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

Audio Documentation

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Can Logic Pro load an Audio Unit v3 in-process?
After investing more than a week into getting a bunch of audio unit projects converted into app + appex + framework, they all are now correctly loaded in-process in the demo host app that is part of Xcode's template. However, Logic Pro adamantly refuses to load them in-process. Does Logic Pro simply not do that ever, or is there some hint or configuration my plugins need to provide to enable that? If it is unsupported, will it be supported in some future version of Logic? The entire point of investing that week was performance, which is moot if it is impossible to test the impact of loading in-process in a real-world usage scenario.
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654
Jan ’25
AVMIDIPlayer.play() function crashes on iOS 18
It's only occurs on iOS 18+. Backtrace attached below. Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: SIGNAL 6 Abort trap: 6 Terminating Process: NoteKeys [24384] Triggered by Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x1a2d4c7cc __exceptionPreprocess + 164 (NSException.m:249) 1 libobjc.A.dylib 0x1a001f2e4 objc_exception_throw + 88 (objc-exception.mm:356) 2 CoreFoundation 0x1a2e47748 +[NSException raise:format:] + 128 (NSException.m:0) 3 AVFAudio 0x1bd41f4c8 -[AVMIDIPlayer play:] + 300 (AVMIDIPlayer.mm:145) 4 NoteKeys 0x1023c0670 SoundGenerator.playData() + 20 (SoundGenerator.swift:170) 5 NoteKeys 0x1023c0670 EditViewController.playBtnTapped(startIndex:) + 940 (EditViewController.swift:2034) 6 NoteKeys 0x1024497fc specialized Keyboard.playBtnTapped(sender:) + 1904 (Keyboard.swift:1249) 7 NoteKeys 0x10244631c Keyboard.playBtnTapped(sender:) + 4 (<compiler-generated>:0) 8 NoteKeys 0x10244631c @objc Keyboard.playBtnTapped(sender:) + 48 9 UIKitCore 0x1a58739cc -[UIApplication sendAction:to:from:forEvent:] + 100 (UIApplication.m:5816) 10 UIKitCore 0x1a58738a4 -[UIControl sendAction:to:forEvent:] + 112 (UIControl.m:942) 11 UIKitCore 0x1a58736f4 -[UIControl _sendActionsForEvents:withEvent:] + 324 (UIControl.m:1013) 12 UIKitCore 0x1a5fe8d8c -[UIButton _sendActionsForEvents:withEvent:] + 124 (UIButton.m:4198) 13 UIKitCore 0x1a5fea5a0 -[UIControl touchesEnded:withEvent:] + 400 (UIControl.m:692) 14 UIKitCore 0x1a57bb9ac -[UIWindow _sendTouchesForEvent:] + 852 (UIWindow.m:3318) 15 UIKitCore 0x1a57bb3d8 -[UIWindow sendEvent:] + 2964 (UIWindow.m:3641) 16 UIKitCore 0x1a564fb70 -[UIApplication sendEvent:] + 376 (UIApplication.m:12972) 17 UIKitCore 0x1a565009c __dispatchPreprocessedEventFromEventQueue + 1048 (UIEventDispatcher.m:2686) 18 UIKitCore 0x1a5659f3c __processEventQueue + 5696 (UIEventDispatcher.m:3044) 19 UIKitCore 0x1a5552c60 updateCycleEntry + 160 (UIEventDispatcher.m:133) 20 UIKitCore 0x1a55509d8 _UIUpdateSequenceRun + 84 (_UIUpdateSequence.mm:136) 21 UIKitCore 0x1a5550628 schedulerStepScheduledMainSection + 172 (_UIUpdateScheduler.m:1171) 22 UIKitCore 0x1a555159c runloopSourceCallback + 92 (_UIUpdateScheduler.m:1334) 23 CoreFoundation 0x1a2d20328 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 (CFRunLoop.c:1970) 24 CoreFoundation 0x1a2d202bc __CFRunLoopDoSource0 + 176 (CFRunLoop.c:2014) 25 CoreFoundation 0x1a2d1ddc0 __CFRunLoopDoSources0 + 244 (CFRunLoop.c:2051) 26 CoreFoundation 0x1a2d1cfbc __CFRunLoopRun + 840 (CFRunLoop.c:2969) 27 CoreFoundation 0x1a2d1c830 CFRunLoopRunSpecific + 588 (CFRunLoop.c:3434) 28 GraphicsServices 0x1eecfc1c4 GSEventRunModal + 164 (GSEvent.c:2196) 29 UIKitCore 0x1a5882eb0 -[UIApplication _run] + 816 (UIApplication.m:3844) 30 UIKitCore 0x1a59315b4 UIApplicationMain + 340 (UIApplication.m:5496) 31 NoteKeys 0x10254bc10 main + 68 (AppDelegate.swift:15) 32 dyld 0x1c870aec8 start + 2724 (dyldMain.cpp:1334) Thanks very much for any help: )
