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

Audio Documentation

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Number of songs in the Apple Music Feed
Hello, I'm evaluating the Apple Music Feed dataset and I noticed that the total number of songs available in the feed is too small. As of today, the number of objects returned in each feed is: 51,198,712 albums 23,093,698 artists 173,235,315 songs This gives an average of 3.38 songs per album which is quite low. Also, iterating on the data I see that there are albums referencing songs that don't exist in the songs feed. I would like to know: Is the feed data incomplete? If so, in what situations an object may be missing from the feed? Thank you in advance!
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243
Aug ’25
Accessory not supported by this device
Hi, I've had a new deck installed in my car for about 1.5 weeks. I'm having compatibility issues with my 15PM. It happens both wired and wirelessly, I get the error "Accessory not supported by this device". It used to happen all the time, now it's 50/50. Sometimes it works. I've removed and added Bluetooth multiple times on phone and deck, I bought a belkin usb-c to usb-a cable today and it seems to fix it but the problem comes back. I've changed the setting "FaceID and passcode-allow access when locked-accessories." The car stereo guy reckons it's definitely an issue with the phone not the deck, I'm inclined to believe him since the error states "by this device". Any advice appreciated.
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213
Aug ’25
Audio Unit v3 host v2 third party plugins
Hi, I have just implemented an Audio Unit v3 host. AgsAudioUnitPlugin *audio_unit_plugin; AVAudioUnitComponentManager *audio_unit_component_manager; NSArray<AVAudioUnitComponent *> *av_component_arr; AudioComponentDescription description; guint i, i_stop; if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){ return; } audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager]; /* effects */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_Effect; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } /* instruments */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_MusicDevice; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } But this doesn't show me Audio Unit v2 plugins, why? regards, Joël
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362
Aug ’25
MIDI output form Standalone MIDI Processor Demo App to DAW
I am trying to get MIDI output from the AU Host demo app using the recent MIDI processor example. The processor works correctly in Logic Pro, but I cannot send MIDI from the AUv3 extension in standalone mode using the default host app to another program (e.g., Ableton). The MIDI manager, which is part of the standalone host app, works fine, and I can send MIDI using it directly—Ableton receives it without issues. I have already set the midiOutputNames in the extension, and the midiOutBlock is mapped. However, the MIDI data from the AUv3 extension does not reach Ableton in standalone mode. I suspect the issue is that midiOutBlock might never be called in the plugin, or perhaps an input to the plugin is missing, which prevents it from sending MIDI. I am currently using the default routing. I have modified the MIDI manager such that it works well as described above. Here is a part of my code for SimplePlayEngine.swift and my MIDIManager.swift for reference: @MainActor @Observable public class SimplePlayEngine { private let midiOutBlock: AUMIDIOutputEventBlock = { sampleTime, cable, length, data in return noErr } var scheduleMIDIEventListBlock: AUMIDIEventListBlock? = nil public init() { engine.attach(player) engine.prepare() setupMIDI() } private func setupMIDI() { if !MIDIManager.shared.setupPort(midiProtocol: MIDIProtocolID._2_0, receiveBlock: { [weak self] eventList, _ in if let scheduleMIDIEventListBlock = self?.scheduleMIDIEventListBlock { _ = scheduleMIDIEventListBlock(AUEventSampleTimeImmediate, 0, eventList) } }) { fatalError("Failed to setup Core MIDI") } } func initComponent(type: String, subType: String, manufacturer: String) async -> ViewController? { reset() guard let component = AVAudioUnit.findComponent(type: type, subType: subType, manufacturer: manufacturer) else { fatalError("Failed to find component with type: \(type), subtype: \(subType), manufacturer: \(manufacturer))" ) } do { let audioUnit = try await AVAudioUnit.instantiate( with: component.audioComponentDescription, options: