Dive into the technical aspects of audio on your device, including codecs, format support, and customization options.

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macOS 27 regression: HDMI + DisplayPort Multi-Output audio fails with Core Audio error 1937010544
Hi, I believe I have found a Core Audio regression in macOS 27. This exact hardware configuration worked correctly on macOS 26, and the issue started immediately after upgrading to macOS 27. Hardware: Mac mini M2 2 × MSI MP243X monitors Monitor 1 connected via HDMI Monitor 2 connected via DisplayPort Both monitors expose a 2-channel audio output to macOS On macOS 26: I used Audio MIDI Setup to create a Multi-Output Device containing both MSI MP243X audio outputs. Audio played simultaneously through both monitors without any issues. On macOS 27: Both audio devices are still detected correctly and both work perfectly when selected individually: HDMI only: WORKS DisplayPort only: WORKS HDMI + DisplayPort simultaneously: FAILS This is reproducible even immediately after a full reboot. When I create a new Multi-Output Device containing both MSI outputs and select it as the system output, audio playback cannot start. For example: afplay /System/Library/Sounds/Glass.aiff returns: Error: AudioQueueStart failed ('stop') I captured Core Audio debug logs while reproducing the problem. Core Audio initially reports that StartIO succeeded, but the physical display audio device then fails to establish a timeline. Relevant log messages include: HALS_IOEngine2::_StartIO succeeded Device 3669B540-0000-0000-2623-0104A5351D78 is not running. could not establish a timeline after waiting 10000000 microseconds stopping with error 1937010544 StartIOThread: the IO thread failed to start, Error: 1937010544 I have already tested the following: Both devices at 44.1 kHz / 24-bit Both devices at 48 kHz / 16-bit Recreating the Multi-Output Device from scratch Using the HDMI device as clock source Using the DisplayPort device as clock source Different drift correction configurations Restarting coreaudiod Full macOS reboot Testing both outputs individually immediately after reboot Alternative multi-device audio routing software The behavior is always reproducible. Each MSI MP243X audio endpoint works correctly by itself. The failure only occurs when both HDMI and DisplayPort audio endpoints are opened simultaneously. system_profiler correctly detects both devices at 48 kHz: MSI MP243X Output Channels: 2 Current Sample Rate: 48000 Transport: HDMI MSI MP243X Output Channels: 2 Current Sample Rate: 48000 Transport: DisplayPort This does not appear to be a problem with either monitor or connection individually, because both outputs continue to work independently. The important difference is the macOS version: macOS 26: HDMI + DisplayPort Multi-Output = WORKING macOS 27: HDMI only = WORKING DisplayPort only = WORKING HDMI + DisplayPort Multi-Output = FAILS with AudioQueueStart 'stop' / Core Audio error 1937010544 No hardware, monitor, cable, or connection changes were made between the working macOS 26 configuration and the macOS 27 configuration. This therefore appears to be a regression in the Core Audio/display-audio path introduced with macOS 27 when two display audio endpoints (HDMI + DisplayPort) are opened simultaneously. Has anyone else been able to reproduce this on macOS 27, particularly on Apple Silicon? I can provide the complete coreaudiod logs and run additional Core Audio diagnostics if needed. Additional isolation tests: Both monitors can remain physically connected to the Mac at the same time. With both HDMI and DisplayPort connected: Selecting the HDMI MSI MP243X as the only output works correctly. Selecting the DisplayPort MSI MP243X as the only output works correctly. Opening both audio endpoints simultaneously causes the failure. Therefore, simply having both displays connected does not trigger the issue. The failure appears specifically when Core Audio attempts to run both display-audio endpoints at the same time. I also tested this using third-party multi-device audio routing implementations instead of relying only on Audio MIDI Setup. The same behavior occurs: either MSI MP243X can be opened and used independently, but attempting to route audio to both devices simultaneously fails. This suggests that the issue is below the Multi-Output Device configuration itself and may be related to starting/synchronizing two display-audio IO engines simultaneously. During the failure, the Core Audio log sequence is particularly interesting: The physical device is detected normally. The audio format is configured successfully. Core Audio reports that StartIO succeeded. The device subsequently reports that it is not running. Core Audio waits 10 seconds for a timeline. Timeline establishment fails. The IO thread terminates with error 1937010544 ('stop'). One captured conversion path was: 2 ch, 48000 Hz, Float32, interleaved -> 2 ch, 48000 Hz, Int16, interleaved so both sides were operating at 48 kHz during this test. Another important observation is that restarting coreaudiod does not resolve the simultaneous-output problem. A complete reboot also does not resolve it: immediately after a fresh boot, before launching any third-party audio-routing software, both physical outputs work individually but a newly created Multi-Output Device still reproduces the failure. This makes the issue highly reproducible on this machine. Minimal reproduction: Boot macOS 27 with both MSI MP243X monitors connected. Open Audio MIDI Setup. Verify both MSI MP243X devices work independently. Set both devices to 48,000 Hz. Create a new Multi-Output Device. Select both MSI MP243X devices. Select the new Multi-Output Device as the system audio output. Run: afplay /System/Library/Sounds/Glass.aiff Expected result: The sound is reproduced simultaneously through both monitors, as it was on macOS 26. Actual result: Error: AudioQueueStart failed ('stop') Switching the system output back to either individual MSI MP243X restores audio playback. The problem can then be reproduced again by selecting the Multi-Output Device.
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watchOS 27 TTS/Bluetooth Issue
When playing TTS on a watchOS 27 device while AirPods or a Bluetooth headset are connected to both the Apple Watch and the iPhone: Playback begins by calling the setActive function of AVAudioSession. A successful response is received, but... ...AVAudioSession.currentRoute.outputs lists only the built-in speaker, with no entry for the Bluetooth headset or earphones. After a brief delay, an AVAudioSession.routeChangeNotification is received, and playback then switches to the AirPods. If TTS is stopped and playback is attempted again: Playback frequently fails. In this state, AVAudioSession.currentRoute.outputs still shows no Bluetooth headset or earphones. However, checking the Bluetooth settings on the Apple Watch confirms that the AirPods or Bluetooth headset are properly connected. If the app is restarted—or if you exit and re-enter the TTS playback screen—the first attempt succeeds (albeit with a delay), but subsequent attempts after stopping fail. Sometimes, playback fails right from the start. Even in this case, the AirPods remain properly connected. The issue is resolved if the AirPods are disconnected from the iPhone and connected solely to the Apple Watch. When connected only to the watch, AVAudioSession.currentRoute.outputs correctly includes the Bluetooth headset or earphones from the start, and playback issues do not occur when repeatedly stopping and restarting. Playback worked fine with simultaneous Bluetooth connections up to watchOS 26, but a strange issue has started occurring since watchOS 27. We suspect this is a bug or error introduced in watchOS 27; could you please fix it? The same issue persists even after the recent update to version 27.0.1. Alternatively, please let us know if there is a way to resolve this within the app itself. It seems impossible to fix this in the current code because there is no way to programmatically trigger a popup on the Apple Watch that forces the selection of a currently connected Bluetooth headset or AirPods. Also, it does not appear to be an issue with the TTS API.
