Hello,
I am trying to follow the getting started guide. I have produced a developer token via the music kit embedding approach and can confirm I'm successfully authorized.
When I try to do play music, I'm unable to hear anything. Thought it could be some auto-play problems with the browser, but it doesn't appear to be related, as I can trigger play from a button with no further success.
const music = MusicKit.getInstance()
try {
await music.authorize() // successful
const result = await music.api.music(`/v1/catalog/gb/search`, {
term: 'Sound Travels',
types: 'albums',
})
await music.play()
} catch (error) {
console.error('play error', error) // ! No error triggered
}
I have searched the forum, have found similar queries but apparently none using V3 of the API.
Other potentially helpful information:
OS: macos 15.1 (24B83)
API version: V3
On localhost
Browser: Arc (chromium based), also tried on Safari,
The only difference between the two browsers is that safari appears to exit the breakpoint, whereas Arc will continue (without throwing any errors)
authorizationStatus: 3
Side note, any reason this is still in beta so many years later?
Audio
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I have a simple AVAudioEngine graph as follows:
AVAudioPlayerNode -> AVAudioUnitEQ -> AVAudioUnitTimePitch -> AVAudioUnitReverb -> Main mixer node of AVAudioEngine.
I noticed that whenever I have AVAudioUnitTimePitch or AVAudioUnitVarispeed in the graph, I noticed a very distinct crackling/popping sound in my Airpods Pro 2 when starting up the engine and playing the AVAudioPlayerNode and unable to find the reason why this is happening. When I remove the node, the crackling completely goes away. How do I fix this problem since i need the user to be able to control the pitch and rate of the audio during playback.
import AVKit
@Observable @MainActor
class AudioEngineManager {
nonisolated private let engine = AVAudioEngine()
private let playerNode = AVAudioPlayerNode()
private let reverb = AVAudioUnitReverb()
private let pitch = AVAudioUnitTimePitch()
private let eq = AVAudioUnitEQ(numberOfBands: 10)
private var audioFile: AVAudioFile?
private var fadePlayPauseTask: Task<Void, Error>?
private var playPauseCurrentFadeTime: Double = 0
init() {
setupAudioEngine()
}
private func setupAudioEngine() {
guard let url = Bundle.main.url(forResource: "Song name goes here", withExtension: "mp3") else {
print("Audio file not found")
return
}
do {
audioFile = try AVAudioFile(forReading: url)
} catch {
print("Failed to load audio file: \(error)")
return
}
reverb.loadFactoryPreset(.mediumHall)
reverb.wetDryMix = 50
pitch.pitch = 0 // Increase pitch by 500 cents (5 semitones)
engine.attach(playerNode)
engine.attach(pitch)
engine.attach(reverb)
engine.attach(eq)
// Connect: player -> pitch -> reverb -> output
engine.connect(playerNode, to: eq, format: audioFile?.processingFormat)
engine.connect(eq, to: pitch, format: audioFile?.processingFormat)
engine.connect(pitch, to: reverb, format: audioFile?.processingFormat)
engine.connect(reverb, to: engine.mainMixerNode, format: audioFile?.processingFormat)
}
func prepare() {
guard let audioFile else { return }
playerNode.scheduleFile(audioFile, at: nil)
}
func play() {
DispatchQueue.global().async { [weak self] in
guard let self else { return }
engine.prepare()
try? engine.start()
DispatchQueue.main.async { [weak self] in
guard let self else { return }
playerNode.play()
fadePlayPauseTask?.cancel()
playPauseCurrentFadeTime = 0
fadePlayPauseTask = Task { [weak self] in
guard let self else { return }
while true {
let volume = updateVolume(for: playPauseCurrentFadeTime / 0.1, rising: true)
// Ramp up volume until 1 is reached
if volume >= 1 { break }
engine.mainMixerNode.outputVolume = volume
try await Task.sleep(for: .milliseconds(10))
playPauseCurrentFadeTime += 0.01
}
engine.mainMixerNode.outputVolume = 1
}
}
}
}
func pause() {
fadePlayPauseTask?.cancel()
playPauseCurrentFadeTime = 0
fadePlayPauseTask = Task { [weak self] in
guard let self else { return }
while true {
let volume = updateVolume(for: playPauseCurrentFadeTime / 0.1, rising: false)
// Ramp down volume until 0 is reached
if volume <= 0 { break }
engine.mainMixerNode.outputVolume = volume
try await Task.sleep(for: .milliseconds(10))
playPauseCurrentFadeTime += 0.01
}
engine.mainMixerNode.outputVolume = 0