AudioComponentInstantiationOptions.loadOutOfProcess) self.avAudioUnit = audioUnit self.connect(avAudioUnit: audioUnit) return await audioUnit.loadAudioUnitViewController() } catch { return nil } } private func startPlayingInternal() { guard let avAudioUnit = self.avAudioUnit else { return } setSessionActive(true) if avAudioUnit.wantsAudioInput { scheduleEffectLoop() } let hardwareFormat = engine.outputNode.outputFormat(forBus: 0) engine.connect(engine.mainMixerNode, to: engine.outputNode, format: hardwareFormat) do { try engine.start() } catch { isPlaying = false fatalError("Could not start engine. error: \(error).") } if avAudioUnit.wantsAudioInput { player.play() } isPlaying = true } private func resetAudioLoop() { guard let avAudioUnit = self.avAudioUnit else { return } if avAudioUnit.wantsAudioInput { guard let format = file?.processingFormat else { fatalError("No AVAudioFile defined.") } engine.connect(player, to: engine.mainMixerNode, format: format) } } public func connect(avAudioUnit: AVAudioUnit?, completion: @escaping (() -> Void) = {}) { guard let avAudioUnit = self.avAudioUnit else { return } engine.disconnectNodeInput(engine.mainMixerNode) resetAudioLoop() engine.detach(avAudioUnit) func rewiringComplete() { scheduleMIDIEventListBlock = auAudioUnit.scheduleMIDIEventListBlock if isPlaying { player.play() } completion() } let hardwareFormat = engine.outputNode.outputFormat(forBus: 0) engine.connect(engine.mainMixerNode, to: engine.outputNode, format: hardwareFormat) if isPlaying { player.pause() } let auAudioUnit = avAudioUnit.auAudioUnit if !auAudioUnit.midiOutputNames.isEmpty { auAudioUnit.midiOutputEventBlock = midiOutBlock } engine.attach(avAudioUnit) if avAudioUnit.wantsAudioInput { engine.disconnectNodeInput(engine.mainMixerNode) if let format = file?.processingFormat { engine.connect(player, to: avAudioUnit, format: format) engine.connect(avAudioUnit, to: engine.mainMixerNode, format: format) } } else { let stereoFormat = AVAudioFormat(standardFormatWithSampleRate: hardwareFormat.sampleRate, channels: 2) engine.connect(avAudioUnit, to: engine.mainMixerNode, format: stereoFormat) } rewiringComplete() } } and my MIDI Manager @MainActor class MIDIManager: Identifiable, ObservableObject { func setupPort(midiProtocol: MIDIProtocolID, receiveBlock: @escaping @Sendable MIDIReceiveBlock) -> Bool { guard setupClient() else { return false } if MIDIInputPortCreateWithProtocol(client, portName, midiProtocol, &port, receiveBlock) != noErr { return false } for source in self.sources { if MIDIPortConnectSource(port, source, nil) != noErr { print("Failed to connect to source \(source)") return false } } setupVirtualMIDIOutput() return true } private func setupVirtualMIDIOutput() { let virtualStatus = MIDISourceCreate(client, virtualSourceName, &virtualSource) if virtualStatus != noErr { print("❌ Failed to create virtual MIDI source: \(virtualStatus)") } else { print("✅ Created virtual MIDI source: \(virtualSourceName)") } } func sendMIDIData(_ data: [UInt8]) { print("hey") var packetList = MIDIPacketList() withUnsafeMutablePointer(to: &packetList) { ptr in let pkt = MIDIPacketListInit(ptr) _ = MIDIPacketListAdd(ptr, 1024, pkt, 0, data.count, data) if virtualSource != 0 { let status = MIDIReceived(virtualSource, ptr) if status != noErr { print("❌ Failed to send MIDI data: \(status)") } else { print("✅ Sent MIDI data: \(data)") } } } } }
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287
Aug ’25
Lock screen media controls for MusicKit/ ApplicationMusicPlayer
Hi, when using ApplicationMusicPlayer from MusicKit my app automatically gets the media controls on the lock screen: Play/ Pause, Skip Buttons, Playback Position etc. I would like to customize these. Tried a bunch of things, e.g. using MPRemoteCommandCenter. So far I haven't had any success. Does anyone know how I can customize the media controls of ApplicationMusicPlayer. Thank you.
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468
Aug ’25
MusicKit - Not showing as a capability in Xcode
A bit of a novice to app development here but I have a paid developer account, I have registered the identifier for MusicKit on the developer website (using the bundle identifier I've selected in Xcode) but the option to add MusicKit as a capability is not available in Xcode? I've manually updated the certificates, closed the app and reopened it, started a new project and tried with a different demo project? Apologies if I am missing something obvious but could someone help me get this capability added?
