Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.

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AVSampleBufferDisplayLayer crash on flush
I am calling AVSampleBufferDisplayLayer.flush from a background queue but this seems to occasionally crash the app. I am calling it from the same thread I pass to - (void)requestMediaDataWhenReadyOnQueue:(dispatch_queue_t)queue usingBlock:(void (^)(void))block;. My question is, is this API threadsafe, or do I need to call flush from the main thread? Or is there another issue that I am not considering? It seems strange to me that this API would trigger an autolayout pass. 0 CoreFoundation 0x00000001bb384e38 __exceptionPreprocess + 164 1 libobjc.A.dylib 0x00000001b451b8d8 objc_exception_throw + 59 2 CoreAutoLayout 0x00000001d7e09e84 _AssertAutoLayoutOnAllowedThreadsOnly + 327 3 CoreAutoLayout 0x00000001d7e00e60 -[NSISEngine withBehaviors:performModifications:] + 35 4 UIKitCore 0x00000001be58fd40 -[UIView _postMovedFromSuperview:] + 671 5 UIKitCore 0x00000001bd56dfec -[UIView(Internal) _addSubview:positioned:relativeTo:] + 1903 6 UIKitCore 0x00000001bda57ccc -[_UITextLayoutCanvasView textViewportLayoutController:configureRenderingSurfaceForTextLayoutFragment:] + 455 7 UIFoundation 0x00000001c588bc9c __48-[NSTextViewportLayoutController layoutViewport]_block_invoke_4 + 151 8 UIFoundation 0x00000001c5836b50 __80-[NSTextLayoutManager enumerateViewportElementsFromLocation:options:usingBlock:]_block_invoke + 43 9 UIFoundation 0x00000001c580e158 __83-[NSTextLayoutManager enumerateTextLayoutFragmentsFromLocation:options:usingBlock:]_block_invoke_2 + 535 10 CoreFoundation 0x00000001bb385350 __NSARRAY_IS_CALLING_OUT_TO_A_BLOCK__ + 23 11 CoreFoundation 0x00000001bb3b24dc -[__NSSingleObjectArrayI enumerateObjectsWithOptions:usingBlock:] + 91 12 UIFoundation 0x00000001c580de28 __83-[NSTextLayoutManager enumerateTextLayoutFragmentsFromLocation:options:usingBlock:]_block_invoke + 775 13 UIFoundation 0x00000001c57f7504 -[NSTextLayoutManager enumerateTextLayoutFragmentsFromLocation:options:usingBlock:] + 659 14 UIFoundation 0x00000001c57f7264 -[NSTextLayoutManager enumerateViewportElementsFromLocation:options:usingBlock:] + 99 15 UIFoundation 0x00000001c57f6d7c -[NSTextViewportLayoutController layoutViewport] + 1299 16 UIKitCore 0x00000001bd580a3c +[UIView(Animation) performWithoutAnimation:] + 75 17 UIKitCore 0x00000001bd5582d0 -[_UITextLayoutCanvasView layoutSubviews] + 139 18 UIKitCore 0x00000001bd5544c8 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 1979 19 QuartzCore 0x00000001bca277fc CA::Layer::layout_if_needed(CA::Transaction*) + 499 20 QuartzCore 0x00000001bca3aeb0 CA::Layer::layout_and_display_if_needed(CA::Transaction*) + 147 21 QuartzCore 0x00000001bca4c234 CA::Context::commit_transaction(CA::Transaction*, double, double*) + 443 22 QuartzCore 0x00000001bca81630 CA::Transaction::commit() + 651 23 MediaToolbox 0x00000001ca8d0da0 videoQueueRemote_SetProperty + 367 24 AVFCore 0x00000001cad191b4 __63-[AVSampleBufferVideoRenderer _setContentLayerOnFigVideoQueue:]_block_invoke + 179 25 libdispatch.dylib 0x00000001c299cf88 _dispatch_client_callout + 19 26 libdispatch.dylib 0x00000001c29ac574 _dispatch_lane_barrier_sync_invoke_and_complete + 55 27 AVFCore 0x00000001cad190d0 -[AVSampleBufferVideoRenderer _setContentLayerOnFigVideoQueue:] + 167 28 AVFCore 0x00000001cad14674 -[AVSampleBufferVideoRenderer _createVideoQueue:errorStep:] + 195 29 AVFCore 0x00000001cad14ac8 -[AVSampleBufferVideoRenderer createVideoQueue:] + 55 30 AVFCore 0x00000001cad179cc -[AVSampleBufferVideoRenderer flushWithRemovalOfDisplayedImage:completionHandler:] + 439 31 App 0x0000000102370214 -[AVSampleBufferDisplayLayer flush] + 51
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932
Nov ’24
How to display artwork images from MusicKit with UIKit?