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287
Feb ’25
Essentials of macOS to read and write mp3 and mp4 audio files
Hi, On macOS I used to open MP3 and MP4 files with ExtAudioFile. For a few years it doesn't work anymore. So I decided to try different macOS API using the AudioFileID of AudioToolbox framework. I decided to write a test: https://gist.github.com/joelkraehemann/7f5b241b52ca38c3a765c138fb647588 It fails right here: AudioFileOpenWithCallbacks() By telling OSStatus error 1954115647, which means kAudioFileUnsupportedFileTypeError. The filename was set to an MP4 file: ~/Music/test.mp4 Howto fix this? regards, Joël
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123
Jun ’25
AVB Support for the AVnu MILAN Conventions
The AVB AVnu MILAN Convention has a groweing Population. Many big companies (Cisco, Meyer Sound, d&b Audio, l‘acoustics, Presonus, digico etc.) implements the AVB AVnu Milan Standards. Is there a plan on the Apple side to also implement AVnu Milan on top of the AVB Protocol? The advantage for Apple Sound would be a great Integration in the professionell Audio market and a more stable intergration on top of the AVB protocol. The atdecc work, but Not that stable.
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152
Oct ’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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261
Aug ’25
AVAudioEngine. Select input device on macOS
Hello! I'm use AVFoundation for preview video and audio from selected device, and I try use AVAudioEngine for preview audio in real-time, but I can't or I don't understand how select input device? I can hear only my microphone in real-time So far, I'm using AVCaptureAudioPreviewOutput for in real-time hear audio, but I think has delay. On iOS works easy with AVAudioEngine, but on macOS bruh...
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418
Mar ’25
Inquiry about Potential Core Audio Improvements
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
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489
Jan ’25
iOS Speech Error on Mobile Simulator (Error fetching voices)
I'm writing a simple app for iOS and I'd like to be able to do some text to speech in it. I have a basic audio manager class with a "speak" function: import Foundation import AVFoundation class AudioManager { static let shared = AudioManager() var audioPlayer: AVAudioPlayer? var isPlaying: Bool { return audioPlayer?.isPlaying ?? false } var playbackPosition: TimeInterval = 0 func playSound(named name: String) { guard let url = Bundle.main.url(forResource: name, withExtension: "mp3") else { print("Sound file not found") return } do { if audioPlayer == nil || !isPlaying { audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.currentTime = playbackPosition audioPlayer?.prepareToPlay() audioPlayer?.play() } else { print("Sound is already playing") } } catch { print("Error playing sound: \(error.localizedDescription)") } } func stopSound() { if let player = audioPlayer { playbackPosition = player.currentTime player.stop() } } func speak(text: String) { let synthesizer = AVSpeechSynthesizer() let utterance = AVSpeechUtterance(string: text) utterance.voice = AVSpeechSynthesisVoice(language: "en-GB") synthesizer.speak(utterance) } } And my app shows text in a ScrollView: ScrollView { Text(self.description) .padding() .foregroundColor(.black) .font(.headline) .background(Color.gray.opacity(0)) }.onAppear { AudioManager.shared.speak(text: self.description) } However, the text doesn't get read out (in the simulator). I see some output in the console: Error fetching voices: Swift.DecodingError.dataCorrupted(Swift.DecodingError.Context(codingPath: [], debugDescription: "Invalid container metadata for _UnkeyedDecodingContainer, found keyedGraphEncodingNodeID", underlyingError: nil)). Using fallback voices. I'm probably doing something wrong here, but not sure what.