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MusicKit queue reorder crashes RemotePlayerService; MediaPlayer queue.items contains nil
Hey everyone, I need to reorder a four-song Apple Music application queue while keeping the same selected occurrence, playback time, and playing/paused state. I reproduced two distinct failures in a standalone app without persistence or synchronization. I do not yet know whether these failures have a common cause. Device: iPhone 16 Pro, iOS 27.0.1 (24A446), built-in audio. Music authorization and catalog subscription checks succeed. Four distinct catalog songs resolve successfully in the Japanese storefront, in the order A, B, C, D. These letters are anonymized labels for the songs used in the measured runs; the actual catalog IDs are omitted from this public post. This does not establish that the issue occurs with every four-song selection. Repeat and shuffle are off. MusicKit reorder after a stable paused baseline Install ApplicationMusicPlayer.Queue once, starting at song D. Play once, then pause after several seconds; verify all four entries and unchanged Current/time for over ten seconds. Move the non-Current prefix in one operation: queue.entries.move(fromOffsets: IndexSet(integersIn: 0..<3), toOffset: 4) Expected: [A,B,C,D*] becomes [D*,A,B,C], retaining Current and elapsed time. RemotePlayerService instead terminates with SIGABRT during queue modification. The exception stack includes _componentsForContentItemID: and _qfa_performInsertPlaybackContext:atPosition:afterContentItemID:sectionIdentifier:actions:completion:. The client then hangs in synchronous XPC connection establishment on main. This also occurred with all app-initiated post-move SDK reads suppressed; the service report predates the first scheduled read. A direct Current move 3→0 produced a matching service exception stack in a separate run. MediaPlayer alternative fails before any reorder Using applicationQueuePlayer instead, set one MPMusicPlayerStoreQueueDescriptor for the same songs A–D with startItemID set to song D's actual catalog ID. Set repeat/shuffle off, activate an AVAudioSession playback/default session and call play once. Immediately call performQueueTransaction:completionHandler: with an empty transaction block. Completion is on main and error is nil. All queue access is synchronous inside that callback. The relevant Objective-C read order is: id raw = queue.items; NSUInteger currentIndex = player.indexOfNowPlayingItem; id current = player.nowPlayingItem; NSArray *items = raw; // raw was checked to be a nonnil NSArray NSUInteger count = items.count; for (NSUInteger i = 0; i < count; ++i) { id item = [items objectAtIndex:i]; if (!item) { /* record index and end observation */ break; } // Validate MPMediaItem and copy its nonempty playbackStoreID. } count was 4, currentIndex was 2, current was nonnil, and elements 0 and 1 validated. objectAtIndex:2 returned nil. No queue object escapes the callback. The guard ended the read with audio continuing and UI responsive. An earlier Swift queue.items.map observation crashed in Swift element dynamic casting. This newer result does not establish which song occupies returned index 2. There was no queue mutation or repeat read in this MediaPlayer trial. Both startup sequences logged "ping did not pong"; the MusicKit reorder trial subsequently reached the stable paused baseline. I cannot rule out startup's contribution. I have not established the behavior on another device/OS. Questions Is modifying entries the supported way to reorder the full application queue across Current while retaining its occurrence and continuous audio? For MediaPlayer, is a successful read-only transaction completion expected to provide a fully readable nonnull items array? Is there a documented readiness condition before enumeration that this sequence is missing? If MediaPlayer transactions are a suitable alternative, how should callers target duplicate occurrences (not just song IDs) for removal/insertion? I can provide a minimal project and the two separate failure reports through Feedback Assistant. Which component and additional diagnostics would be most useful? No Feedback ID exists yet.
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Can an AAC app start synthesized speech in an auto-answered cellular call while the iPhone is locked?
I am testing a native Swift iPhone app that adds synthesized speech to an existing cellular call using: AVAudioApplication microphone injection permission AVAudioSession.setPreferredMicrophoneInjectionMode(.spokenAudio) AVSpeechSynthesizer CXCallObserver The audio background mode Device: iPhone 16 Pro Carrier: Vodafone Romania iOS version: [enter exact version] Both the system “Add Audio in Calls” setting and the app permission are enabled. Confirmed behavior: With the app in the foreground, the iPhone’s accessibility Auto-Answer Calls feature answers the call, and the remote caller hears the synthesized greeting. Problem: With the iPhone locked, the phone answers automatically, but the greeting does not start. Logs show ringing, connected, and ended events being processed together when the app returns to the foreground. This suggests the app was suspended. The app does not record the call or play continuous audio while waiting. Questions: Is there a supported public API that lets this app wake or execute when a cellular call connects while the iPhone is locked? Can microphone injection support this use case without keeping the app in the foreground? If supported, what audio-session configuration and background execution mechanism should be used? If unsupported, can you confirm this limitation? I can provide a minimal sample project and diagnostic logs.
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Apple music kit android
Android App Compatibility This app isn't 16 KB compatible. RELRO alignment check failed. This warning is showing because this is a debuggable app which is currently being tested. If you are not the developer, please report this to the developer and ask for a non-debuggable pp. This app isn't 16 KB compatible. Please follow the steps on https://developer .android.com/16kb-page-size. The following libraries are not 16 KB aligned: • lib/arm64-v8a/libappleMusicSDK.so : RELRO segment not aligned
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Guideline 5.2.5: Apple Music previews as the subject of a music quiz
Hello, I'm building an iOS music quiz game. Players hear a song and answer a question about it, so the song itself is the content of the question, never background music. Each answer screen names the song and links to it on Apple Music. Non-subscribers would hear the catalog 30-second previews, and Apple Music subscribers the full songs through MusicKit (ApplicationMusicPlayer, with standard playback controls). Guideline 5.2.5 says previews "may not be used for their entertainment value (e.g. as the soundtrack to a game)", and the MusicKit terms say not to monetize access to Apple Music. Two questions: Is a preview that is the subject of a quiz question (not a soundtrack) an acceptable use for non-subscribers? Can such a game be a paid app or offer In-App Purchases, as long as the music is only previews or the player's own subscription? Any pointer to the right documentation or team would be appreciated. Thank you!
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Using MusicKit to display a user’s currently playing Apple Music track
Hello, I’m evaluating a possible MusicKit integration and would like to clarify whether the following use is permitted. With the user’s explicit and revocable consent, our iOS app would read the song currently playing in Apple Music while our app is active and display the song title and artist to other users of our application. Our app would not play, stream, host, download or redistribute Apple Music audio. Music playback would remain entirely within Apple Music. When our app is closed, it would stop accessing Apple Music. The last synchronized song may remain displayed until the user opens our app again, at which point the currently playing song would be refreshed. If a displayed song is tapped, the user would be redirected to Apple Music. We are happy to follow Apple’s required formatting, attribution and linking rules. Album artwork is not required and can be omitted if necessary. The Apple Music functionality itself would remain free. Any monetization would relate only to separate features of the application. Could someone clarify: Is this use permitted under the MusicKit / Apple Music requirements? May the current song title and artist be displayed to other users in this way? Which official Apple framework/API is recommended for detecting the song currently playing in Apple Music while our app is active? Are there specific attribution or linking requirements for this use? Thank you.
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iPad (9th gen) headphone output ~2.5 to 4.5 dB quieter on iPadOS 27 (FB24980117)
Since iPadOS 27, the 3.5 mm headphone output on iPad (9th generation) is 2.4 to 4.5 dB quieter than on iPadOS 26, depending on frequency, with the same content, system volume and headphones. It's still present in iPadOS 27.2 beta 2 (24B5089g). It isn't app-specific. It reproduces in Safari: Connect wired headphones to the 3.5 mm jack and set system volume to 100%. Open https://www.szynalski.com/tone-generator/, set 3000 Hz, set the generator volume to 50%, and play. Measure with a sound level meter. At 3 kHz we see 2.5 to 2.9 dB less on iPadOS 27 than on iPadOS 26, across three different headphone models. Audio settings are identical between the two OS versions and Bluetooth is off. The only session-level difference we found is AVAudioSession.outputLatency, which went from 97 to 65 frames. Filed as FB24980117.