In SwiftUI there is a built-in component for displaying album artworks called Artwork but there is no equivalent for UIKit. My current approach is to use the .url() method to read image's URL and download the image or read it from the disk but the performance is much worse than it was previously with MPMediaItem's artworkImage method. let artworkQueue = DispatchQueue( label: "MusicKit-ArtworkQueue", qos: .default, attributes: .concurrent ) let artworkSemaphore = DispatchSemaphore(value: 5) extension Song { func artworkImage(for size: CGSize, completion: @escaping (UIImage?) -> Void) { artworkQueue.async { artworkSemaphore.wait() defer { artworkSemaphore.signal() } let imageURL = artwork?.url( width: Int(size.width), height: Int(size.height) ) // I hate doing this as it might very well break in the future guard let imageURL, imageURL.scheme == "musicKit" else { return completion(nil) } guard let imageData = try? Data(contentsOf: imageURL), let image = UIImage(data: imageData) else { return completion(nil) } completion(image) } } } I really dislike this approach because it feels hacky but somewhat works. You might ask what's the semaphore for? Well, without it I could notice that MusicKit was choking and after reading too many artworks at once. Can someone from Apple please provide us with an example on how to use MusicKit with UIKit properly? Ideally (IMO) we would have a method defined on Song and other MusicKit structures that returns the image for us, just like MPMediaItem had the .artwork() method. It would make our lives so much easier.
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983
Mar ’25
"Remote call timed out" error when trying to play large collection of music items with MusicKit's ApplicationMusicPlayer
I am using MusicKit ApplicationMusicPlayer to play music in my app. Everything works fine as long as I'm not playing large playlists that contain hundreds of songs. When I to play collection of songs that is larger than around 300 I'm always getting the error message saying: "Prepare to play failed" UserInfo={NSDebugDescription=Prepare to play failed, NSUnderlyingError=0x121d42dc0 {Error Domain=MPMusicPlayerControllerErrorDomain Code=9 "Remote call timed out" UserInfo={NSDebugDescription=Remote call timed out}}})) It doesn't matter if songs are downloaded to the device or not. I am aware that there is another initializer for player's queue that accepts Playlist instances but in my app users can choose to sort playlist tracks in different order than the default and that makes using that initializer not feasible for me. I tried everything I could think of, I tried to fall back on MPMusicPlayerController and pass array of MPMusicPlayerPlayParameters to it but the result was the same. typealias QueueEntry = ApplicationMusicPlayer.Queue.Entry let player = ApplicationMusicPlayer.shared let entries: [QueueEntry] = tracks .compactMap { guard let song = $0 as? Song else { return nil } return QueueEntry(song) } Task(priority: .high) { [player] in do { player.queue = .init(entries, startingAt: nil) try await player.play() // prepareToPlay failed } catch { print(error) } }
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630
Mar ’25
IOS 18 Voicemail feature
I am facing an Issue regarding the voicemail feature. when someone calls me, it would go to voicemail only if I click on the voicemail icon. If I do not respond at all to the incoming call, it does not give the caller an option to record voicemail. I have tried switching the voicemail on and off, its working on other devices Iphone 14 and 15 for my family member, just not for me. How can i resolve this?
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630
Oct ’24
Realitiy Composer file size and iOS 18
Hi folks: I've been creating .reality files out of Reality Composer for over a year. Some of the files are up to 500 mB and, prior to the last month they opened fine as AR projected experiences on even basic iPhones and iPads. Now, I think since iOS 18, a 64Mb file will open as an AR experience but files it seems from about 350MB up don't open. Files just opens a window displaying the name of the file, that it's a .reality file and the file size. But it no longer opens into either an AR or Object display of the .reality scene. Has there been a new file size limit put on .reality files that Files will open or what else is going on here. Have a client who was about to launch and experience based on the .Reality file I can no longer open. Please help.
