I often find when doing basic actions in MusicKit it is incredibly slow compared to Apple's Music App. I've tried different versions, devices, networks, Apple's sample code, it all throughout the last several years, and it is all the same. Does anyone else have this issue?
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RSS for tagExplore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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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.
Hi,
just generated a HDR10 MVHEVC file, mediainfo is below:
Color range : Limited
Color primaries : BT.2020
Transfer characteristics : PQ
Matrix coefficients : BT.2020 non-constant
Codec configuration box : hvcC+lhvC
then generate the segment files with below command:
mediafilesegmenter --iso-fragmented -t 4 -f av_1 av_new_1.mov
then upload the segment files and prog_index.m3u8 to web server.
just find that can not play the HLS stream on Safari...
the url is http://ip/vod/prog_index.m3u8
just checked that if i remove the tag Transfer characteristics : PQ when generating the MVHEVC file.
above same mediafilesegmenter command and upload the files to web server.
the new version of HLS stream is can play on Safari...
Is there any way to play HLS PQ video on Safari. thanks.
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
Hello,
I'm sporadically getting the unknown CoreHaptics error described in the title, when trying to create a CHHapticPatternPlayer from an .ahap file — this does not occur in a repeatable manner, unfortunately...
This occurs in a SpriteKit game, running on both iOS 17 and 18.
Anyone know what the error means, since it's apparently undocumented?
Note that the haptics engine is started right before creating the pattern, and the start request doesn't appear to fail...
Thanks,
D.
Will the restrictions on callkit be lifted in China in 2025? If so, how can you legally use callkit in China?
In the past, when using Lightning, many external devices had to go through MFi certification. However, since the iPhone 15 switched from Lightning to USB-C, is MFi certification still required?
Our company has developed several UVC devices, and we have confirmed that iPads can read frames from external cameras through the external device type in AVFoundation. However, this is not supported on iPhones.
We are currently exploring feasible ways to enable UVC device support on iPhones. Is MFi certification the only option? If so, is the MFi certification process for USB-C the same as it was for Lightning? Does it still require purchasing an MFi chip and manufacturing specially designed USB-C cables?
I've established proper authorization for general music api calls, but when I use that same authorization to retrieve metadata for the latest music feeds (see https://developer.apple.com/documentation/applemusicfeed/requesting-a-feed-export), I get a 401 Unauthorized error.
As per the documentation, I'm simply issuing a GET against https://api.media.apple.com/v1/feed/album/latest.
Are there different entitlements needed for the Music Feed API?
Topic:
Media Technologies
SubTopic:
General
On an iPhone running iOS 26 beta 5, url(for: FilePath("subdir/asset.mov")) most always throws this error:
The URL for “subdir/asset.mov” couldn’t be retrieved: “asset.mov” couldn’t be copied to “subdir” because an item with the same name already exists.
Yet, contents(at: FilePath("subdir/asset.mov")) always returns Data for a playable AVMovie.
How can I avoid this url(for:) error?
The asset pack in question is downloaded. The error persists even after pack deletion, redownload, relaunch, and combinations of that.
// Assets repo root
subdir.aar
subdir/asset.mov
subdir/asset_thumb.heic
subdir/Manifest.json
// Manifest.json
{
"assetPackID": "subdir",
"downloadPolicy": {
"onDemand": {}
},
"fileSelectors": [
{
"directory": "subdir",
},
],
"platforms": [
"iOS",
"visionOS"
]
}
xcrun ba-package subdir/Manifest.json -o subdir.aar
xcrun ba-serve --host 192.168.0.10 -p 443 subdir.aar
I'm wondering if someone happened issues with currentPlaybackRate in released version of iOS 26.0?
There is no issue happened in case of iOS 18.5.
When I changed currentPlaybackRate on iOS 26.0, it seems to unexpectedly change currentPlaybackRate to be 0 or 1.0 forcibly no matter DRM or non-DRM contents. And also, playing music will be abnormal behavior and unstable with noise if currentPlaybackRate is not 1.0. And changes stop state and play state frequently.