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111
Aug ’25
SpeechAnalyzer error "asset not found after attempted download" for certain languages
I am trying to use the new SpeechAnalyzer framework in my Mac app, and am running into an issue for some languages. When I call AssetInstallationRequest.downloadAndInstall() for some languages, it throws an error: Error Domain=SFSpeechErrorDomain Code=1 "transcription.ar asset not found after attempted download." The ".ar" appears to be the language code, which in this case was Arabic. When I call AssetInventory.status(forModules:) before attempting the download, it is giving me a status of "downloading" (perhaps from an earlier attempt?). If this language was completely unsupported, I would expect it to return a status of "unsupported", so I'm not sure what's going on here. For other languages (Polish, for example) SpeechTranscriber.supportedLocale(equivalentTo:) is returning nil, so that seems like a clearly unsupported language. But I can't tell if the languages I'm trying, like Arabic, are supported and something is going wrong, or if this error represents something I can work around. Here's the relevant section of code. The error is thrown from downloadAndInstall(), so I never even get as far as setting up the SpeechAnalyzer itself. private func setUpAnalyzer() async throws { guard let sourceLanguage else { throw Error.languageNotSpecified } guard let locale = await SpeechTranscriber.supportedLocale(equivalentTo: Locale(identifier: sourceLanguage.rawValue)) else { throw Error.unsupportedLanguage } let transcriber = SpeechTranscriber(locale: locale, preset: .progressiveTranscription) self.transcriber = transcriber let reservedLocales = await AssetInventory.reservedLocales if !reservedLocales.contains(locale) && reservedLocales.count == AssetInventory.maximumReservedLocales { if let oldest = reservedLocales.last { await AssetInventory.release(reservedLocale: oldest) } } do { let status = await AssetInventory.status(forModules: [transcriber]) print("status: \(status)") if let installationRequest = try await AssetInventory.assetInstallationRequest(supporting: [transcriber]) { try await installationRequest.downloadAndInstall() } } ...
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Aug ’25
How to use the SpeechDetector Module
I am trying to use SpeechDetector Module in Speech framework along with SpeechTranscriber. and it is giving me an error Cannot convert value of type 'SpeechDetector' to expected element type 'Array.ArrayLiteralElement' (aka 'any SpeechModule') Below is how I am using it let speechDetector = Speech.SpeechDetector() let transcriber = SpeechTranscriber(locale: Locale.current, transcriptionOptions: [], reportingOptions: [.volatileResults], attributeOptions: [.audioTimeRange]) speechAnalyzer = try SpeechAnalyzer(modules: [transcriber,speechDetector])
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Aug ’25
Detecting if a phone call is being recorded by another app on iOS
Hello, I’m new here. I'm developing an iOS app and I’d like to know whether it is possible to detect if a phone call is being recorded by another app running in the background. I’ve already reviewed the documentation for CallKit and AVAudioSession, but I couldn’t find anything related. My expectation was that iOS might provide some callback or API to indicate if a call is being recorded (third-party apps), but so far I haven’t found a way. My questions are: Does iOS expose any API to detect if a call is being recorded? If not, is there any indirect, Apple's policy compliant method (e.g., microphone usage events) that can be relied upon? Or is this something that iOS explicitly prevents for privacyreasons? Expecting solutions that align with Apple’s policies and would be accepted under the App Store Review Guidelines. Thanks in advance for any guidance.
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220
Aug ’25
AVAudioSessionCategoryOptionAllowBluetooth incorrectly marked as deprecated in iOS 8 in iOS 26 beta 5
AVAudioSessionCategoryOptionAllowBluetooth is marked as deprecated in iOS 8 in iOS 26 beta 5 when this option was not deprecated in iOS 18.6. I think this is a mistake and the deprecation is in iOS 26. Am I right? It seems that the substitute for this option is "AVAudioSessionCategoryOptionAllowBluetoothHFP". The documentation does not make clear if the behaviour is exactly the same or if any difference should be expected... Has anyone used this option in iOS 26? Should I expect any difference with the current behaviour of "AVAudioSessionCategoryOptionAllowBluetooth"? Thank you.
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Aug ’25
MusicKit: Multichannel Dolby Atmos Limited to Stereo Output - Is This Intended Behavior?
I'm experiencing a significant limitation with MusicKit's Dolby Atmos implementation on macOS and would appreciate clarification on whether this is intended behavior or if there are solutions available. When streaming Dolby Atmos content through MusicKit's ApplicationMusicPlayer, the output is limited to 2-channel stereo, even when: Audio MIDI Setup is configured for 7.1.4 (12-channel) output The same tracks play in full multichannel through the native Apple Music app Dolby Atmos is set to "Automatic" in Apple Music preferences Please let me know if there is anyway to enable this. If not, is this documented anywhere? Thanks!