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209
1w
Music in iOS 26.2
I’m running the iOS 26.2 Public Beta update and my album artwork is missing from the music app (I’m not using Apple Music). I use google to get my album artwork. Do I need to wait for a new update?
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134
3w
iOS - record audio fails to record
Hi, I try to record audio on the iPhone with the AVAudioRecorder and Xcode 26.0.1. Maybe the problem is that I can not record audio with the simulator. But there's a menu for audio. In the plist I added 'Privacy - Microphone Usage Description' and I ask for permission before recording. if await AVAudioApplication.requestRecordPermission() { print("permission granted") recordPermission = true } else { print("permission denied") } Permission is granted. let settings: [String : Any] = [ AVFormatIDKey: kAudioFormatMPEG4AAC, AVSampleRateKey: 12000, AVNumberOfChannelsKey: 1, AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue ] recorder = try AVAudioRecorder(url: filename, settings: settings) let prepared = recorder.prepareToRecord() print("prepared started: \(prepared)") let started = recorder.record() print("recording started: \(started)") started is always false and I tried many settings. Error messages AddInstanceForFactory: No factory registered for id <CFUUID 0x600000211480> F8BB1C28-BAE8-11D6-9C31-00039315CD46 AudioConverter.cpp:1052 Failed to create a new in process converter -> from 0 ch, 12000 Hz, .... (0x00000000) 0 bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame to 1 ch, 12000 Hz, aac (0x00000000) 0 bits/channel, 0 bytes/packet, 1024 frames/packet, 0 bytes/frame, with status -50 AudioQueueObject.cpp:1892 BuildConverter: AudioConverterNew returned -50 from: 0 ch, 12000 Hz, .... (0x00000000) 0 bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame to: 1 ch, 12000 Hz, aac (0x00000000) 0 bits/channel, 0 bytes/packet, 1024 frames/packet, 0 bytes/frame prepared started: true AudioQueueObject.cpp:7581 ConvertInput: aq@0x10381be00: AudioConverterFillComplexBuffer returned -50, packetCount 5 recording started: false All examples I find are the same, but apparently there must be something different.
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206
Oct ’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
Issue using Siphon Tap on input AudioQueue
Hi all, I've developed an audio DSP application in C++ using AudioToolbox and CoreAudio on MacOS 14.4.1 with Xcode 15. I use an AudioQueue for input and another for output. This works great. I'm now adding real-time audio analysis eg spectral analysis. I want this to run independently of my audio processing so it can not interfere with audio playback. Taps on AudioQueues seem to be a good way of doing this... Since the analytics won't modify the audio data, I am using a Siphon Tap by setting the AudioQueueProcessingTapFlags to kAudioQueueProcessingTap_PreEffects | kAudioQueueProcessingTap_Siphon; This works fine on my output queue. However, on my input queue the Tap callback is called once and then a EXC_BAD_ACCESS occurs - screen shot below. NB: I believe that a callback should only call AudioQueueProcessingTapGetSourceAudio when not using a Siphon, so I don't call it. Relevant code: AudioQueueProcessingTapCallback tap_callback) { // Makes an audio tap for a queue void * tap_data_ptr = NULL; AudioQueueProcessingTapFlags tap_flags = kAudioQueueProcessingTap_PostEffects | kAudioQueueProcessingTap_Siphon; uint32_t max_frames = 0; AudioStreamBasicDescription asbd; AudioQueueProcessingTapRef tap_ref; OSStatus status = AudioQueueProcessingTapNew(queue_ref, tap_callback, tap_data_ptr, tap_flags, &max_frames, &asbd, &tap_ref); if (status != noErr) printf("Error while making Tap\n"); else printf("Successfully made tap\n"); } void tapper(void * tap_data, AudioQueueProcessingTapRef tap_ref, uint32_t number_of_frames_in, AudioTimeStamp * ts_ptr, AudioQueueProcessingTapFlags * tap_flags_ptr, uint32_t * number_of_frames_out_ptr, AudioBufferList * buf_list) { // Callback function for audio queue tap printf("Tap callback"); }``` Image of exception stack provided by Xcode: ![]("https://developer.apple.com/forums/content/attachment/27479e8d-a118-459b-aa2d-7e30528910e3" "title=Screenshot 2025-06-14 at 1.29.14 PM.png;width=932;height=562") What have I missed? Appreciate any help you learned folks may be able to provide. Best, Geoff.
