt32 param; AURenderCallbackStruct callback; if( audioUnit ) { AudioComponentInstanceDispose( audioUnit ); audioUnit = NULL; } // was CloseComponent // Open the AudioOutputUnit description.componentType = kAudioUnitType_Output; description.componentSubType = kAudioUnitSubType_HALOutput; description.componentManufacturer = kAudioUnitManufacturer_Apple; description.componentFlags = 0; description.componentFlagsMask = 0; if( component = AudioComponentFindNext( NULL, &description ) ) { err = AudioComponentInstanceNew( component, &audioUnit ); if( err != noErr ) { audioUnit = NULL; return [ NSString stringWithFormat: @"Couldn't open AudioUnit component (ID=%d)", err] ; } } // Configure the AudioOutputUnit: // You must enable the Audio Unit (AUHAL) for input and output for the same device. // When using AudioUnitSetProperty the 4th parameter in the method refers to an AudioUnitElement. // When using an AudioOutputUnit for input the element will be '1' and the output element will be '0'. param = 1; // Enable input on the AUHAL err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &param, sizeof(UInt32) ); chkerr("Couldn't set first EnableIO prop (enable inpjt) (ID=%d)"); param = 0; // Disable output on the AUHAL err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &param, sizeof(UInt32) ); chkerr("Couldn't set second EnableIO property on the audio unit (disable ootpjt) (ID=%d)"); param = sizeof(AudioDeviceID); // Select the default input device AudioObjectPropertyAddress OutputAddr = { kAudioHardwarePropertyDefaultInputDevice, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMaster }; err = AudioObjectGetPropertyData( kAudioObjectSystemObject, &OutputAddr, 0, NULL, &param, &inputDeviceID ); chkerr("Couldn't get default input device (ID=%d)"); // Set the current device to the default input unit err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &inputDeviceID, sizeof(AudioDeviceID) ); chkerr("Failed to hook up input device to our AudioUnit (ID=%d)"); callback.inputProc = AudioInputProc; // Setup render callback, to be called when the AUHAL has input data callback.inputProcRefCon = self; err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, 0, &callback, sizeof(AURenderCallbackStruct) ); chkerr("Could not install render callback on our AudioUnit (ID=%d)"); param = sizeof(AudioStreamBasicDescription); // get hardware device format err = AudioUnitGetProperty( audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 1, &deviceFormat, &param ); chkerr("Could not install render callback on our AudioUnit (ID=%d)"); audioChannels = MAX( deviceFormat.mChannelsPerFrame, 2 ); // Twiddle the format to our liking actualOutputFormat.mChannelsPerFrame = audioChannels; actualOutputFormat.mSampleRate = deviceFormat.mSampleRate; actualOutputFormat.mFormatID = kAudioFormatLinearPCM; actualOutputFormat.mFormatFlags = kAudioFormatFlagIsFloat | kAudioFormatFlagIsPacked | kAudioFormatFlagIsNonInterleaved; if( actualOutputFormat.mFormatID == kAudioFormatLinearPCM && audioChannels == 1 ) actualOutputFormat.mFormatFlags &= ~kLinearPCMFormatFlagIsNonInterleaved; #if __BIG_ENDIAN__ actualOutputFormat.mFormatFlags |= kAudioFormatFlagIsBigEndian; #endif actualOutputFormat.mBitsPerChannel = sizeof(Float32) * 8; actualOutputFormat.mBytesPerFrame = actualOutputFormat.mBitsPerChannel / 8; actualOutputFormat.mFramesPerPacket = 1; actualOutputFormat.mBytesPerPacket = actualOutputFormat.mBytesPerFrame; // Set the AudioOutputUnit output data format err = AudioUnitSetProperty( audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 1, &actualOutputFormat, sizeof(AudioStreamBasicDescription)); chkerr("Could not change the stream format of the output device (ID=%d)"); param = sizeof(UInt32); // Get the number of frames in the IO buffer(s) err = AudioUnitGetProperty( audioUnit, kAudioDevicePropertyBufferFrameSize, kAudioUnitScope_Global, 0, &audioSamples, &param ); chkerr("Could not determine audio sample size (ID=%d)"); err = AudioUnitInitialize( audioUnit ); // Initialize the AU chkerr("Could not initialize the AudioUnit (ID=%d)"); // Allocate our audio buffers audioBuffer = [self allocateAudioBufferListWithNumChannels: actualOutputFormat.mChannelsPerFrame size: audioSamples * actualOutputFormat.mBytesPerFrame]; if( audioBuffer == NULL ) { [ self cleanUp ]; return [NSString stringWithFormat: @"Could not allocate buffers for recording (ID=%d)", err]; } return nil; } (...again, it would be nice to know if audio output is active and thereby choose the clean output stream over the noisy mic, but that would be a different chunk of code, and my main question may just be a quick edit to this chunk.) Thanks for your attention! ==Dave [p.s. if i get more than one useful answer, can i "Accept" more than one, to spread the credit around?] {pps: of course, the code lines up prettier in a monospaced font!}