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Aug ’25
AVAudioUnit host - PCM buffer output silent
Hi, I just started to develop audio unit hosting support in my application. Offline rendering seems to work except that I hear no output, but why? I suspect with the player goes something wrong. I connect to CoreAudio in a different location in the code. Here are some error messages I faced so far: 2025-08-14 19:42:04.132930+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node! 2025-08-14 19:42:04.151171+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node! 2025-08-14 19:43:08.344530+0200 com.gsequencer.GSequencer[34358:18614927] AUAudioUnit.mm:1417 Cannot set maximumFramesToRender while render resources allocated. 2025-08-14 19:43:08.346583+0200 com.gsequencer.GSequencer[34358:18614927] [avae] AVAEInternal.h:104 [AVAudioSequencer.mm:121:-[AVAudioSequencer(AVAudioSequencer_Player) startAndReturnError:]: (impl->Start()): error -10852 ** (<unknown>:34358): WARNING **: 19:43:08.346: error during audio sequencer start - -10852 I have implemented an AVAudioEngine based AudioUnit host. Here I instantiate player and effect: /* audio engine */ audio_engine = [[AVAudioEngine alloc] init]; fx_audio_unit_audio->audio_engine = (gpointer) audio_engine; av_format = (AVAudioFormat *) fx_audio_unit_audio->av_format; /* av audio player node */ av_audio_player_node = [[AVAudioPlayerNode alloc] init]; /* av audio unit */ av_audio_unit_effect = [[AVAudioUnitEffect alloc] initWithAudioComponentDescription:[((AVAudioUnitComponent *) AGS_AUDIO_UNIT_PLUGIN(base_plugin)->component) audioComponentDescription]]; av_audio_unit = (AVAudioUnit *) av_audio_unit_effect; fx_audio_unit_audio->av_audio_unit = av_audio_unit; /* audio sequencer */ av_audio_sequencer = [[AVAudioSequencer alloc] initWithAudioEngine:audio_engine]; fx_audio_unit_audio->av_audio_sequencer = (gpointer) av_audio_sequencer; /* output node */ [[AVAudioOutputNode alloc] init]; /* audio player and audio unit */ [audio_engine attachNode:av_audio_player_node]; [audio_engine attachNode:av_audio_unit]; [audio_engine connect:av_audio_player_node to:av_audio_unit format:av_format]; [audio_engine connect:av_audio_unit to:[audio_engine outputNode] format:av_format]; ns_error = NULL; [audio_engine enableManualRenderingMode:AVAudioEngineManualRenderingModeOffline format:av_format maximumFrameCount:buffer_size error:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("enable manual rendering mode error - %d", [ns_error code]); } ns_error = NULL; [[av_audio_unit AUAudioUnit] allocateRenderResourcesAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("Audio Unit allocate render resources returned error - ErrorCode %d", [ns_error code]); } Then I render in a dedicated thread. ns_error = NULL; [audio_engine startAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("error during audio engine start - %d", [ns_error code]); } [av_audio_sequencer prepareToPlay]; ns_error = NULL; [av_audio_sequencer startAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("error during audio sequencer start - %d", [ns_error code]); } [av_audio_player_node play]; while(is_running){ /* pre sync */ /* IO buffers */ av_output_buffer = (AVAudioPCMBuffer *) scope_data->av_output_buffer; av_input_buffer = (AVAudioPCMBuffer *) scope_data->av_input_buffer; /* fill input buffer */ /* schedule av input buffer */ frame_position = 0; // (gint64) ((note_offset * absolute_delay) + delay_counter) * buffer_size; av_audio_player_node = (AVAudioPlayerNode *) fx_audio_unit_audio->av_audio_player_node; AVAudioTime *av_audio_time = [[AVAudioTime alloc] initWithHostTime:frame_position sampleTime:frame_position atRate:((double) samplerate)]; [av_audio_player_node scheduleBuffer:av_input_buffer atTime:av_audio_time options:0 completionHandler:nil]; /* render */ ns_error = NULL; status = [audio_engine renderOffline:AGS_FX_AUDIO_UNIT_AUDIO_FIXED_BUFFER_SIZE toBuffer:av_output_buffer error:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("render offline error - %d", [ns_error code]); } } regards, Joël
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418
Aug ’25
Can't set AVAudio sampleRate and installTap needs bufferSize 4800 at minimum