playerNode.pause()
// Shut down engine once ramp down completes
DispatchQueue.global().async { [weak self] in
guard let self else { return }
engine.pause()
}
}
}
private func updateVolume(for x: Double, rising: Bool) -> Float {
if rising {
// Fade in
return Float(pow(x, 2) * (3.0 - 2.0 * (x)))
} else {
// Fade out
return Float(1 - (pow(x, 2) * (3.0 - 2.0 * (x))))
}
}
func setPitch(_ value: Float) {
pitch.pitch = value
}
func setReverbMix(_ value: Float) {
reverb.wetDryMix = value
}
}
struct ContentView: View {
@State private var audioManager = AudioEngineManager()
@State private var pitch: Float = 0
@State private var reverb: Float = 0
var body: some View {
VStack(spacing: 20) {
Text("🎵 Audio Player with Reverb & Pitch")
.font(.title2)
HStack {
Button("Prepare") {
audioManager.prepare()
}
Button("Play") {
audioManager.play()
}
.padding()
.background(Color.green)
.foregroundColor(.white)
.cornerRadius(10)
Button("Pause") {
audioManager.pause()
}
.padding()
.background(Color.red)
.foregroundColor(.white)
.cornerRadius(10)
}
VStack {
Text("Pitch: \(Int(pitch)) cents")
Slider(value: $pitch, in: -2400...2400, step: 100) { _ in
audioManager.setPitch(pitch)
}
}
VStack {
Text("Reverb Mix: \(Int(reverb))%")
Slider(value: $reverb, in: 0...100, step: 1) { _ in
audioManager.setReverbMix(reverb)
}
}
}
.padding()
}
}
I want the audio session to always use the built-in microphone. However, when using the setPreferredInput() method like in this example
private func enableBuiltInMic() {
// Get the shared audio session.
let session = AVAudioSession.sharedInstance()
// Find the built-in microphone input.
guard let availableInputs = session.availableInputs,
let builtInMicInput = availableInputs.first(where: { $0.portType == .builtInMic }) else {
print("The device must have a built-in microphone.")
return
}
// Make the built-in microphone input the preferred input.
do {
try session.setPreferredInput(builtInMicInput)
} catch {
print("Unable to set the built-in mic as the preferred input.")
}
}
and calling that function once in the initializer,
the audio session still switches to the external microphone once one is plugged in.
The session's preferredInput is nil again at that point, even if the built-in microphone is still listed in availableInputs.
So,
why is the preferredInput suddenly reset?
when would be the appropriate time to set the preferredInput again?
Observing the session’s availableInputs did not work and setting the preferredInput again in the routeChangeNotification handler seems a bad choice as it’s already a bit too late then.
I'm working with modern Core Audio API introduced in macOS Sequoia. I have an AudioHadwareDevice which has several controls of type AudioHardwareControl. I figured out to filter only volume controls I can use classID == kAudioVolumeControlClassID condition. Some devices have volume controls for both input and output. How I can determine the direction of the control?
Streams, i.e. AudioHardwareStream object have direction, but I didn't found a way to map controls to streams. There are kAudioObjectPropertyScopeInput and kAudioObjectPropertyScopeOutput property scopes, but no matter what I tried controls always return false to any control.hasProperty(address: whatever). Any other ideas?
How does a third party developer go about supporting the new Enhanced Dialogue option for video apps in tvOS 18?
If an app is using the standard AVPlayerViewController, I had assumed it would be a simple-ish matter of building against the tvOS 18 SDK but apparently not, the options don't appear, not even greyed out.
3
I am working on an application to get when input audio device is being used. Basically I want to know the application using the microphone (built-in or external)
This app runs on macOS. For Mac versions starting from Sonoma I can use this code:
int getAudioProcessPID(AudioObjectID process)
{
pid_t pid;
if (@available(macOS 14.0, *)) {
constexpr AudioObjectPropertyAddress prop {
kAudioProcessPropertyPID,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMain
};
UInt32 dataSize = sizeof(pid);
OSStatus error = AudioObjectGetPropertyData(process, &prop, 0, nullptr, &dataSize, &pid);
if (error != noErr) {
return -1;
}
} else {
// Pre sonoma code goes here
}
return pid;
}
which works.
However, kAudioProcessPropertyPID was added in macOS SDK 14.0.