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Software volume for HDMI/DisplayPort outputs via process taps works; requesting a native option (FB24965962)
HDMI and DisplayPort audio devices expose no kAudioDevicePropertyVolumeScalar or kAudioDevicePropertyMute, so System Settings disables the volume slider and the media keys do nothing when such a display is the default output. Users end up installing virtual audio drivers or DDC/CI tools, and DDC does not pass through many HDMI paths at all. I wanted to check whether the behavior users expect can be provided with public API only, and it can: AudioHardwareCreateProcessTap with a CATapDescription that excludes the app's own process and uses CATapMutedWhenTapped, a private aggregate device with the tap as a sub-tap and the display as the main sub-device, and an IOProc that scales the tap input into the device output. The volume keys are captured with a session-level CGEvent tap. Source (three files, Swift and Objective-C): https://github.com/mevlut-geredeli/MonitorKeys Observations that may be useful to others using taps: The tap delivers IOProc callbacks only while some process is rendering; at idle there are none. That is expected, not a failure. Two process taps on the same device from different processes interfere with each other: AudioDeviceStart blocks until the other tap is torn down. The path works inside the App Sandbox with com.apple.security.device.audio-input; no microphone usage string is required for a tap. Since this is achievable in software, I filed FB24965962 requesting a per-device "control volume in software" option for these outputs, which would remove the need for the tap, the system audio permission and the Accessibility permission. If a Core Audio engineer can comment on whether that is a reasonable direction, I would be glad to test a seed build with this display (ViewSonic VX3276-QHD over HDMI, Mac mini M6, macOS 27.0 26A428).
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To Apple
Hello Apple, please bring back a feature called: “Walkie-Talkie”, To WatchOS27. That feature is convenient, it allows close family members and friends to communicate in a really fun way. Sincerely, Beny74
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RemoteMediaSessionExtension: Lock Screen / Dynamic Island occasionally fail to redraw mid-track; only recovers at the next track change or by foregrounding the app
I'm seeing an intermittent split between how different Now Playing surfaces reconcile with a RemoteMediaSessionExtension (the iOS 27 com.apple.nowplaying.remote-media extension point). Control Center and Apple Watch reliably show the current track. The Lock Screen and Dynamic Island occasionally get stuck on the previous track for the remainder of that track. They'll often self-correct once the next track change happens — but not always and never mid-track. The only way to fix it before the track ends is to bring the host app to the foreground. Setup: the extension receives APNs pushes carrying playback/metadata payloads from a third-party speaker system. Each push either resumes an already-alive extension process (update(:)) or cold-starts it (session(:)), which sets content/the Artwork provider closure and returns. All three surfaces read from that exact same synchronous content value — there is no code path in the extension that could serve them differently. Cleanest isolated repro on record (device log timestamps): one track was displaying correctly everywhere. The next track triggered a cold start; the extension decoded the push, resolved and prefetched real artwork, and had content fully populated within under a second. Moments later, that cached artwork was requested and served at Control Center's own request sizes, and Control Center updated correctly. Lock Screen and Dynamic Island made zero requests of any kind — no content query, no artwork fetch — for the entire remainder of that track. This doesn’t appear to be a problem with the apns pushes, I can see from my server that they are successfully sent and Control Center updates correctly but lockscreen and Dynamic Island do not. I tried reducing the artwork size as a test to see if this worked more reliably, but still faced similar issues. Apple Watch remains a consistently-correct surface alongside Control Center, reinforcing that this is isolated to whatever presentation machinery Lock Screen and Dynamic Island specifically share. Ruled out on my side: • Push delivery/decoding — the extension's own receive-time debug dump shows the correct decoded attributes before any surface renders. • Process suspension — this has been observed with the extension actively running throughout, proven by Control Center rendering fresh data from it during the same window. Questions: Is there a known issue where Lock Screen/Dynamic Island stop re-querying a RemoteMediaSessionExtension's content mid-track, after it's already been correctly delivered and rendered elsewhere (Control Center, Watch)? Is Lock Screen/Dynamic Island's own redraw path gated on the app process being foreground, similar to requestToBecomeSystemPrimary()'s documented foreground-only effect? If so, is there any supported way to trigger that reconciliation from a background extension update, short of the user opening the app? Is there a supported way to force-invalidate/redraw Lock Screen's and Dynamic Island's cached presentation for an existing session, without ending and restarting it (which would reset the user's Lock Screen state)?
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Picture-In-Picture not starting with Custom Player
Team, I am trying to start PictureInPicture for my video from custom player as mentioned in the following link, but I am getting an error Steps: Created a player using AVPlayer. Initiated AVPictureInPictureController with AVPlayerLayer Added observer on PIP button enable status When PIP button is tapped executed pipController.startPictureInPicture() statement. PIP is not getting started & getting following error Project created in Xcode11 & currently using Xcode13.2 Error Domain=AVKitErrorDomain Code=-1001 "Failed to start picture in picture." UserInfo={NSLocalizedDescription=Failed to start picture in picture., NSLocalizedFailureReason=The UIScene for the content source has an activation state other than UISceneActivationStateForegroundActive, which is not allowed.} I didn't get any solutions online, plz help me on this issue. FYI: PIP button/mode is working if I use AVPlayerViewController(with default playerItem buttons) instead of AVPlayer & AVPictureInPictureController with custom controls Thanks in advance. Adopting Picture in Picture in a Custom Player
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MusicKit API — Compatibility question regarding user-initiated scoring method
Hi everyone, I'm building Sidetick, a concert ticketing and cultural discovery platform. I have an active Apple Developer Program account with MusicKit access. I want to implement the following flow and need to know if it complies with the MusicKit License Agreement: User authenticates via MusicKit (explicit OAuth consent) We read their heavy-rotation and library/artists in memory We calculate a fan affinity score per artist (e.g. "480 XP with Angèle") — entirely in-memory, never written to our DB We show the user: "We found these artists — which ones do you want to follow on Sidetick?" User explicitly picks their favorites ALL Apple Music API data is immediately deleted from our systems What we store is only the user's Sidetick declaration: {artist: "Angèle", xp: 480} — no Apple Music raw data retained After this, ALL gamification (fan ranking, ticket priority, rewards) is based exclusively on Sidetick first-party actions (ticket purchases, attended concerts, referrals) — zero Apple Music data involved. The intent: MusicKit is used as a one-time discovery bootstrap to help users identify which artists to follow on Sidetick. Apple Music data is never stored, never shared with third parties, never used for advertising. My questions: Is this use case compatible with the MusicKit License Agreement? Is storing the calculated XP score (after deleting the source Apple Music data) considered retaining Apple Music data? Is there a specific clause we should be careful about? Thanks in advance — any Apple engineer or experienced MusicKit dev input is very welcome. =D