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82
Jun ’25
How to capture audio from the stream that's playing on the speakers?
Good day, ladies and gents. I have an application that reads audio from the microphone. I'd like it to also be able to read from the Mac's audio output stream. (A bonus would be if it could detect when the Mac is playing music.) I'd eventually be able to figure it out reading docs, but if someone can give a hint, I'd be very grateful, and would owe you the libation of your choice. Here's the code used to set up the AudioUnit: -(NSString*) configureAU { AudioComponent component = NULL; AudioComponentDescription description; OSStatus err = noErr; UInt32 param; AURenderCallbackStruct callback; if( audioUnit ) { AudioComponentInstanceDispose( audioUnit ); audioUnit = NULL; } // was CloseComponent // Open the AudioOutputUnit description.componentType = kAudioUnitType_Output; description.componentSubType = kAudioUnitSubType_HALOutput; description.componentManufacturer = kAudioUnitManufacturer_Apple; description.componentFlags = 0; description.componentFlagsMask = 0; if( component = AudioComponentFindNext( NULL, &description ) ) { err = AudioComponentInstanceNew( component, &audioUnit ); if( err != noErr ) { audioUnit = NULL; return [ NSString stringWithFormat: @"Couldn't open AudioUnit component (ID=%d)", err] ; } } // Configure the AudioOutputUnit: // You must enable the Audio Unit (AUHAL) for input and output for the same device. // When using AudioUnitSetProperty the 4th parameter in the method refers to an AudioUnitElement. // When using an AudioOutputUnit for input the element will be '1' and the output element will be '0'. param = 1; // Enable input on the AUHAL err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &param, sizeof(UInt32) ); chkerr("Couldn't set first EnableIO prop (enable inpjt) (ID=%d)"); param = 0; // Disable output on the AUHAL err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &param, sizeof(UInt32) ); chkerr("Couldn't set second EnableIO property on the audio unit (disable ootpjt) (ID=%d)"); param = sizeof(AudioDeviceID); // Select the default input device AudioObjectPropertyAddress OutputAddr = { kAudioHardwarePropertyDefaultInputDevice, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMaster }; err = AudioObjectGetPropertyData( kAudioObjectSystemObject, &OutputAddr, 0, NULL, &param, &inputDeviceID ); chkerr("Couldn't get default input device (ID=%d)"); // Set the current device to the default input unit err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &inputDeviceID, sizeof(AudioDeviceID) ); chkerr("Failed to hook up input device to our AudioUnit (ID=%d)"); callback.inputProc = AudioInputProc; // Setup render callback, to be called when the AUHAL has input data callback.inputProcRefCon = self; err = AudioUnitSetProperty( audioUnit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, 0, &callback, sizeof(AURenderCallbackStruct) ); chkerr("Could not install render callback on our AudioUnit (ID=%d)"); param = sizeof(AudioStreamBasicDescription); // get hardware device format err = AudioUnitGetProperty( audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 1, &deviceFormat, &param ); chkerr("Could not install render callback on our AudioUnit (ID=%d)"); audioChannels = MAX( deviceFormat.mChannelsPerFrame, 2 ); // Twiddle the format to our liking actualOutputFormat.mChannelsPerFrame = audioChannels; actualOutputFormat.mSampleRate = deviceFormat.mSampleRate; actualOutputFormat.mFormatID = kAudioFormatLinearPCM; actualOutputFormat.mFormatFlags = kAudioFormatFlagIsFloat | kAudioFormatFlagIsPacked | kAudioFormatFlagIsNonInterleaved; if( actualOutputFormat.mFormatID == kAudioFormatLinearPCM && audioChannels == 1 ) actualOutputFormat.mFormatFlags &= ~kLinearPCMFormatFlagIsNonInterleaved; #if __BIG_ENDIAN__ actualOutputFormat.mFormatFlags |= kAudioFormatFlagIsBigEndian; #endif actualOutputFormat.mBitsPerChannel = sizeof(Float32) * 