Two issues: No matter what I set in try audioSession.setPreferredSampleRate(x) the sample rate on both iOS and macOS is always 48000 when the output goes through the speaker, and 24000 when my Airpods connect to an iPhone/iPad. Now, I'm checking the current output loudness to animate a 3D character, using mixerNode.installTap(onBus: 0, bufferSize: y, format: nil) { [weak self] buffer, time in Task { @MainActor in // calculate rms and animate character accordingly but any buffer size under 4800 is just ignored and the buffers I get are 4800 sized. This is ok, when the sampleRate is currently 48000, as 10 samples per second lead to decent visual results. But when AirPods connect, the samplerate is 24000, which means only 5 samples per second, so the character animation looks lame. My AVAudioEngine setup is the following: audioEngine.connect(playerNode, to: pitchShiftEffect, format: format) audioEngine.connect(pitchShiftEffect, to: mixerNode, format: format) audioEngine.connect(mixerNode, to: audioEngine.outputNode, format: nil) Now, I'd be fine if the outputNode runs at whatever if it needs, as long as my tap would get at least 10 samples per second. PS: Specifying my favorite format in the let format = AVAudioFormat(standardFormatWithSampleRate: 48_000, channels: 2)! mixerNode.installTap(onBus: 0, bufferSize: y, format: format) doesn't change anything either
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337
Aug ’25
CMFormatDescription.audioStreamBasicDescription has wrong or unexpected sample rate for audio channels with different sample rates
In my app I use AVAssetReaderTrackOutput to extract PCM audio from a user-provided video or audio file and display it as a waveform. Recently a user reported that the waveform is not in sync with his video, and after receiving the video I noticed that the waveform is in fact double as long as the video duration, i.e. it shows the audio in slow-motion, so to speak. Until now I was using CMFormatDescription.audioStreamBasicDescription.mSampleRate which for this particular user video returns 22'050. But in this case it seems that this value is wrong... because the audio file has two audio channels with different sample rates, as returned by CMFormatDescription.audioFormatList.map({ $0.mASBD.mSampleRate }) The first channel has a sample rate of 44'100, the second one 22'050. If I use the first sample rate, the waveform is perfectly in sync with the video. The problem is given by the fact that the ratio between the audio data length and the sample rate multiplied by the audio duration is 8, double the ratio for the first audio file (4). In the code below this ratio is given by Double(length) / (sampleRate * asset.duration.seconds) When commenting out the line with the sampleRate variable definition in the code below and uncommenting the following line, the ratios for both audio files are 4, which is the expected result. I would expect audioStreamBasicDescription to return the correct sample rate, i.e. the one used by AVAssetReaderTrackOutput, which (I think) somehow merges the stereo tracks. The documentation is sparse, and in particular it’s not documented whether the lower or higher sample rate is used; in this case, it seems like the higher one is used, but audioStreamBasicDescription for some reason returns the lower one. Does anybody know why this is the case or how I should extract the sample rate of the produced PCM audio data? Should I always take the higher one? I created FB19620455. let openPanel = NSOpenPanel() openPanel.allowedContentTypes = [.audiovisualContent] openPanel.runModal() let url = openPanel.urls[0] let asset = AVURLAsset(url: url) let assetTrack = asset.tracks(withMediaType: .audio)[0] let assetReader = try! AVAssetReader(asset: asset) let readerOutput = AVAssetReaderTrackOutput(track: assetTrack, outputSettings: [AVFormatIDKey: Int(kAudioFormatLinearPCM), AVLinearPCMBitDepthKey: 16, AVLinearPCMIsBigEndianKey: false, AVLinearPCMIsFloatKey: false, AVLinearPCMIsNonInterleaved: false]) readerOutput.alwaysCopiesSampleData = false assetReader.add(readerOutput) let formatDescriptions = assetTrack.formatDescriptions as! [CMFormatDescription] let sampleRate = formatDescriptions[0].audioStreamBasicDescription!.mSampleRate //let sampleRate = formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate }).max()! print(formatDescriptions[0].audioStreamBasicDescription!.mSampleRate) print(formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate })) if !assetReader.startReading() { preconditionFailure() } var length = 0 while assetReader.status == .reading { guard let sampleBuffer = readerOutput.copyNextSampleBuffer(), let blockBuffer = sampleBuffer.dataBuffer else { break } length += blockBuffer.dataLength } print(Double(length) / (sampleRate * asset.duration.seconds))
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108
Aug ’25
Audio clipping - macOS Tahoe 26 - Beta 5
I was testing audio playback from YouTube in Safari, and the sound was clipping heavily. At first, I thought it might be due to the poor quality of my small sound system. However, when I took a screenshot and the screenshot sound effect itself produced a loud clipping noise, it became clear that this is not a mechanical problem with my speakers, nor an issue specific to YouTube or Safari. This appears to be a system-wide audio issue in macOS Tahoe 26 - Beta 5.