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502
Oct ’24
Phone turns black
My iphone 15 plus suddenly turns black and a losing icon keeps spinning. Then it turns off and I can use it again, it is only for a few seconds. I have updated to iOS 18.1 beta, could this be the issue. Is my phone broken? I have tried restarting my phone
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460
Dec ’24
Batch transcribe from file fails on all but the last, async problem?
I am attempting to do batch Transcription of audio files exported from Voice Memos, and I am running into an interesting issue. If I only transcribe a single file it works every time, but if I try to batch it, only the last one works, and the others fail with No speech detected. I assumed it must be something about concurrency, so I implemented what I think should remove any chance of transcriptions running in parallel. And with a mocked up unit of work, everything looked good. So I added the transcription back in, and 1: It still fails on all but the last file. This happens if I am processing 10 files or just 2. 2: It no longer processes in order, any file can be the last one that succeeds. And it seems to not be related to file size. I have had paragraph sized notes finish last, but also a single short sentence that finishes last. I left the mocked processFiles() for reference. Any insights would be greatly appreciated. import Speech import SwiftUI struct ContentView: View { @State private var processing: Bool = false @State private var fileNumber: String? @State private var fileName: String? @State private var files: [URL] = [] let locale = Locale(identifier: "en-US") let recognizer: SFSpeechRecognizer? init() { self.recognizer = SFSpeechRecognizer(locale: self.locale) } var body: some View { VStack { if files.count > 0 { ZStack { ProgressView() Text(fileNumber ?? "-") .bold() } Text(fileName ?? "-") } else { Image(systemName: "folder.badge.minus") Text("No audio files found") } } .onAppear { files = getFiles() Task { await processFiles() } } } private func getFiles() -> [URL] { do { let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first! let path = documentsURL.appendingPathComponent("Voice Memos").absoluteURL let contents = try FileManager.default.contentsOfDirectory(at: path, includingPropertiesForKeys: nil, options: []) let files = (contents.filter {$0.pathExtension == "m4a"}).sorted { url1, url2 in url1.path < url2.path } return files } catch { print(error.localizedDescription) return [] } } private func processFiles() async { var fileCount = files.count for file in files { fileNumber = String(fileCount) fileName = file.lastPathComponent await processFile(file) fileCount -= 1 } } // private func processFile(_ url: URL) async { // let seconds = Double.random(in: 2.0...10.0) // await withCheckedContinuation { continuation in // DispatchQueue.main.asyncAfter(deadline: .now() + seconds) { // continuation.resume() // print("\(url.lastPathComponent) \(seconds)") // } // } // } private func processFile(_ url: URL) async { let recognitionRequest = SFSpeechURLRecognitionRequest(url: url) recognitionRequest.requiresOnDeviceRecognition = false recognitionRequest.shouldReportPartialResults = false await withCheckedContinuation { continuation in recognizer?.recognitionTask(with: recognitionRequest) { (transcriptionResult, error) in guard transcriptionResult != nil else { print("\(url.lastPathComponent.uppercased())") print(error?.localizedDescription ?? "") return } if ((transcriptionResult?.isFinal) == true) { if let finalText: String = transcriptionResult?.bestTranscription.formattedString { print("\(url.lastPathComponent.uppercased())") print(finalText) } } } continuation.resume() } } }
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547
Nov ’24
Apple music feed parquet files
Hi, I am in need to get the total number of parquet files that are present in the apple music feed api for songs, artists. As there is option for limit and offset. But limit is limited to 200 records and offset is uncertain. How to get total number of parquet files number without quering apple music feed api mulitple times? Need help regarding this. Thanks!