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fail to get HLS realtime stream via AVPlayerItemSampleBufferOutputDelegate
Hi, I'm trying to do some realtime audio processing on audio served from an HLS stream (i.e. an AVPlayer created using an M3U HTTP URL). And I find that new APIs(AVPlayerItemSampleBufferOutput) are available in iOS 27.0 to achieve it. However, I failed to get the available data via the AVPlayerItemSampleBufferOutputDelegate. And I found some error in the system log: I create AVPlayerItemSampleBufferOutput and set the delegate after receiving the AVPlayerItemStatusReadyToPlay event. And here's my code: @interface OCAudioSamplebuffer () <AVPlayerItemSampleBufferOutputDelegate> @property (nonatomic, strong) AVPlayerItemSampleBufferOutput *bufferOutput; @property (nonatomic, strong) dispatch_queue_t bufferOutputQueue; @property (nonatomic, strong) AVPlayerItem *playerItem; @end - (void)playItem:(AVPlayerItem *)item { if (@available(iOS 27, *)) { AVAudioSession *audioSession = [AVAudioSession sharedInstance]; if([NSThread mainThread]){ [audioSession setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryPlayback error:nil]; [audioSession setActive:YES error:nil]; }else{ dispatch_async(dispatch_get_main_queue(), ^{ [audioSession setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryPlayback error:nil]; [audioSession setActive:YES error:nil]; }); } AVPlayerItemSampleBufferOutputAudioConfiguration *cfg = [[AVPlayerItemSampleBufferOutputAudioConfiguration alloc] init]; CMFormatDescriptionRef formatDescription = [self createPCMFormatDescriptionWithSampleRate:44100.0 channels:2 isFloat:YES]; cfg.requestedAudioFormat = formatDescription; if (formatDescription) { NSLog(@"create PCM Format Description success"); CFRelease(formatDescription); } else { NSLog(@"fail to create PCM Format Description"); } self.bufferOutput = [[AVPlayerItemSampleBufferOutput alloc] initWithConfiguration:cfg]; NSLog(@"create buffer success, PCM Format Description%@---,%@", cfg.requestedAudioFormat, formatDescription); self.bufferOutputQueue = dispatch_queue_create("audioSamplebufferQueue", DISPATCH_QUEUE_CONCURRENT); [self.bufferOutput setDelegate:self queue:self.bufferOutputQueue]; [item addOutput:self.bufferOutput]; self.playerItem = item; } else { // Fallback on earlier versions } } Any help. Thank you
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Tracks missing from Apple Music API listening history
I have a product that relies on the Apple Music API's "recently played tracks" endpoint. Recently, a few users are reporting that there are songs missing from their history. I was able to observe this myself—the issue corrected itself after re-authenticating with Apple Music, but unfortunately for at least one user this is not helping in their case. What's odd is that there is some inconsistency about what shows in the recently played tracks endpoint. Some examples My own account: ✅ Music from my playlists ✅ Albums and singles ✅ Apple editorial playlists ❌ Playlists created by other users User 1: ❌ Music from their playlists ✅ Albums and singles ❌ Apple editorial playlists ❌ Playlists created by other users In most cases, all four of these would appear in the recent tracks API. What could cause these tracks to be missing from the listening history endpoint? Listening history is already enabled for the devices they're using, but the songs are appearing inconsistently.
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Push-to-start RemoteMediaSession never appears on Lock Screen/Control Center without opening the app — expected behavior?
I'm implementing the new NowPlaying framework's remote-session push-to-start flow (per Publishing remote media sessions) to show a Sonos-like remote speaker's playback on the Lock Screen/Control Center without requiring my app to be running. The docs say: Your server can start, update, or end sessions when your app isn't running. Use this approach when playback starts from a remote device without someone opening your app. That section never mentions requestToBecomeSystemPrimary() — that's only documented under "Start and update sessions from your app," with a note that it's a no-op unless the app is foregrounded. In my testing, though, a session created purely via a push-to-start "event":"start" push never shows up anywhere in system UI (not Control Center, not the Lock Screen) until I open the app at least once. The mechanism itself works correctly — RemoteMediaSessionExtension.session(_:) fires reliably, decodes the attributes correctly, and returns a valid RemoteMediaSessionRepresentable (confirmed via on-device logging: no errors, clean construction every time, across dozens of test pushes). It just isn't surfaced. To rule out anything on my end, I've tested: Sending via my own server (correct apns-topic/apns-push-type headers, confirmed working via HTTP/2 200 and correct decode) Sending via the Push Notifications Console directly, with Environment explicitly set to Production (my push-to-start token only validates against production, matching the known dev-signed-token-provisions-against-production quirk) A hand-built, minimal, fully valid payload for a completely fresh, never-before-registered session id Every combination produces a correctly-constructed session that's invisible until the app opens — at which point my own app code (unrelated to the push) independently constructs and promotes its own session via RemoteMediaSession.start() + requestToBecomeSystemPrimary() in the foreground. Has anyone gotten a push-to-start session to actually appear on the Lock Screen/Control Center without opening the app first? Is there an additional step beyond what's in the current docs (some other registration, entitlement, or timing requirement) that's needed for that, or is this expected behavior right now and the docs are ahead of the implementation? FB24876585 filed on Feedback Assistant with app logs attached.
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Music.app hangs on Library tab with Sync Library enabled — iOS 27.2 beta
On iPhone 17 Pro Max running iOS 27.2 beta (24B5084k), Music.app hangs and is watchdog-terminated when opening the Library tab, but only with Sync Library enabled. to reproduce: 1. Settings › Apps › Music › Sync Library OFF — app works normally. 2. Enable Sync Library, let it finish syncing. 3. Open Music and navigate to the Library tab. Result: The app freezes immediately and is terminated. Home, Radio and Search all play normally with Sync Library on — the hang is isolated to the Library tab. The stackshot from Analytics Data shows multiple threads blocked on a single thread, including com.apple.SwiftUI.AsyncRenderer, with the watchdog reporting "Failed to terminate gracefully after 5.0s". No VPN, no automatic downloads, no local files. The same Apple Music account works normally on iPadOS 26 and on Apple Music for Windows. 100% reproducible. Filed as FB24865181. Has anyone else hit this? If so, does your Music- analytics log show the same blocked-thread signature?