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115
Jun ’25
Window number too large
I'm trying to get information about my status items window. I get the window number using this call: statusItem.button?.window?.windowNumber With that number I try to determine if it visible or not. On macOS 15, this works fine, however on macOS Tahoe the window number is bigger than UInt32 or its type alias CGWindowID, causing a crash of my app (when converting from Int to UInt32). Somehow the window numbers were always in the 32-bit space. I can only guess about the reasons for increase of the window number beyond the UInt32 bounds. I don't know how the windows are numbered, but something may not be going as expected here. Anyone knows if this may be due to running in a virtual machine?
Topic: UI Frameworks SubTopic: General Tags:
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58
Jun ’25
Finder Quick Action icon rendering when using custom SF Symbol
Hey folks! I'm working on a macOS app which has a Finder Quick Action extension. It's all working fine, but I'm hitting a weird struggle with getting the icon rendering how I would like, and the docs haven't been able to help me. I want to re-use a custom SF Symbol from my app, so I've copied that from the main app's xcassets bundle to the one in the extension, and configured it for Template rendering. The icon renders in the right click menu in Finder, the Finder preview pane and the Extensions section of System Settings, but all of them render with the wrong colour in dark mode. In light mode they look fine, but in dark mode I would expect a templated icon to be rendered in white, not black. I've attached a variety of screenshots of the icons in the UI and how things are set up in Xcode (both for the symbol in the xcassets bundle, and the Info.plist) I tried reading the docs, searching Google, searching GitHub and even asking the dreaded AI, but it seems like there's not really very much information available about doing icons for Finder extensions, especially ones using a custom SF Symbol, so I would love to know if anyone here has been able to solve this in the past! Finder preview pane in light mode: Finder preview pane in dark mode: Finder quick action context menu: System Settings extension preferences: The custom symbol in my .xcassets bundle: The finder extension's Info.plist:
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105
Jun ’25
File Provider supportedServices
I am developing a FileProvider on Mac OS. I want to support Coauthoring Via Microsoft. As per Microsoft's documentation, the supportedServices function should be called via the OS when an Office file is opened. I have overridden this function in my fileprovider extension, but fail to see this function getting called. Has anyone else had any experience with coauthoring integration for File Provider and could give some advice? I am mostly working from the given documentation from Microsoft https://learn.microsoft.com/en-us/microsoft-365/cloud-storage-partner-program/plus/sync-client/metadata
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Jun ’25
Launch Constraint, SIP and legacy launchd plist
I have 2 basic questions related to Launch Constraints: [Q1] Are Launch Constraints supposed to work when SIP is disabled? From what I'm observing, when SIP is disabled, Launch Constraints (e.g. Launch Constraint Parent Process) are not enforced. I can understand that. But it's a bit confusing considering that the stack diagram in the WWDC 2023 session is placing the 'Environment Constraints' block under SIP, not above. Also the documentation only mentions SIP for the 'is-sip-protected' fact. [Q2] Is the SpawnConstraint key in legacy launchd plist files (i.e. inside /Library/Launch(Agents|Daemons)) officially supported? From what I'm seeing, it seems to be working when SIP is enabled. But the WWDC session and the documentation don't really talk about this case.