8; actualOutputFormat.mBytesPerFrame = actualOutputFormat.mBitsPerChannel / 8; actualOutputFormat.mFramesPerPacket = 1; actualOutputFormat.mBytesPerPacket = actualOutputFormat.mBytesPerFrame; // Set the AudioOutputUnit output data format err = AudioUnitSetProperty( audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 1, &actualOutputFormat, sizeof(AudioStreamBasicDescription)); chkerr("Could not change the stream format of the output device (ID=%d)"); param = sizeof(UInt32); // Get the number of frames in the IO buffer(s) err = AudioUnitGetProperty( audioUnit, kAudioDevicePropertyBufferFrameSize, kAudioUnitScope_Global, 0, &audioSamples, &param ); chkerr("Could not determine audio sample size (ID=%d)"); err = AudioUnitInitialize( audioUnit ); // Initialize the AU chkerr("Could not initialize the AudioUnit (ID=%d)"); // Allocate our audio buffers audioBuffer = [self allocateAudioBufferListWithNumChannels: actualOutputFormat.mChannelsPerFrame size: audioSamples * actualOutputFormat.mBytesPerFrame]; if( audioBuffer == NULL ) { [ self cleanUp ]; return [NSString stringWithFormat: @"Could not allocate buffers for recording (ID=%d)", err]; } return nil; } (...again, it would be nice to know if audio output is active and thereby choose the clean output stream over the noisy mic, but that would be a different chunk of code, and my main question may just be a quick edit to this chunk.) Thanks for your attention! ==Dave [p.s. if i get more than one useful answer, can i "Accept" more than one, to spread the credit around?] {pps: of course, the code lines up prettier in a monospaced font!}
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148
Jun ’25
No mic capture on iOS 18.5
Hello! We stumbled upon a problem with our karaoke app where user on iPhone 16e/iOS 18.5 has problem with mic capture, other users cannot hear him. The mic capture is working fine on 17.5, 16.8. Maybe there is something else we need when configuring AVAudioSession for iOS 18.5? Currently it's set up like this: override func viewDidLoad() { super.viewDidLoad() UIApplication.shared.isIdleTimerDisabled = true mRoomId = appDelegate.getRoomId() let audioSession = AVAudioSession.sharedInstance() try! audioSession.setCategory(.playAndRecord, mode: .voiceChat, options: [.defaultToSpeaker]) try! audioSession.setPreferredSampleRate(48000) try! audioSession.setActive(true, options: []) }
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237
Nov ’25
App recedes to background,audioEngine.start()
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?
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508
Jan ’25
Is Call Translation API available for VOIP?
I might have misunderstood the docs, but is Call Translation going to be available for VOIP applications? Eg in an already connected VOIP call, would it be possible for Call Translations to be enabled on an iOS 26 and Apple Intelligence supported device? I have personally tried it and it doesn’t look like it supported VOIP but would love to confirm this. reference: https://developer.apple.com/documentation/callkit/cxsettranslatingcallaction/
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69
Jun ’25
Shazamkit with AirPods
HI Guys, I'm using Shazamkit in my IOS app and successfully capturing the currently playing track details, when using the devices (iPhone) built-in mic. When I test with AirPods though, my app cannot both send the output to through the AirPods and capture that same output with the AirPods mic, for Shazamkit recognition. I believe this must be possible, because the Shazamkit widget on IOS can do this. Is it restricted in some way for third party apps? If not, I'd appreciate some guidance on how to achieve this in Swift code. Thanks in advance.
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561
Feb ’25
When to set AVAudioSession's preferredInput?
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.
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799
Oct ’25