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AVSpeechSynthesizer does not work on "Mac (Designed for iPad)", with some voices
The iOS 26 sample below speaks well on iPhone/iPad devices and the iOS simulator. But it does not speak on "Mac (Designed for iPad)", with a voice downloaded via the macOS settings. Instead it issues this warning : Invalid maui voice identifier com.apple.voice.enhanced.en-US.Samantha How to make an iOS app speak on "Mac (Designed for iPad)", with a downloaded voice ? Note : I use iOS 26.5.2 and macOS 26.5.2. I use voices that can be found in System Settings > Accessibility > Read & Speak > System voice. I have checked that "Samantha (Enhanced)" is the "System voice" in the macOS settings. I have checked that the same issue occurs with other voices and other languages. There is no such issue for a voice that never needs to be downloaded. import AVFAudio import SwiftUI @main struct SampleApp: App { var body: some Scene { WindowGroup { SampleView() } } } struct SampleView: View { private var synthesizer = AVSpeechSynthesizer() var body: some View { Button("Speak", action: speak) } private func speak() { let utterance = AVSpeechUtterance(string: "I speak English.") utterance.voice = AVSpeechSynthesisVoice(language: "en") self.synthesizer.speak(utterance) } }
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Issues with AVRoutePickerView channel switching
We are developing a voice call application that uses AVRoutePickerView, allowing users to switch between an iPhone, a speaker, and Bluetooth earphones. However, we have encountered an intermittent issue: when switching from the speaker to Bluetooth earphones, the earphones remain in a loading state, and the audio channel subsequently switches back to the speaker. How can we resolve this issue? Here is the sample code: let session = AVAudioSession.sharedInstance() do { try session.setCategory(.playAndRecord, mode: .default, options: [.allowBluetooth]) try session.overrideOutputAudioPort(isBluetoothConnected ? .none : .speaker) try session.setPreferredSampleRate(48000) try session.setPreferredIOBufferDuration(0.02) try session.setActive(true, options: []) INFO(" >>> start: hasBluetooth=\(isBluetoothConnected), inputs: \(session.currentRoute.inputs.map { $0.portType }) outputs: \(session.currentRoute.outputs.map { $0.portType })") } catch { ERROR("(error.localizedDescription)") }
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macOS 27 regression: HDMI + DisplayPort Multi-Output audio fails with Core Audio error 1937010544
Hi, I believe I have found a Core Audio regression in macOS 27. This exact hardware configuration worked correctly on macOS 26, and the issue started immediately after upgrading to macOS 27. Hardware: Mac mini M2 2 × MSI MP243X monitors Monitor 1 connected via HDMI Monitor 2 connected via DisplayPort Both monitors expose a 2-channel audio output to macOS On macOS 26: I used Audio MIDI Setup to create a Multi-Output Device containing both MSI MP243X audio outputs. Audio played simultaneously through both monitors without any issues. On macOS 27: Both audio devices are still detected correctly and both work perfectly when selected individually: HDMI only: WORKS DisplayPort only: WORKS HDMI + DisplayPort simultaneously: FAILS This is reproducible even immediately after a full reboot. When I create a new Multi-Output Device containing both MSI outputs and select it as the system output, audio playback cannot start. For example: afplay /System/Library/Sounds/Glass.aiff returns: Error: AudioQueueStart failed ('stop') I captured Core Audio debug logs while reproducing the problem. Core Audio initially reports that StartIO succeeded, but the physical display audio device then fails to establish a timeline. Relevant log messages include: HALS_IOEngine2::_StartIO succeeded Device 3669B540-0000-0000-2623-0104A5351D78 is not running. could not establish a timeline after waiting 10000000 microseconds stopping with error 1937010544 StartIOThread: the IO thread failed to start, Error: 1937010544 I have already tested the following: Both devices at 44.1 kHz / 24-bit Both devices at 48 kHz / 16-bit Recreating the Multi-Output Device from scratch Using the HDMI device as clock source Using the DisplayPort device as clock source Different drift correction configurations Restarting coreaudiod Full macOS reboot Testing both outputs individually immediately after reboot Alternative multi-device audio routing software The behavior is always reproducible. Each MSI MP243X audio endpoint works correctly by itself. The failure only occurs when both HDMI and DisplayPort audio endpoints are opened simultaneously. system_profiler correctly detects both devices at 48 kHz: MSI MP243X Output Channels: 2 Current Sample Rate: 48000 Transport: HDMI MSI MP243X Output Channels: 2 Current Sample Rate: 48000 Transport: DisplayPort This does not appear to be a problem with either monitor or connection individually, because both outputs continue to work independently. The important difference is the macOS version: macOS 26: HDMI + DisplayPort Multi-Output = WORKING macOS 27: HDMI only = WORKING DisplayPort only = WORKING HDMI + DisplayPort Multi-Output = FAILS with AudioQueueStart 'stop' / Core Audio error 1937010544 No hardware, monitor, cable, or connection changes were made between the working macOS 26 configuration and the macOS 27 configuration. This therefore appears to be a regression in the Core Audio/display-audio path introduced with macOS 27 when two display audio endpoints (HDMI + DisplayPort) are opened simultaneously. Has anyone else been able to reproduce this on macOS 27, particularly on Apple Silicon? I can provide the complete coreaudiod logs and run additional Core Audio diagnostics if needed. Additional isolation tests: Both monitors can remain physically connected to the Mac at the same time. With both HDMI and DisplayPort connected: Selecting the HDMI MSI MP243X as the only output works correctly. Selecting the DisplayPort MSI MP243X as the only output works correctly. Opening both audio endpoints simultaneously causes the failure. Therefore, simply having both displays connected does not trigger the issue. The failure appears specifically when Core Audio attempts to run both display-audio endpoints at the same time. I also tested this using third-party multi-device audio routing implementations instead of relying only on Audio MIDI Setup. The same behavior occurs: either MSI MP243X can be opened and used independently, but attempting to route audio to both devices simultaneously fails. This suggests that the issue is below the Multi-Output Device configuration itself and may be related to starting/synchronizing two display-audio IO engines simultaneously. During the failure, the Core Audio log sequence is particularly interesting: The physical device is detected normally. The audio format is configured successfully. Core Audio reports that StartIO succeeded. The device subsequently reports that it is not running. Core Audio waits 10 seconds for a timeline. Timeline establishment fails. The IO thread terminates with error 1937010544 ('stop'). One captured conversion path was: 2 ch, 48000 Hz, Float32, interleaved -> 2 ch, 48000 Hz, Int16, interleaved so both sides were operating at 48 kHz during this test. Another important observation is that restarting coreaudiod does not resolve the simultaneous-output problem. A complete reboot also does not resolve it: immediately after a fresh boot, before launching any third-party audio-routing software, both physical outputs work individually but a newly created Multi-Output Device still reproduces the failure. This makes the issue highly reproducible on this machine. Minimal reproduction: Boot macOS 27 with both MSI MP243X monitors connected. Open Audio MIDI Setup. Verify both MSI MP243X devices work independently. Set both devices to 48,000 Hz. Create a new Multi-Output Device. Select both MSI MP243X devices. Select the new Multi-Output Device as the system audio output. Run: afplay /System/Library/Sounds/Glass.aiff Expected result: The sound is reproduced simultaneously through both monitors, as it was on macOS 26. Actual result: Error: AudioQueueStart failed ('stop') Switching the system output back to either individual MSI MP243X restores audio playback. The problem can then be reproduced again by selecting the Multi-Output Device.
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7h
Walkie-Talkie
Apple please put the Walkie-Talkie app back on the WatchOS27 version
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1d
watchOS 27 TTS/Bluetooth Issue
When playing TTS on a watchOS 27 device while AirPods or a Bluetooth headset are connected to both the Apple Watch and the iPhone: Playback begins by calling the setActive function of AVAudioSession. A successful response is received, but... ...AVAudioSession.currentRoute.outputs lists only the built-in speaker, with no entry for the Bluetooth headset or earphones. After a brief delay, an AVAudioSession.routeChangeNotification is received, and playback then switches to the AirPods. If TTS is stopped and playback is attempted again: Playback frequently fails. In this state, AVAudioSession.currentRoute.outputs still shows no Bluetooth headset or earphones. However, checking the Bluetooth settings on the Apple Watch confirms that the AirPods or Bluetooth headset are properly connected. If the app is restarted—or if you exit and re-enter the TTS playback screen—the first attempt succeeds (albeit with a delay), but subsequent attempts after stopping fail. Sometimes, playback fails right from the start. Even in this case, the AirPods remain properly connected. The issue is resolved if the AirPods are disconnected from the iPhone and connected solely to the Apple Watch. When connected only to the watch, AVAudioSession.currentRoute.outputs correctly includes the Bluetooth headset or earphones from the start, and playback issues do not occur when repeatedly stopping and restarting. Playback worked fine with simultaneous Bluetooth connections up to watchOS 26, but a strange issue has started occurring since watchOS 27. We suspect this is a bug or error introduced in watchOS 27; could you please fix it? The same issue persists even after the recent update to version 27.0.1. Alternatively, please let us know if there is a way to resolve this within the app itself. It seems impossible to fix this in the current code because there is no way to programmatically trigger a popup on the Apple Watch that forces the selection of a currently connected Bluetooth headset or AirPods. Also, it does not appear to be an issue with the TTS API.