Does anyone know how to achieve the same functionality on previous versions?
I'm working in Swift/SwiftUI, running XCode 16.3 on macOS 15.4 and I've seen this when running in the iOS simulator and in a macOS app run from XCode. I've also seen this behaviour with 3 different audio files.
Nothing in the documentation says that the speechRecognitionMetadata property on an SFSpeechRecognitionResult will be nil until isFinal, but that's the behaviour I'm seeing.
I've stripped my class down to the following:
private var isAuthed = false
// I call this in a .task {} in my SwiftUI View
public func requestSpeechRecognizerPermission() {
SFSpeechRecognizer.requestAuthorization { authStatus in
Task {
self.isAuthed = authStatus == .authorized
}
}
}
public func transcribe(from url: URL) {
guard isAuthed else { return }
let locale = Locale(identifier: "en-US")
let recognizer = SFSpeechRecognizer(locale: locale)
let recognitionRequest = SFSpeechURLRecognitionRequest(url: url)
// the behaviour occurs whether I set this to true or not, I recently set
// it to true to see if it made a difference
recognizer?.supportsOnDeviceRecognition = true
recognitionRequest.shouldReportPartialResults = true
recognitionRequest.addsPunctuation = true
recognizer?.recognitionTask(with: recognitionRequest) { (result, error) in
guard result != nil else { return }
if result!.isFinal {
//speechRecognitionMetadata is not nil
} else {
//speechRecognitionMetadata is nil
}
}
}
}
Further, and this isn't documented either, the SFTranscriptionSegment values don't have correct timestamp and duration values until isFinal. The values aren't all zero, but they don't align with the timing in the audio and they change to accurate values when isFinal is true.
The transcription otherwise "works", in that I get transcription text before isFinal and if I wait for isFinal the segments are correct and speechRecognitionMetadata is filled with values.
The context here is I'm trying to generate a transcription that I can then highlight the spoken sections of as audio plays and I'm thinking I must be just trying to use the Speech framework in a way it does not work. I got my concept working if I pre-process the audio (i.e. run it through until isFinal and save the results I need to json), but being able to do even a rougher version of it 'on the fly' - which requires segments to have the right timestamp/duration before isFinal - is perhaps impossible?
I'm using an AVAudioConverter object to decode an OPUS stream for VoIP. The decoding itself works well, however, whenever the stream stalls (no more audio packet is available to decode because of network instability) this can be heard in crackling / abrupt stop in decoded audio. OPUS can mitigate this by indicating packet loss by passing a null pointer in the C-library to
int opus_decode_float (OpusDecoder * st, const unsigned char * data, opus_int32 len, float * pcm, int frame_size, int decode_fec), see https://opus-codec.org/docs/opus_api-1.2/group__opus__decoder.html#ga9c554b8c0214e24733a299fe53bb3bd2.
However, with AVAudioConverter using Swift I'm constructing an AVAudioCompressedBuffer like so:
let compressedBuffer = AVAudioCompressedBuffer(
format: VoiceEncoder.Constants.networkFormat,
packetCapacity: 1,
maximumPacketSize: data.count
)
compressedBuffer.byteLength = UInt32(data.count)
compressedBuffer.packetCount = 1
compressedBuffer.packetDescriptions!
.pointee.mDataByteSize = UInt32(data.count)
data.copyBytes(
to: compressedBuffer.data
.assumingMemoryBound(to: UInt8.self),
count: data.count
)
where data: Data contains the raw OPUS frame to be decoded.
How can I specify data loss in this context and cause the AVAudioConverter to output PCM data whenever no more input data is available?
More context:
I'm specifying the audio format like this:
static let frameSize: UInt32 = 960
static let sampleRate: Float64 = 48000.0
static var networkFormatStreamDescription =
AudioStreamBasicDescription(
mSampleRate: sampleRate,
mFormatID: kAudioFormatOpus,
mFormatFlags: 0,
mBytesPerPacket: 0,
mFramesPerPacket: frameSize,
mBytesPerFrame: 0,
mChannelsPerFrame: 1,
mBitsPerChannel: 0,
mReserved: 0
)
static let networkFormat =
AVAudioFormat(
streamDescription:
&networkFormatStreamDescription
)!
I've tried 1) setting byteLength and packetCount to zero and 2) returning nil but setting .haveData in the AVAudioConverterInputBlock I'm using with no success.