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281
Aug ’25
Unexpected AVAudioSession behavior after iOS 18.5 causing audio loss in VoIP calls
After updating to iOS 18.5, we’ve observed that outgoing audio from our app intermittently stops being transmitted during VoIP calls using AVAudioSession configured with .playAndRecord and .voiceChat. The session is set active without errors, and interruptions are handled correctly, yet audio capture suddenly ceases mid-call. This was not observed in earlier iOS versions (≤ 18.4). We’d like to confirm if there have been any recent changes in AVAudioSession, CallKit, or related media handling that could affect audio input behavior during long-running calls. func configureForVoIPCall() throws { try setCategory( .playAndRecord, mode: .voiceChat, options: [.allowBluetooth, .allowBluetoothA2DP, .defaultToSpeaker]) try setActive(true) }
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172
Aug ’25
How to detect when iOS Camera app starts video recording (with Allow Audio Playback ON)?
Since iOS 18, the system setting “Allow Audio Playback” (enabled by default) allows third-party app audio to continue playing while the user is recording video with the Camera app. This has created a problem for the app I’m developing. ➡️ The problem: My app plays continuous audio in both foreground and background states. If the user starts recording video using the iOS Camera app, the app’s audio — still playing in the background — gets captured in the video — obviously an unintended behavior. Yes, the user could stop the app manually before starting the video recording, but that can’t be guaranteed. As a developer, I need a way to stop the app’s audio before the video recording begins. So far, I haven’t found a reliable way to detect when video recording starts if ‘Allow Audio Playback’ is ON. ➡️ What I’ve tried: — AVAudioSession.interruptionNotification → doesn’t fire — devicesChangedEventStream → not triggered I don’t want to request mic permission (app doesn’t use mic). also, disabling the app from playing audio in the background isn’t an option as it is a crucial part of the user experience ➡️ What I need: A reliable, supported way to detect when the Camera app begins video recording, without requiring mic access — so I can stop audio and avoid unintentional overlap with the user’s recordings. Any official guidance, workarounds, or AVFoundation techniques would be greatly appreciated. Thanks.
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223
Aug ’25
SpeechTranscriber extremely slow (14+ seconds) despite proper locale allocation and optimization
Using the official SwiftTranscriptionSampleApp from WWDC 2025, speech transcription takes 14+ seconds from audio input to first result, making it unusable for real-time applications. Environment iOS: 26.0 Beta Xcode: Beta 5 Device: iPhone 16 pro Sample App: Official Apple SwiftTranscriptionSampleApp from WWDC 2025 Configuration Tested Locale: en-US (properly allocated with AssetInventory.allocate(locale:)) and es-ES Setup: All optimizations applied (preheating, high priority, model retention) I started testing in my own app to replace SFSpeech API and include speech detection but after long fights with documentation (this part is quite terrible TBH) I tested the example (https://developer.apple.com/documentation/speech/bringing-advanced-speech-to-text-capabilities-to-your-app) and saw same results. I added some logs to check the specific time: 🎙️ [20:30:41.532] ✅ Analyzer started successfully - ready to receive audio! 🎙️ [20:30:41.532] Listening for transcription results... 🎙️ [20:30:56.342] 🚀 FIRST TRANSCRIPTION RESULT after 14.810s: 'Hello' (isFinal: false) Questions Is this expected performance for iOS 26 Beta, because old SFSpeech is far faster? Are there additional optimization steps for SpeechTranscriber? Should we expect significant performance improvements in later betas?
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180
Aug ’25
Live Translations on VOIP on iOS26
Hi team, With regards to Call (Live) Translations on VOIP: Is it possible to invoke live translations within the app? (without going into the Call System UI) Is it possible to navigate users from app to Call System UI via an API? (and also invoking the new live translations directly) Will Apple support more languages apart from the current ones? (Currently I see 4 supported languages)
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151
Aug ’25