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MusicKit queue reorder crashes RemotePlayerService; MediaPlayer queue.items contains nil
Hey everyone, I need to reorder a four-song Apple Music application queue while keeping the same selected occurrence, playback time, and playing/paused state. I reproduced two distinct failures in a standalone app without persistence or synchronization. I do not yet know whether these failures have a common cause. Device: iPhone 16 Pro, iOS 27.0.1 (24A446), built-in audio. Music authorization and catalog subscription checks succeed. Four distinct catalog songs resolve successfully in the Japanese storefront, in the order A, B, C, D. These letters are anonymized labels for the songs used in the measured runs; the actual catalog IDs are omitted from this public post. This does not establish that the issue occurs with every four-song selection. Repeat and shuffle are off. MusicKit reorder after a stable paused baseline Install ApplicationMusicPlayer.Queue once, starting at song D. Play once, then pause after several seconds; verify all four entries and unchanged Current/time for over ten seconds. Move the non-Current prefix in one operation: queue.entries.move(fromOffsets: IndexSet(integersIn: 0..<3), toOffset: 4) Expected: [A,B,C,D*] becomes [D*,A,B,C], retaining Current and elapsed time. RemotePlayerService instead terminates with SIGABRT during queue modification. The exception stack includes _componentsForContentItemID: and _qfa_performInsertPlaybackContext:atPosition:afterContentItemID:sectionIdentifier:actions:completion:. The client then hangs in synchronous XPC connection establishment on main. This also occurred with all app-initiated post-move SDK reads suppressed; the service report predates the first scheduled read. A direct Current move 3→0 produced a matching service exception stack in a separate run. MediaPlayer alternative fails before any reorder Using applicationQueuePlayer instead, set one MPMusicPlayerStoreQueueDescriptor for the same songs A–D with startItemID set to song D's actual catalog ID. Set repeat/shuffle off, activate an AVAudioSession playback/default session and call play once. Immediately call performQueueTransaction:completionHandler: with an empty transaction block. Completion is on main and error is nil. All queue access is synchronous inside that callback. The relevant Objective-C read order is: id raw = queue.items; NSUInteger currentIndex = player.indexOfNowPlayingItem; id current = player.nowPlayingItem; NSArray *items = raw; // raw was checked to be a nonnil NSArray NSUInteger count = items.count; for (NSUInteger i = 0; i < count; ++i) { id item = [items objectAtIndex:i]; if (!item) { /* record index and end observation */ break; } // Validate MPMediaItem and copy its nonempty playbackStoreID. } count was 4, currentIndex was 2, current was nonnil, and elements 0 and 1 validated. objectAtIndex:2 returned nil. No queue object escapes the callback. The guard ended the read with audio continuing and UI responsive. An earlier Swift queue.items.map observation crashed in Swift element dynamic casting. This newer result does not establish which song occupies returned index 2. There was no queue mutation or repeat read in this MediaPlayer trial. Both startup sequences logged "ping did not pong"; the MusicKit reorder trial subsequently reached the stable paused baseline. I cannot rule out startup's contribution. I have not established the behavior on another device/OS. Questions Is modifying entries the supported way to reorder the full application queue across Current while retaining its occurrence and continuous audio? For MediaPlayer, is a successful read-only transaction completion expected to provide a fully readable nonnull items array? Is there a documented readiness condition before enumeration that this sequence is missing? If MediaPlayer transactions are a suitable alternative, how should callers target duplicate occurrences (not just song IDs) for removal/insertion? I can provide a minimal project and the two separate failure reports through Feedback Assistant. Which component and additional diagnostics would be most useful? No Feedback ID exists yet.
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2d
Can an AAC app start synthesized speech in an auto-answered cellular call while the iPhone is locked?
I am testing a native Swift iPhone app that adds synthesized speech to an existing cellular call using: AVAudioApplication microphone injection permission AVAudioSession.setPreferredMicrophoneInjectionMode(.spokenAudio) AVSpeechSynthesizer CXCallObserver The audio background mode Device: iPhone 16 Pro Carrier: Vodafone Romania iOS version: [enter exact version] Both the system “Add Audio in Calls” setting and the app permission are enabled. Confirmed behavior: With the app in the foreground, the iPhone’s accessibility Auto-Answer Calls feature answers the call, and the remote caller hears the synthesized greeting. Problem: With the iPhone locked, the phone answers automatically, but the greeting does not start. Logs show ringing, connected, and ended events being processed together when the app returns to the foreground. This suggests the app was suspended. The app does not record the call or play continuous audio while waiting. Questions: Is there a supported public API that lets this app wake or execute when a cellular call connects while the iPhone is locked? Can microphone injection support this use case without keeping the app in the foreground? If supported, what audio-session configuration and background execution mechanism should be used? If unsupported, can you confirm this limitation? I can provide a minimal sample project and diagnostic logs.
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3d
Apple music kit android
Android App Compatibility This app isn't 16 KB compatible. RELRO alignment check failed. This warning is showing because this is a debuggable app which is currently being tested. If you are not the developer, please report this to the developer and ask for a non-debuggable pp. This app isn't 16 KB compatible. Please follow the steps on https://developer .android.com/16kb-page-size. The following libraries are not 16 KB aligned: • lib/arm64-v8a/libappleMusicSDK.so : RELRO segment not aligned
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3d
Guideline 5.2.5: Apple Music previews as the subject of a music quiz
Hello, I'm building an iOS music quiz game. Players hear a song and answer a question about it, so the song itself is the content of the question, never background music. Each answer screen names the song and links to it on Apple Music. Non-subscribers would hear the catalog 30-second previews, and Apple Music subscribers the full songs through MusicKit (ApplicationMusicPlayer, with standard playback controls). Guideline 5.2.5 says previews "may not be used for their entertainment value (e.g. as the soundtrack to a game)", and the MusicKit terms say not to monetize access to Apple Music. Two questions: Is a preview that is the subject of a quiz question (not a soundtrack) an acceptable use for non-subscribers? Can such a game be a paid app or offer In-App Purchases, as long as the music is only previews or the player's own subscription? Any pointer to the right documentation or team would be appreciated. Thank you!
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4d
Using MusicKit to display a user’s currently playing Apple Music track
Hello, I’m evaluating a possible MusicKit integration and would like to clarify whether the following use is permitted. With the user’s explicit and revocable consent, our iOS app would read the song currently playing in Apple Music while our app is active and display the song title and artist to other users of our application. Our app would not play, stream, host, download or redistribute Apple Music audio. Music playback would remain entirely within Apple Music. When our app is closed, it would stop accessing Apple Music. The last synchronized song may remain displayed until the user opens our app again, at which point the currently playing song would be refreshed. If a displayed song is tapped, the user would be redirected to Apple Music. We are happy to follow Apple’s required formatting, attribution and linking rules. Album artwork is not required and can be omitted if necessary. The Apple Music functionality itself would remain free. Any monetization would relate only to separate features of the application. Could someone clarify: Is this use permitted under the MusicKit / Apple Music requirements? May the current song title and artist be displayed to other users in this way? Which official Apple framework/API is recommended for detecting the song currently playing in Apple Music while our app is active? Are there specific attribution or linking requirements for this use? Thank you.
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5d
iPad (9th gen) headphone output ~2.5 to 4.5 dB quieter on iPadOS 27 (FB24980117)
Since iPadOS 27, the 3.5 mm headphone output on iPad (9th generation) is 2.4 to 4.5 dB quieter than on iPadOS 26, depending on frequency, with the same content, system volume and headphones. It's still present in iPadOS 27.2 beta 2 (24B5089g). It isn't app-specific. It reproduces in Safari: Connect wired headphones to the 3.5 mm jack and set system volume to 100%. Open https://www.szynalski.com/tone-generator/, set 3000 Hz, set the generator volume to 50%, and play. Measure with a sound level meter. At 3 kHz we see 2.5 to 2.9 dB less on iPadOS 27 than on iPadOS 26, across three different headphone models. Audio settings are identical between the two OS versions and Bluetooth is off. The only session-level difference we found is AVAudioSession.outputLatency, which went from 97 to 65 frames. Filed as FB24980117.