After an Album, Playlist, or collection of songs have been added to the ApplicationMusicPlayer queue, clearing the queue can be easily accomplished with:
ApplicationMusicPlayer.shared.queue.entries = []
This transitions the player to a paused state with an empty queue.
After queueing a Station, the same code cannot be used to clear the queue. Instead, it causes the queue to be refilled with a current and next MusicItem from the Station.
What's the correct way to detect that the ApplicationMusicPlayer is in the state where it's being refilled by a Station and clear it? I've tried the following approaches with no luck:
# Reinitialize queue
ApplicationMusicPlayer.shared.queue = ApplicationMusicPlayer.Queue()
# Create empty Queue
let songs: [Song] = []
let emptyQueue = ApplicationMusicPlayer.Queue(for: songs)
ApplicationMusicPlayer.shared.queue = emptyQueue
Hi,
for the implementation of an audio player with signed URL's, I need to be able to set an authorization header to the request for an AVURLAsset.
This works but not on Airplay when trying to stream multiple songs in a queue.
For each item I do:
let headerFields: [String: String] = ["Authorization": getIdToken()!]
super.init(url: url, options: ["AVURLAssetHTTPHeaderFieldsKey": headerFields])
But only the first 2 songs in the queue actually get this authorization header sent along, somehow it is removed for subsequent songs.
Any ideas on how I can fix this?
thanks,
Thomas
Hello all! I've been having this issue for a while, on my iPhone 12 Pro.
The volume when listening to music, watching YouTube, TikTok, etc. It will randomly lower, but the actual audio slider won't it will still be at max volume but get very quiet. I've followed other instructions such as turn off audio awareness, and other settings but nothing seems to be working. And phone calls too Has anyone else had this issue and managed to fix it?
Topic:
Media Technologies
SubTopic:
Audio
Hi everyone,
I wanted to bring up a question about Core Audio and its potential for future updates or improvements, specifically regarding latency optimization. As someone who relies on Core Audio for real-time audio processing, any enhancements in this area would be incredibly beneficial for professionals in the industry.
Does anyone know if Apple has shared any plans or updates regarding Core Audio’s performance, particularly for low-latency applications? I’d appreciate any insights or advice from the community!
Thanks so much!
Best,
Michael
As a straightforward example, I've taken Apple's MV-HEVC sample project and added two lines.
First, after the AVAssetWriterInput is created:
frameInput.performsMultiPassEncodingIfSupported = true
Second, after the call to multiviewWriter.startWriting():
print("canPerformMultiplePasses: \(frameInput.canPerformMultiplePasses)")
Which prints true.
This leads me to believe that the first encoding pass should proceed as-normal (even though I haven't handled the logic for the completion of the first pass, etc.).
However, I receive this error when the code attempts to appendTaggedBuffers to the AVAssetWriterInputTaggedPixelBufferGroupAdaptor:
Fatal error: Failed to append tagged buffers to multiview output
Am I missing a step? Or is the multi-pass encoding only supported for standard sample/pixel buffers (and not tagged buffers)?
private var audioEngine = AVAudioEngine()
private var inputNode: AVAudioInputNode!
func startAnalyzing() {
inputNode = audioEngine.inputNode
let recordingFormat = inputNode.outputFormat(forBus: 0)
let hardwareSampleRate = recordingSession.sampleRate
inputNode.removeTap(onBus: 0)
if recordingFormat.sampleRate != hardwareSampleRate {
print("。")
let newFormat = AVAudioFormat(commonFormat: recordingFormat.commonFormat,
sampleRate: hardwareSampleRate,
channels: recordingFormat.channelCount,
interleaved: recordingFormat.isInterleaved)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: newFormat) { buffer, time in
self.processAudioBuffer(buffer, time: time)
}
} else {
inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { buffer, time in
self.processAudioBuffer(buffer, time: time)
}
}
do {
audioEngine.prepare()
try audioEngine.start()
} catch {
print(": \(error)")
}
}
I back the app to the background and then call startAnalyzing(), which reports an error and the background recording permissions are configured。
error:
[10429:570139] [aurioc] AURemoteIO.cpp:1668 AUIOClient_StartIO failed (561145187)
[10429:570139] [avae] AVAEInternal.h:109 [AVAudioEngineGraph.mm:1545:Start: (err = PerformCommand(*ioNode, kAUStartIO, NULL, 0)): error 561145187
Audio engine couldn't start.
Is background boot not allowed?