I use the iTunes Library framework in one of my apps, starting with macOS Sequoia 15.1 i can't create the ITLibrary object anymore with the following error:
Connection to amplibraryd was interrupted. clientName:iTunesLibrary(ITLibraryLoader)
Error connecting to the server via proxy object Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.amp.library.framework" UserInfo={NSDebugDescription=connection to service named com.apple.amp.library.framework}
configure failed: Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.amp.library.framework" UserInfo={NSDebugDescription=connection to service named com.apple.amp.library.framework}
I created a new sandboxed macOS app, added the music folder read permission and it reproduced the error:
import SwiftUI
import iTunesLibrary
@main
struct ITLibraryLoaderApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
struct ContentView: View {
var body: some View {
Button("Load ITLibrary") {
loadLibrary()
}
}
func loadLibrary() {
do {
let _ = try ITLibrary(apiVersion: "1.0", options: .none)
}
catch {
print(error)
}
}
}
I restarted my developer machine and the music app with no luck.
Hi, my daughter was given an Apple Watch due to her grandfather's passing. It is not GPS/cellular, and we cannot connect it to her Apple ID because of this. It doesn't seem right to leave her logged in to his Apple ID, but we are currently out of options. Is there a workaround to this? When I try to set her up from my phone, it tells me that the watch must have GPS/cellular to set it up. Why? Am I missing something?
Topic:
Media Technologies
SubTopic:
General
I take that MusicKit JS is built with TypeScript, based on the attributions in the script: https://js-cdn.music.apple.com/musickit/v3/musickit.js
In the script it points to https://js-cdn.music.apple.com/musickit/v1/acknowledgements.txt – I assume this should be the v3 URL for the v3 version? It returns the same content nonetheless.
This contains attributions for TypeScript.
Currently there's a third-party effort with DefinitelyTyped, which publishes the NPM package @types/musickit-js. The latest supported version available is v1.
However, there is no version compatible with v3.
This makes it hard to use MusicKit JS v3 in a TypeScript project.
Please publish the types, ideally on the CDN along with the musickit.js file. Also consider publishing an officially Apple supported DefinitelyTyped package, or help to maintain the existing @types/musickit-js to make consuming this even easier.
I am using Apple's original Lightning Digital AV-adapter (Lightning-to-HDMI dongle) to connect my iPhone to an external display via a HDMI cable.
I need to synchronize rendering with the external display's refresh rate, so I create a new CADisplayLink tied to the external display's UIScreen: UIScreen.screens[externalDisplayIdx].displayLink(withTarget:, selector:).
The callback is being called regularly, but with increasing delay relative to the CADisplayLink.timestamp, so the next time the callback is called, I have less and less time to draw the next frame (see the snippet below).
Assuming 60 FPS, the value of secondsTillDeadline starts at an arbitrary value in the range of approx -0.0001 to 0.0166667, and then it slowly decreases towards zero (and for a brief period it goes into small negative numbers). Once it reaches zero, it flips back to 0.0166667 and continues to decrease again. This cycle repeats indefinitely.
Changing the external display's resolution (UIScreen's mode) or the CADisplayLink's preferredFrameRateRange to a lower FPS does not seem to have any effect on the temporal drifting (even the rate of change seem to be the same).
When I create a new CADisplayLink for the iPhone's main screen, the value of secondsTillDeadline is stable, it does not drift and it is very close to 0.0166667, as expected.
Is this drift caused by the external monitor or by Apple's Lightning-to-HDMI dongle ...or is the problem somewhere else?
Can the drifting be stopped?