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5d
Software volume for HDMI/DisplayPort outputs via process taps works; requesting a native option (FB24965962)
HDMI and DisplayPort audio devices expose no kAudioDevicePropertyVolumeScalar or kAudioDevicePropertyMute, so System Settings disables the volume slider and the media keys do nothing when such a display is the default output. Users end up installing virtual audio drivers or DDC/CI tools, and DDC does not pass through many HDMI paths at all. I wanted to check whether the behavior users expect can be provided with public API only, and it can: AudioHardwareCreateProcessTap with a CATapDescription that excludes the app's own process and uses CATapMutedWhenTapped, a private aggregate device with the tap as a sub-tap and the display as the main sub-device, and an IOProc that scales the tap input into the device output. The volume keys are captured with a session-level CGEvent tap. Source (three files, Swift and Objective-C): https://github.com/mevlut-geredeli/MonitorKeys Observations that may be useful to others using taps: The tap delivers IOProc callbacks only while some process is rendering; at idle there are none. That is expected, not a failure. Two process taps on the same device from different processes interfere with each other: AudioDeviceStart blocks until the other tap is torn down. The path works inside the App Sandbox with com.apple.security.device.audio-input; no microphone usage string is required for a tap. Since this is achievable in software, I filed FB24965962 requesting a per-device "control volume in software" option for these outputs, which would remove the need for the tap, the system audio permission and the Accessibility permission. If a Core Audio engineer can comment on whether that is a reasonable direction, I would be glad to test a seed build with this display (ViewSonic VX3276-QHD over HDMI, Mac mini M6, macOS 27.0 26A428).
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6d
To Apple
Hello Apple, please bring back a feature called: “Walkie-Talkie”, To WatchOS27. That feature is convenient, it allows close family members and friends to communicate in a really fun way. Sincerely, Beny74
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6d
RemoteMediaSessionExtension: Lock Screen / Dynamic Island occasionally fail to redraw mid-track; only recovers at the next track change or by foregrounding the app
I'm seeing an intermittent split between how different Now Playing surfaces reconcile with a RemoteMediaSessionExtension (the iOS 27 com.apple.nowplaying.remote-media extension point). Control Center and Apple Watch reliably show the current track. The Lock Screen and Dynamic Island occasionally get stuck on the previous track for the remainder of that track. They'll often self-correct once the next track change happens — but not always and never mid-track. The only way to fix it before the track ends is to bring the host app to the foreground. Setup: the extension receives APNs pushes carrying playback/metadata payloads from a third-party speaker system. Each push either resumes an already-alive extension process (update(:)) or cold-starts it (session(:)), which sets content/the Artwork provider closure and returns. All three surfaces read from that exact same synchronous content value — there is no code path in the extension that could serve them differently. Cleanest isolated repro on record (device log timestamps): one track was displaying correctly everywhere. The next track triggered a cold start; the extension decoded the push, resolved and prefetched real artwork, and had content fully populated within under a second. Moments later, that cached artwork was requested and served at Control Center's own request sizes, and Control Center updated correctly. Lock Screen and Dynamic Island made zero requests of any kind — no content query, no artwork fetch — for the entire remainder of that track. This doesn’t appear to be a problem with the apns pushes, I can see from my server that they are successfully sent and Control Center updates correctly but lockscreen and Dynamic Island do not. I tried reducing the artwork size as a test to see if this worked more reliably, but still faced similar issues. Apple Watch remains a consistently-correct surface alongside Control Center, reinforcing that this is isolated to whatever presentation machinery Lock Screen and Dynamic Island specifically share. Ruled out on my side: • Push delivery/decoding — the extension's own receive-time debug dump shows the correct decoded attributes before any surface renders. • Process suspension — this has been observed with the extension actively running throughout, proven by Control Center rendering fresh data from it during the same window. Questions: Is there a known issue where Lock Screen/Dynamic Island stop re-querying a RemoteMediaSessionExtension's content mid-track, after it's already been correctly delivered and rendered elsewhere (Control Center, Watch)? Is Lock Screen/Dynamic Island's own redraw path gated on the app process being foreground, similar to requestToBecomeSystemPrimary()'s documented foreground-only effect? If so, is there any supported way to trigger that reconciliation from a background extension update, short of the user opening the app? Is there a supported way to force-invalidate/redraw Lock Screen's and Dynamic Island's cached presentation for an existing session, without ending and restarting it (which would reset the user's Lock Screen state)?
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1w
Picture-In-Picture not starting with Custom Player
Team, I am trying to start PictureInPicture for my video from custom player as mentioned in the following link, but I am getting an error Steps: Created a player using AVPlayer. Initiated AVPictureInPictureController with AVPlayerLayer Added observer on PIP button enable status When PIP button is tapped executed pipController.startPictureInPicture() statement. PIP is not getting started & getting following error Project created in Xcode11 & currently using Xcode13.2 Error Domain=AVKitErrorDomain Code=-1001 "Failed to start picture in picture." UserInfo={NSLocalizedDescription=Failed to start picture in picture., NSLocalizedFailureReason=The UIScene for the content source has an activation state other than UISceneActivationStateForegroundActive, which is not allowed.} I didn't get any solutions online, plz help me on this issue. FYI: PIP button/mode is working if I use AVPlayerViewController(with default playerItem buttons) instead of AVPlayer & AVPictureInPictureController with custom controls Thanks in advance. Adopting Picture in Picture in a Custom Player
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1w
MusicKit API — Compatibility question regarding user-initiated scoring method
Hi everyone, I'm building Sidetick, a concert ticketing and cultural discovery platform. I have an active Apple Developer Program account with MusicKit access. I want to implement the following flow and need to know if it complies with the MusicKit License Agreement: User authenticates via MusicKit (explicit OAuth consent) We read their heavy-rotation and library/artists in memory We calculate a fan affinity score per artist (e.g. "480 XP with Angèle") — entirely in-memory, never written to our DB We show the user: "We found these artists — which ones do you want to follow on Sidetick?" User explicitly picks their favorites ALL Apple Music API data is immediately deleted from our systems What we store is only the user's Sidetick declaration: {artist: "Angèle", xp: 480} — no Apple Music raw data retained After this, ALL gamification (fan ranking, ticket priority, rewards) is based exclusively on Sidetick first-party actions (ticket purchases, attended concerts, referrals) — zero Apple Music data involved. The intent: MusicKit is used as a one-time discovery bootstrap to help users identify which artists to follow on Sidetick. Apple Music data is never stored, never shared with third parties, never used for advertising. My questions: Is this use case compatible with the MusicKit License Agreement? Is storing the calculated XP score (after deleting the source Apple Music data) considered retaining Apple Music data? Is there a specific clause we should be careful about? Thanks in advance — any Apple engineer or experienced MusicKit dev input is very welcome. =D
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1w
fail to get HLS realtime stream via AVPlayerItemSampleBufferOutputDelegate