Hi everyone,
I’m experiencing an issue where audio interruptions (e.g., phone calls) are not being intercepted while running sound classification in an app that uses the AVAudioSession. Classification works fine, but interruptions aren’t handled, even though I’ve followed Apple’s guidelines on handling audio interruptions [1_Document].
The classification was initially based on [2_Classifer], where it worked perfectly. However, when I adopted classification in a more camera-focused app using [3_Cam], the interruption behavior stopped working. The classification setup is functioning with [3_Cam], but audio interruptions are not triggered.
The listener is invoked before starting sound analysis as suggested in [2_Classifier].
startListeningForAudioSessionInterruptions()
try startAnalyzing([(request, observer)])
FYI, one change I have made for classifications is following. This works fine in all cases.
// try audioSession.setCategory(.record, mode: .default)
try audioSession.setCategory(.playAndRecord, mode: .default, options: [.defaultToSpeaker, .allowBluetooth])
I suspect the issue might be related to the AVAudioSession configuration or how the app handles recording and playback together. Is there anything else I should check related to AVAudioSession? Are there additional APIs I could use to pre-check or better handle audio interruptions?
Any suggestions or guidance would be greatly appreciated!
Platform: Swift 5, Xcode 16, iOS 18.
References:
Document
Classifier
Cam
Best Regards
I'm building a streaming app on visionOS that can play sound from audio buffers each frame. The source audio buffer has 2 channels and is in a Float32 interleaved format.
However, when setting up the AVAudioFormat with interleaved to true, the app will crash with a memory issue:
AURemoteIO::IOThread (35): EXC_BAD_ACCESS (code=1, address=0x3)
But if I set AVAudioFormat with interleaved to false, and manually set up the AVAudioPCMBuffer, it can play audio as expected.
Could you please help me fix it? Below is the code snippet.
@Observable
final class MyAudioPlayer {
private var audioEngine: AVAudioEngine = .init()
private var audioPlayerNode: AVAudioPlayerNode = .init()
private var audioFormat: AVAudioFormat?
init() {
audioEngine.attach(audioPlayerNode)
audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: nil)
try? AVAudioSession.sharedInstance().setCategory(.playback, mode: .default)
try? AVAudioSession.sharedInstance().setActive(true)
audioEngine.prepare()
try? audioEngine.start()
audioPlayerNode.play()
}
// more code...
/// This crashes
private func audioFrameCallback_Interleaved(buf: UnsafeMutablePointer<Float>?, samples: Int) {
guard let buf,
let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: 480000, channels: 2, interleaved: true),
let audioBuffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(samples))
else { return }
audioBuffer.frameLength = AVAudioFrameCount(samples)
if let data = audioBuffer.floatChannelData?[0] {
data.update(from: buf, count: samples * Int(format.channelCount))
}
audioPlayerNode.scheduleBuffer(audioBuffer)
}
/// This works
private func audioFrameCallback_Non_Interleaved(buf: UnsafeMutablePointer<Float>?, samples: Int) {
guard let buf,
let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: 480000, channels: 2, interleaved: false),
let audioBuffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(samples))
else { return }
audioBuffer.frameLength = AVAudioFrameCount(samples)
if let data = audioBuffer.floatChannelData {
for channel in 0 ..< Int(format.channelCount) {
for frame in 0 ..< Int(audioBuffer.frameLength) {
data[channel][frame] = buf[frame * Int(format.channelCount) + channel]
}
}
}
audioPlayerNode.scheduleBuffer(audioBuffer)
}
}
I'm building a streaming app on visionOS that can play sound from audio buffers each frame. The audio format has a bitrate of 48000, and each buffer has 480 samples.
I noticed when calling
audioPlayerNode.scheduleBuffer(audioBuffer)
The memory keeps increasing at the speed of 0.1MB per second And at around 4 minutes, the node seems to be full of buffers and had a hard reset, at which point, the audio is stopped temporary with a memory change. see attached screenshot.
However, if I call
audioPlayerNode.scheduleBuffer(audioBuffer, at: nil, options: .interrupts)
The memory leak issue is gone, but the audio is broken (sounds like been shortened).
Below is the full code snippet, anyone knows how to fix it?
@Observable
final class MyAudioPlayer {
private var audioEngine: AVAudioEngine = .init()
private var audioPlayerNode: AVAudioPlayerNode = .init()
private var audioFormat: AVAudioFormat?
init() {
audioEngine.attach(audioPlayerNode)
audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: nil)
try? AVAudioSession.sharedInstance().setCategory(.playback, mode: .default)
try? AVAudioSession.sharedInstance().setActive(true)
audioEngine.prepare()
try? audioEngine.start()
audioPlayerNode.play()
}
// more code...