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Jun ’25
Launch Agent to trigger upon changes in Applications folder
Hello, I want to create a Launch Agent that triggers an executable upon changes in the /Applications folder. The launch agent is normally a loaded but not running, and by adding /Applications to the WatchPath parameters in the plist, launchd is supposed to trigger the process, that will run and exit once done. Sadly this seems not to be working uniformly. The script only works on one machine, in the the others the execcutable is never run. There seem not to be any meaningful differences in the launchd or system logs. The same identical plist works perfectly when changing something in the user's ~/Applications folder. The script does its job and logs are visible. Is there an undocumented limitation specifically for the /Applications folder that prevents luanchd to observe it in the WatchPaths? Maybe SIP not allowing access? But why does it work on my machine? Here is an example of the ~/Library/LaunchAgents/com.company.AppName.LaunchAgent.plist: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>AssociatedBundleIdentifiers</key> <string>com.company.AppName</string> <key>KeepAlive</key> <false/> <key>Label</key> <string>com.company.AppName.LaunchAgent</string> <key>ProgramArguments</key> <array> <string>/Users/username/Library/Application Support/com.company.AppName/Launch Agent.app/Contents/MacOS/LaunchAgent</string> </array> <key>RunAtLoad</key> <false/> <key>WatchPaths</key> <array> <string>/Users/username/Applications</string> <string>/Applications</string> <string>/Network/Applications</string> </array> </dict> </plist> With the executable being a standard app bundle in /Users/username/Library/Application Support/com.company.AppName/Launch Agent.app Thank you
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Jun ’25
CSV or TSV file in Numbers app
Hi Everybody knows about how this kind of files works. My issue is about trying to load data from these files to a HTML page. Everything works, I can read and use this data on my project however the records I have in Numbers, text where there are commas for punctuation, will be separated when this file is loaded. The comma is breaking the records, I know this is a CSV file but is there a way to set semicolon as delimiter on Mac or Numbers to be able to use the comma in my records without any issue? Also could be another symbol, but definitely I need the commas. thank you!
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80
Jun ’25
SwiftUI toolbar in MacOS 15 bug ?
struct ContentView: View { var body: some View { NavigationSplitView { List { Text("row 1") Text("row 2") Text("row 3") } .toolbar(content: { ToolbarItem { Button("aa", action: onToolbar) } }) } detail: { HSplitView { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .toolbar(id: "toolbar", content: { ToolbarItem(id: "toolbar-1") { Button("bb", action: onToolbar) } }) .padding() Text("right") } }.navigationTitle("") } func onToolbar() {} } Run & Crash NSToolbar 0x6000005665b0 already contains an item with the identifier com.apple.SwiftUI.splitViewSeparator-0. Duplicate items of this type are not allowed.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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1.4k
Jun ’25
Xcode 16.4 on macOS Tahoe 26
I’m currently using the stable release of Xcode 16.4, and I’m considering installing macOS beta 26. Before I upgrade, I’d like to know: 👉 Is it generally possible to use Xcode 16.4 with macOS Tahoe beta? My goal is to continue building and submitting apps to the App Store using the non-beta Xcode version. I understand that Apple only officially supports each stable Xcode with the current public macOS release, but in practice, has anyone run into issues doing this? This would not be my primary development Mac, but I’d still like to be able to compile and test code on the machine running the macOS beta. I’d appreciate any experiences or official guidance — especially regarding app signing, archiving, or compatibility with Xcode Cloud. Thanks in advance!
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Jun ’25
Can Game Mode be activated when a child (Java) process's window is fullscreened?
Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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Jun ’25
Can child processes inherit Info.plist properties of a parent app (such as LSSupportsGameMode)?