Hi, I'm trying to do some realtime audio processing on audio served from an HLS stream (i.e. an AVPlayer created using an M3U HTTP URL). And I find that new APIs(AVPlayerItemSampleBufferOutput) are available in iOS 27.0 to achieve it. However, I failed to get the available data via the AVPlayerItemSampleBufferOutputDelegate. And I found some error in the system log: I create AVPlayerItemSampleBufferOutput and set the delegate after receiving the AVPlayerItemStatusReadyToPlay event. And here's my code: @interface OCAudioSamplebuffer () <AVPlayerItemSampleBufferOutputDelegate> @property (nonatomic, strong) AVPlayerItemSampleBufferOutput *bufferOutput; @property (nonatomic, strong) dispatch_queue_t bufferOutputQueue; @property (nonatomic, strong) AVPlayerItem *playerItem; @end - (void)playItem:(AVPlayerItem *)item { if (@available(iOS 27, *)) { AVAudioSession *audioSession = [AVAudioSession sharedInstance]; if([NSThread mainThread]){ [audioSession setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryPlayback error:nil]; [audioSession setActive:YES error:nil]; }else{ dispatch_async(dispatch_get_main_queue(), ^{ [audioSession setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryPlayback error:nil]; [audioSession setActive:YES error:nil]; }); } AVPlayerItemSampleBufferOutputAudioConfiguration *cfg = [[AVPlayerItemSampleBufferOutputAudioConfiguration alloc] init]; CMFormatDescriptionRef formatDescription = [self createPCMFormatDescriptionWithSampleRate:44100.0 channels:2 isFloat:YES]; cfg.requestedAudioFormat = formatDescription; if (formatDescription) { NSLog(@"create PCM Format Description success"); CFRelease(formatDescription); } else { NSLog(@"fail to create PCM Format Description"); } self.bufferOutput = [[AVPlayerItemSampleBufferOutput alloc] initWithConfiguration:cfg]; NSLog(@"create buffer success, PCM Format Description%@---,%@", cfg.requestedAudioFormat, formatDescription); self.bufferOutputQueue = dispatch_queue_create("audioSamplebufferQueue", DISPATCH_QUEUE_CONCURRENT); [self.bufferOutput setDelegate:self queue:self.bufferOutputQueue]; [item addOutput:self.bufferOutput]; self.playerItem = item; } else { // Fallback on earlier versions } } Any help. Thank you
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1w
Tracks missing from Apple Music API listening history
I have a product that relies on the Apple Music API's "recently played tracks" endpoint. Recently, a few users are reporting that there are songs missing from their history. I was able to observe this myself—the issue corrected itself after re-authenticating with Apple Music, but unfortunately for at least one user this is not helping in their case. What's odd is that there is some inconsistency about what shows in the recently played tracks endpoint. Some examples My own account: ✅ Music from my playlists ✅ Albums and singles ✅ Apple editorial playlists ❌ Playlists created by other users User 1: ❌ Music from their playlists ✅ Albums and singles ❌ Apple editorial playlists ❌ Playlists created by other users In most cases, all four of these would appear in the recent tracks API. What could cause these tracks to be missing from the listening history endpoint? Listening history is already enabled for the devices they're using, but the songs are appearing inconsistently.
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Push-to-start RemoteMediaSession never appears on Lock Screen/Control Center without opening the app — expected behavior?
I'm implementing the new NowPlaying framework's remote-session push-to-start flow (per Publishing remote media sessions) to show a Sonos-like remote speaker's playback on the Lock Screen/Control Center without requiring my app to be running. The docs say: Your server can start, update, or end sessions when your app isn't running. Use this approach when playback starts from a remote device without someone opening your app. That section never mentions requestToBecomeSystemPrimary() — that's only documented under "Start and update sessions from your app," with a note that it's a no-op unless the app is foregrounded. In my testing, though, a session created purely via a push-to-start "event":"start" push never shows up anywhere in system UI (not Control Center, not the Lock Screen) until I open the app at least once. The mechanism itself works correctly — RemoteMediaSessionExtension.session(_:) fires reliably, decodes the attributes correctly, and returns a valid RemoteMediaSessionRepresentable (confirmed via on-device logging: no errors, clean construction every time, across dozens of test pushes). It just isn't surfaced. To rule out anything on my end, I've tested: Sending via my own server (correct apns-topic/apns-push-type headers, confirmed working via HTTP/2 200 and correct decode) Sending via the Push Notifications Console directly, with Environment explicitly set to Production (my push-to-start token only validates against production, matching the known dev-signed-token-provisions-against-production quirk) A hand-built, minimal, fully valid payload for a completely fresh, never-before-registered session id Every combination produces a correctly-constructed session that's invisible until the app opens — at which point my own app code (unrelated to the push) independently constructs and promotes its own session via RemoteMediaSession.start() + requestToBecomeSystemPrimary() in the foreground. Has anyone gotten a push-to-start session to actually appear on the Lock Screen/Control Center without opening the app first? Is there an additional step beyond what's in the current docs (some other registration, entitlement, or timing requirement) that's needed for that, or is this expected behavior right now and the docs are ahead of the implementation? FB24876585 filed on Feedback Assistant with app logs attached.
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Music.app hangs on Library tab with Sync Library enabled — iOS 27.2 beta
On iPhone 17 Pro Max running iOS 27.2 beta (24B5084k), Music.app hangs and is watchdog-terminated when opening the Library tab, but only with Sync Library enabled. to reproduce: 1. Settings › Apps › Music › Sync Library OFF — app works normally. 2. Enable Sync Library, let it finish syncing. 3. Open Music and navigate to the Library tab. Result: The app freezes immediately and is terminated. Home, Radio and Search all play normally with Sync Library on — the hang is isolated to the Library tab. The stackshot from Analytics Data shows multiple threads blocked on a single thread, including com.apple.SwiftUI.AsyncRenderer, with the watchdog reporting "Failed to terminate gracefully after 5.0s". No VPN, no automatic downloads, no local files. The same Apple Music account works normally on iPadOS 26 and on Apple Music for Windows. 100% reproducible. Filed as FB24865181. Has anyone else hit this? If so, does your Music- analytics log show the same blocked-thread signature?
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AVSpeechSynthesizer does not work on "Mac (Designed for iPad)", with some voices
The iOS 26 sample below speaks well on iPhone/iPad devices and the iOS simulator. But it does not speak on "Mac (Designed for iPad)", with a voice downloaded via the macOS settings. Instead it issues this warning : Invalid maui voice identifier com.apple.voice.enhanced.en-US.Samantha How to make an iOS app speak on "Mac (Designed for iPad)", with a downloaded voice ? Note : I use iOS 26.5.2 and macOS 26.5.2. I use voices that can be found in System Settings > Accessibility > Read & Speak > System voice. I have checked that "Samantha (Enhanced)" is the "System voice" in the macOS settings. I have checked that the same issue occurs with other voices and other languages. There is no such issue for a voice that never needs to be downloaded. import AVFAudio import SwiftUI @main struct SampleApp: App { var body: some Scene { WindowGroup { SampleView() } } } struct SampleView: View { private var synthesizer = AVSpeechSynthesizer() var body: some View { Button("Speak", action: speak) } private func speak() { let utterance = AVSpeechUtterance(string: "I speak English.") utterance.voice = AVSpeechSynthesisVoice(language: "en") self.synthesizer.speak(utterance) } }
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Issues with AVRoutePickerView channel switching
We are developing a voice call application that uses AVRoutePickerView, allowing users to switch between an iPhone, a speaker, and Bluetooth earphones. However, we have encountered an intermittent issue: when switching from the speaker to Bluetooth earphones, the earphones remain in a loading state, and the audio channel subsequently switches back to the speaker. How can we resolve this issue? Here is the sample code: let session = AVAudioSession.sharedInstance() do { try session.setCategory(.playAndRecord, mode: .default, options: [.allowBluetooth]) try session.overrideOutputAudioPort(isBluetoothConnected ? .none : .speaker) try session.setPreferredSampleRate(48000) try session.setPreferredIOBufferDuration(0.02) try session.setActive(true, options: []) INFO(" >>> start: hasBluetooth=\(isBluetoothConnected), inputs: \(session.currentRoute.inputs.map { $0.portType }) outputs: \(session.currentRoute.outputs.map { $0.portType })") } catch { ERROR("(error.localizedDescription)") }
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