/// callback every frame
private func audioFrameCallback_Non_Interleaved(buf: UnsafeMutablePointer<Float>?, samples: Int) {
guard let buf,
let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: 48000, channels: 2, interleaved: false),
let audioBuffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(samples))
else { return }
audioBuffer.frameLength = AVAudioFrameCount(samples)
if let data = audioBuffer.floatChannelData {
for channel in 0 ..< Int(format.channelCount) {
for frame in 0 ..< Int(audioBuffer.frameLength) {
data[channel][frame] = buf[frame * Int(format.channelCount) + channel]
}
}
}
// memory leak here
audioPlayerNode.scheduleBuffer(audioBuffer)
}
}
After updating to 18.3 my iPad 7th generation has no sound and will not play videos
I have tried everything. The songs load unto the playlists and on searches, but when prompted to play, they just won't play.
I have a wrapper since my main player (which carries the buttons for play/rewind/forward/etc.), is in Objc.
//
// ApplePlayerWrapper.swift
// UniversallyMac
//
// Created by Dorian Mattar on 11/10/24.
//
import Foundation
import MusicKit
import MediaPlayer
@objc public class MusicKitWrapper: NSObject {
@objc public static let shared = MusicKitWrapper()
private let player = ApplicationMusicPlayer.shared
// Play the current track
@objc public func play() {
guard !player.queue.entries.isEmpty else {
print("Queue is empty. Cannot start playback.")
return
}
logPlayerState(message: "Before play")
Task {
do {
try await player.prepareToPlay()
try await player.play()
print("Playback started successfully.")
} catch {
if let nsError = error as NSError? {
print("NSError Code: \(nsError.code), Domain: \(nsError.domain)")
}
}
logPlayerState(message: "After play")
}
}
// Log the current player state
@objc public func logPlayerState(message: String = "") {
print("Player State - \(message):")
print("Playback Status: \(player.state.playbackStatus)")
print("Queue Count: \(player.queue.entries.count)")
// Only log current track details if the player is playing
if player.state.playbackStatus == .playing {
if let currentEntry = player.queue.currentEntry {
print("Current Track: \(currentEntry.title)")
print("Current Position: \(player.playbackTime) seconds")
print("Track Length: \(currentEntry.endTime ?? 0.0) seconds")
} else {
print("No current track.")
}
} else {
print("No track is playing.")
}
print("----------")
}
// Debug the queue
@objc public func debugQueue() {
print("Debugging Queue:")
for (index, entry) in player.queue.entries.enumerated() {
print("\(index): \(entry.title)")
}
}
// Ensure track availability in the queue
public func queueTracks(_ tracks: [Track]) {
Task {
do {
for track in tracks {
// Validate Play Parameters
guard let playParameters = track.playParameters else {
print("Track \(track.title) has no Play Parameters.")
continue
}
// Log the Play Parameters
print("Track Title: \(track.title)")
print("Play Parameters: \(playParameters)")
print("Raw Values: \(track.id.rawValue)")
// Ensure the ID is valid
if track.id.rawValue.isEmpty {
print("Track \(track.title) has an invalid or empty ID in Play Parameters.")
continue
}
// Queue the track
try await player.queue.insert(track, position: .afterCurrentEntry)
print("Queued track: \(track.title)")
}
print("Tracks successfully added to the queue.")
} catch {
print("Error queuing tracks: \(error)")
}
debugQueue()
}
}
// Clear the current queue
@objc public func resetMusicPlayer() {
Task {
player.stop()
player.queue.entries.removeAll()
print("Queue cleared.")
print("Apple Music player reset successfully.")
}
}
}
I opened an Apple Dev. ticket, but I'm trying here as well. Thanks!
I recently installed a rear-view camera in my car, and ever since, I've been experiencing a frustrating issue with my CarPlay. After about 15 seconds of playing audio via Bluetooth, the sound stops coming out of the speakers, even though the song continues to run in the background.
For context, my stereo system is an aftermarket unit that I installed to enable CarPlay functionality. Everything worked perfectly before adding the rear-view camera. Unfortunately, my unit does not have a port for a wired connection, so I can't test the audio using a cable.
Has anyone experienced a similar issue? Could the camera installation be interfering with the Bluetooth or audio system somehow? Any advice or troubleshooting tips would be greatly appreciated!