My high-level goal is to add support for Game Mode in a Java game, which launches via a macOS "launcher" app that runs the actual java game as a separate process (e.g. using the java command line tool). I asked this over in the Graphics & Games section and was told this, which is why I'm reposting this here. I'm uncertain how to speak to CLI tools and Java games launched from a macOS app. These sound like security and sandboxing questions which we recommend you ask about in those sections of the forums. The system seems to decide whether to enable Game Mode based on values in the Info.plist (e.g. for LSApplicationCategoryType and GCSupportsGameMode). However, the child process can't seem to see these values. Is there a way to change that? (The rest of this post is copied from my other forums post to provide additional context.) Imagine a native macOS app that acts as a "launcher" for a Java game.** For example, the "launcher" app might use the Swift Process API or a similar method to run the java command line tool (lets assume the user has installed Java themselves) to run the game. I have seen How to Enable Game Mode. If the native launcher app's Info.plist has the following keys set: LSApplicationCategoryType set to public.app-category.games LSSupportsGameMode set to true (for macOS 26+) GCSupportsGameMode set to true The launcher itself can cause Game Mode to activate if the launcher is fullscreened. However, if the launcher opens a Java process that opens a window, then the Java window is fullscreened, Game Mode doesn't seem to activate. In this case activating Game Mode for the launcher itself is unnecessary, but you'd expect Game Mode to activate when the actual game in the Java window is fullscreened. Is there a way to get Game Mode to activate in the latter case? ** The concrete case I'm thinking of is a third-party Minecraft Java Edition launcher, but the issue can also be demonstrated in a sample project (FB13786152). It seems like the official Minecraft launcher is able to do this, though it's not clear how. (Is its bundle identifier hardcoded in the OS to allow for this? Changing a sample app's bundle identifier to be the same as the official Minecraft launcher gets the behavior I want, but obviously this is not a practical solution.)
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Jun ’25
Using restricted entitlements in a macOS 26 VM
We have a Mac app that uses some restricted macOS entitlements, thus to test it we embed a development provisioning profile, that needs to contain the correct provisioning UDID. Typically, for test VMs, we extract the provisioning and UDID and add it to the developer portal and then re-generate the provisioning profiles. However when we try to do this in our newly created VM (Apple Silicon), our executable won't run, and macOS logs that the provisioning profile doesn't allow the device: 2025-06-12 12:37:52.168 E taskgated-helper[27489:e97da] [com.apple.ManagedClient:ProvisioningProfiles] embedded provisioning profile not valid: file:///Applications/foo.app/Contents/embedded.provisionprofile error: Error Domain=CPProfileManager Code=-212 "Provisioning profile does not allow this device." UserInfo={NSLocalizedDescription=Provisioning profile does not allow this device.} 2025-06-12 12:37:52.169 E taskgated-helper[27489:e97da] [com.apple.ManagedClient:ProvisioningProfiles] Disallowing com.company.foo because no eligible provisioning profiles found 2025-06-12 12:37:52.169 Df amfid[112:e99b0] [com.apple.xpc:connection] [0xb34c74a00] invalidated because the current process cancelled the connection by calling xpc_connection_cancel() 2025-06-12 12:37:52.169 Df taskgated-helper[27489:e97da] [com.apple.xpc:connection] [0x839144000] invalidated because the client process (pid 112) either cancelled the connection or exited 2025-06-12 12:37:52.169 E amfid[112:e91ac] [com.apple.MobileFileIntegrity.framework:default] Failure validating against provisioning profiles: <private> 2025-06-12 12:37:52.169 E amfid[112:e91ac] [com.apple.MobileFileIntegrity.framework:default] Restricted entitlements not validated, bailing out. Error: Error Domain=AppleMobileFileIntegrityError Code=-413 "No matching profile found" UserInfo={NSURL=<private>, NSLocalizedDescription=No matching profile found} 2025-06-12 12:37:52.169 Df amfid[112:e91ac] /Applications/foo.app/Contents/MacOS/foo not valid: Error Domain=AppleMobileFileIntegrityError Code=-413 "No matching profile found" UserInfo={NSURL=file:///Applications/foo.app/, NSLocalizedDescription=No matching profile found} The UDID for this VM does look weird, in System Profiler: But I can verify that this UDID string is present in the provisioning profile embedded in the app bundle: $ security cms -D -i /Applications/foo.app/Contents/embedded.provisionprofile | grep -i 7cd9234e9aa4fa8ba528ee417f857b2c993a20a3 <string>7CD9234E9AA4FA8BA528EE417F857B2C993A20A3</string> I also tried deleting the manually added device from the Developer portal and installing Xcode on the VM and letting Xcode register the device, but I end up in the same situation there. Even after letting Xcode itself register the device, it says that "this device not registered to your account" and then when I click "Register device" it changes into " already exists". Has anyone else managed to get Mac development provisioning profiles to work in a VM?