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418
Nov ’24
iOS 18.2 crash on CGImageDestinationFinalize
My app reports a lot of crashes from 18.2 users. I have been able to narrow down the issue to this line of code: CGImageDestinationFinalize(imageDestination) The error is Thread 93: EXC_BAD_ACCESS (code=1, address=0x146318000) But I have no idea why this suddently started to crash. Here is the code of the function: private func estimateSizeUsingThumbnailMethod(fromImageURL url: URL, imageSettings: ImageSettings) -> (Int, Int) { let sourceOptions = [kCGImageSourceShouldCache: false] as CFDictionary guard let source = CGImageSourceCreateWithURL(url as CFURL, sourceOptions), let imageProperties = CGImageSourceCopyPropertiesAtIndex(source, 0, nil) as? [CFString: Any], let imageWidth = imageProperties[kCGImagePropertyPixelWidth] as? CGFloat, let imageHeight = imageProperties[kCGImagePropertyPixelHeight] as? CGFloat else { return (0, 0) } let maxImageSize = max(imageWidth, imageHeight) let thumbMaxSize = min(2400, maxImageSize) // Use original size if possible, but not if larger than 2400, in this case we'll extrapolate from thumbnail let downsampleOptions = [ kCGImageSourceCreateThumbnailFromImageAlways: true, kCGImageSourceCreateThumbnailWithTransform: true, kCGImageSourceThumbnailMaxPixelSize: thumbMaxSize as CFNumber, ] as CFDictionary guard let cgImage = CGImageSourceCreateThumbnailAtIndex(source, 0, downsampleOptions) else { DLog("CGImage thumb creation error") return (0, 0) } let data = NSMutableData() guard let imageDestination = CGImageDestinationCreateWithData(data, UTType.jpeg.identifier as CFString, 1, nil) else { DLog("CGImage destination creation error") return (0, 0) } let destinationProperties = [ kCGImageDestinationLossyCompressionQuality: imageSettings.quality.compressionRatio() // Set jpeg compression ratio ] as CFDictionary CGImageDestinationAddImage(imageDestination, cgImage, destinationProperties) CGImageDestinationFinalize(imageDestination) // <----- CRASHES HERE with EXC_BAD_ACCESS ... } So far, I'm stuck. Any idea that could help would be greatly appreciated, as I'm scared that this crash will propagate on the official release of 18.2
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776
Nov ’24
MPRemoteCommand play conflicting with .playPause gesture
We develop a video playback app on Apple TV which has the two following features: Its content browsing screen has installed a gesture recognizer for presses on the PlayPause Siri remote button in order to directly launch a playback. The gesture recognizer is attached to the content browsing UIViewController view. It presents its own custom playback UI with an AVPlayerLayer for the video and supports MPNowPlayingSession in order to publish current playback information and respond to remote commands. It also supports switching between fullscreen and Picture in Picture playback. Both features work fine, ie. the playback is launched when pressing the PlayPause Siri remote button and, during playback, the playback info are properly advertised on other devices and remote commands are also triggered as expected. However, when pressing the PlayPause Siri remote button while the video is playing in PiP, the "pause" remote command is sometimes triggered instead of the .playPause gesture recognizer. The issue may not occur the first time but for subsequent PlayPause presses. Navigating a bit in the app UI seems to help preventing the issue to occur. Finally, the issue only occurs if the video is playing. If the video is paused, the PlayPause Siri remote button gesture is always recognized instead of the remote command. Please note that, before using MPNowPlayingSession (and the corresponding MPRemoteCommandCenter), the app was using the default MPRemoteCommandCenter to support remote commands and the issue did not occur. We don't reproduce this issue with the Apple TV app so there's probably something we are not doing right. Has someone any clue?
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590
Nov ’24
ApplicationMusicPlayer / MediaPlayer Refuses to Play
We use BassDSDPlayer / SFBAudioEngine to play just about any file, but playing Apple Music is failing. All subscriptions are up to date. We stop the SFBAudioEngine and the BassDSDPlayer before playing Apple Music to no avail. PRINTS: Supported files in /Users/dorian/Music/Music/Media.localized/Music/4: 28364 Apple Music is authorized and can play catalog. Resetting default output device... Releasing BassDSDPlayer audio device... BassDSDPlayer: Audio device released. STOPPED sfbAudioDevice Default output device is ID: 76 applicationQueuePlayer _establishConnectionIfNeeded timeout [ping did not pong] applicationQueuePlayer _establishConnectionIfNeeded timeout [ping did not pong] Player State - After resetting output: Playback Status: stopped Queue Count: 0 No track is playing. Music player reset successfully. BassDSDPlayer: Audio device released. Default output device set successfully: 76 Default output device is ID: 76 Default