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216
Jun ’25
Clear Rosetta Flag for Desktop App
A little bit of background: If you make an app with no compiled Arm64 binaries in the Content/MacOS folder, MacOS erroneously identifies it as an Intel based app. After launching the app, MacOS will prompt the user to install rosetta, despite the app running fine natively. I found a simple solution to this issue, either include a do-nothing compiled binary to Contents/MacOS, or add <key>LSArchitecturePriority</key> <array> <string>arm64</string> </array> to the plist. The problem is this change only fixes the issue if you also change the BundleID. If you run the app even once with the bad configuration, MacOS seems to cache the intel flag somewhere based on the BundleID. It does not seem to be cached in the usual places. How to reproduce: (On apple silicon) You probably already have rosetta, and it is a pain to remove, so a VM is likely needed. Make an empty app with Script Editor, export with file format: Application. Replace Example.app/Content/MacOS/applet with a script of the same name. Make sure the old applet is gone, don't rename it and leave it in the directory. I used: #!/usr/bin/osascript display dialog "Hello, world" Make it executable sudo chmod +x ./Example.app/Content/MacOS/applet Run the app and observe that it asks you to install rosetta Add the previously mentioned fix to you plist, including the BundleID change Run it again and observe that it now works Change your BundleID back. Running this now raises the rosetta prompt despite the fact that it runs fine on a clean install of MacOS. Things I have tried: Rebooting, no effect Reforming the app, no effect Reboot in recovery mode, no effect lsregister -delete, no effect ~/Library/Preferences, ~/Library/Caches, /Library/Preferences, and /Library/Caches, none contain an entry for the BundleId defaults delete, domain not found
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948
Jun ’25
Safari 16.4 seems to lose session cookies on asset requests or javascript fetches.
On iPads after updating to iPadOS 16.4, Safari often "looses" the session cookie provided by PlayFramework: When the browser requests assets (js scripts) or when additional data is fetched by JavaScript, the session cookie is not included in the request. These secondary requests will redirect through our IAM because no session cookie is present. The IAM redirects back to the original domain with a payload so that the login session can be resumed. A new Set-Cookie header is sent in the response with the new session cookie. This causes the framework to issue a new CSRF token (that is part of the session cookie) which is different from the old one that was already rendered into a hidden form input. The browser stores this new token and includes it when it POSTs the form. The token in the body of the request is now different from the one in the cookies, causing the CSRF check to fail. We have tried different devices (Android, Windows, MacBook, and iPads) on different versions. The problem only occurs with Safari on iPad/MacBook running version 16.4, 16.4.1, or 16.5 beta. The problem cannot be reproduced using Chrome on iPad. Furthermore, the problem does not occur with private browsing in Safari. Some things we ruled out: Same behaviour on devices managed by MDM and on open devices. PlayFramework version is now updated to the latest 2.8 version. Using a separate cookie for the CSRF token (instead of the play session cookie) does not make a difference either. Modifying the Cache-Control header to cache responses more aggressively or not at all does not help. Has anyone also experienced this or similar problems?
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14k
Jun ’25
Supporting Dark and Tinted versions of App Icons on macOS
When exporting an icon using Icon Composer Beta for macOS 26, a light, dark and tinted versions for macOS are created, but I was not able to find how to use them on the Xcode Project. I also tried finding something pointing to that on documentation, but I was not able to find anything. I see that system apps have light, dark and tinted versions on the first beta of macOS 26, which leads me to believe it would be possible for third-party apps to do that same.
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Jun ’25