output device set successfully: 76 Default output device ID: 76 Validated PlayParameters for track: squabble up PlayParameters: PlayParameters(id: 1781270321, kind: "song", isLibrary: nil, catalogID: nil, libraryID: nil, deviceLocalID: nil, rawValues: [:]) Starting playback... Player State - After playback: Playback Status: stopped Queue Count: 1 No track is playing. Notification BASS DSD NSConcreteNotification 0x600007ce2b00 {name = kUpdateSongInfo; object = { AlbumTitle = GNX; ArtistName = "Kendrick Lamar"; SongArtwork = "<NSImage 0x6000041b7ca0 Size={300, 300} RepProvider=<NSImageArrayRepProvider: 0x600003518770, reps:(\n "NSBitmapImageRep 0x600009ed9dc0 Size={300, 300} ColorSpace=(not yet loaded) BPS=8 BPP=(not yet loaded) Pixels=300x300 Alpha=NO Planar=NO Format=(not yet loaded) CurrentBacking=nil (faulting) CGImageSource=0x600007ce15c0"\n)>>"; SongLength = "157.992"; SongTitle = "squabble up"; Source = AppleMusic; }} Apple Music track loaded: squabble up by Kendrick Lamar Player State - Before play: Playback Status: stopped Queue Count: 1 No track is playing. prepareToPlay failed [no target descriptor] NSError Code: 1, Domain: MPMusicPlayerControllerErrorDomain Player State - After play: Playback Status: stopped Queue Count: 1 No track is playing. func playAppleMusicTracks(tracks: [Track]) { AppleMusicManager.shared.isAuthorizedAndReadyForPlayback { isAuthorized in guard isAuthorized else { print("Apple Music authorization or capabilities insufficient for playback.") return } print("Resetting default output device...") self.stopSFBAudioDevice() self.resetMusicPlayer() self.resetAudioSystem() self.ensureOutputDeviceReady() Task { for track in tracks { guard self.validatePlayParameters(for: track) else { continue } do { try await ApplicationMusicPlayer.shared.queue.insert(track, position: .afterCurrentEntry) guard !ApplicationMusicPlayer.shared.queue.entries.isEmpty else { print("Queue is empty after queuing. Playback cannot proceed.") return } self.notifyAppleMusicTrackInfo(track) } catch { print("Error starting playback: \(error)") if let nsError = error as NSError? { print("NSError Code: \(nsError.code), Domain: \(nsError.domain)") } } } MusicKitWrapper.shared.logPlayerState(message: "After playback") } } } @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") } } Any help would be appreciated. Thanks!
5
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533
Jan ’25
Musickit Media player missing output device selection
Hi All, I am working on a DJ playout app (MACOS). The app has a few AVAudioPlayerNode's combined with the ApplicationMusicPlayer from Musickit. I can route the output of the AVaudioPlayer to a hardware device so that the audio files are directed to their own dedicated output on my Mac. The ApplicationMusicPlayer is following the default output and this is pretty annoying. Has anyone found a solution to chain the ApplicationMusicPlayer and get it set to a output device? Thanks Pancras
2
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537
Feb ’25
Enabling MIDINetworkSession in a catalyst app
Hi, I am trying to enable the default MIDINetworkSession in a Catalyst app on MacOS like this: MIDINetworkSession.default().isEnabled = true MIDINetworkSession.default().connectionPolicy = .anyone In the AppSandbox I have both incoming and outgoing network connections enabled. And I also added the NSLocalNetworkUsageDescription key to the info.plist. Bonjour services are also added to the info.plist: NSBonjourServices _apple-midi._udp. Nevertheless the session stays disabled. Running the same code works just fine on iOS. Is there any special setup I need to make on MacOS to enable the MIDINetworkSession? Thanks!
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423
Dec ’24
Slow performance decoding large images with Core Image.
I'm building a camera app that does some post processing after the photo has been taken. With 12MP the processing is pretty good, but larger images 24MP is very slow. I created a very simple example to demonstrate the issue, which is loading an image and the rendering it to data. let context = CIContext() let imageUrl = Bundle.main.url(forResource: "12mp", withExtension: "jpg")! let data = try! Data(contentsOf: imageUrl) let ciImage = CIImage(data: data)! let start = CFAbsoluteTimeGetCurrent() let data = context.jpegRepresentation(of: ciImage, colorSpace: context.workingColorSpace!) print(data?.count) print("Resize Completed: " + String(CFAbsoluteTimeGetCurrent() - start)) Running this code on an iPhone 16 Pro with different images produces these benchmarks: 12MP => 0.03s 24MP => 1.22s 48MP => 2.98s I understand that processing time will increase with resolution but it doesn't seem linear. I have tried setting different CiContext options such as .useSoftwareRenderer: false but it has made no difference. From profiling the process it looks like the JPEG decoding is the bottle neck. This is for a 48MP Image: Is there any way this can be improved?
0
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581
Dec ’24