func onDisplayLinkUpdate(displayLink: CADisplayLink) {
// Gradually decreases from 0.01667 to -0.0001, then flips back to 0.01667 and continues to decrease
let secondsTillDeadline = displayLink.targetTimestamp - CACurrentMediaTime()
}
I donate INPlayMediaIntent to systerm(donate success), but not show in control center
My code is as follows
let mediaItems = mediaItems.map { $0.inMediaItem }
let intent = if #available(iOS 13.0, *) {
INPlayMediaIntent(mediaItems: mediaItems,
mediaContainer: nil,
playShuffled: false,
playbackRepeatMode: .none,
resumePlayback: true,
playbackQueueLocation: .now,
playbackSpeed: nil,
mediaSearch: nil)
} else {
INPlayMediaIntent(mediaItems: mediaItems,
mediaContainer: nil,
playShuffled: false,
playbackRepeatMode: .none,
resumePlayback: true)
}
intent.suggestedInvocationPhrase = "播放音乐"
let interaction = INInteraction(intent: intent, response: nil)
interaction.donate { error in
if let error = error {
print("Intent 捐赠失败: \(error.localizedDescription)")
} else {
print("Intent 捐赠成功 ✅")
}
}
mac os 系统版本:26.0 (25A354)
Xcode版本:Version 26.0 (17A324)
项目编译报错
`SwiftExplicitDependencyCompileModuleFromInterface arm64 /Users/zhz/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/AssetsLibrary-HTIJ05N58KN3.swiftmodule
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:10:25: error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead
8 | public import _StringProcessing
9 | public import _SwiftConcurrencyShims
10 | extension AssetsLibrary.ALAssetsLibrary {
| `- error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead
11 | #if compiler(>=5.3) && $NonescapableTypes
12 | @available(iOS, introduced: 9.0, deprecated: 9.0, obsoleted: 26.0)
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/System/Library/Frameworks/AssetsLibrary.framework/Headers/ALAssetsLibrary.h:80:12: note: 'ALAssetsLibrary' was obsoleted in iOS 26.0
78 |
79 | OS_EXPORT AL_DEPRECATED(4, "Use PHPhotoLibrary from the Photos framework instead")
80 | @interface ALAssetsLibrary : NSObject {
| `- note: 'ALAssetsLibrary' was obsoleted in iOS 26.0
81 | @package
82 | id _internal;
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:1:1: error: failed to build module 'AssetsLibrary'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.17.14 clang-1700.3.17.1)', while this compiler is 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.19.9 clang-1700.3.19.1)'). Please select a toolchain which matches the SDK.
Hello,
I'm working on a Flutter app targeting both Android and iOS, where I implemented ShazamKit.
In order to achieve that, I first tried with the flutter_shazam_kit package, but since it's not maintained anymore, I forked it here, and tried to update it to meet the Google Play Store requirements, as you can see here:
https://github.com/mregnauld/flutter_shazam_kit/tree/fix-16k
Unfortunately, after trying everything, my app still doesn't meet the (not so) new 16 KB native library alignment. Also, I'm 100% sure it comes from that because the error message disappears if I remove that package from my app.
So after investigating, it seems that the problem comes from the ShazamKit for Android (that you can find here: https://developer.apple.com/download/all/?q=Android%20ShazamKit), and especially the .so files in the .aar file.
Is there anything I can do to fix that, or should I wait before the ShazamKit team fix that?
I'm totally stuck with that so any help is highly appreciated.
Thanks.
I use
htttps://api.music.apple.com/v1/me/library/playlists/${playlistId}/tracks
to add tracks to a playlist I created.
How do I DELETE tracks from the playlist?
The documentation does not mention a method for this. I have tried calling DELETE methods in various combinations but nothing seems to work.
Is this possible?
Hello,
Basically, I am reading and writing an asset.
To simplify, I am just reading the asset and rewriting it into an output video without any modifications.
However, I want to add a fade-out effect to the last three seconds of the output video.
I don’t know how to do this.
So far, before adding the CMSampleBuffer to the output video, I tried reducing its volume using an extension on CMSampleBuffer.
In the extension, I passed 0.4 for testing, aiming to reduce the video's overall volume by 60%.
My question is:
How can I directly adjust the volume of a CMSampleBuffer?
Here is the extension:
extension CMSampleBuffer {
func adjustVolume(by factor: Float) -> CMSampleBuffer? {
guard let blockBuffer = CMSampleBufferGetDataBuffer(self) else { return nil }
var length = 0
var dataPointer: UnsafeMutablePointer<Int8>?
guard CMBlockBufferGetDataPointer(blockBuffer, atOffset: 0, lengthAtOffsetOut: nil, totalLengthOut: &length, dataPointerOut: &dataPointer) == kCMBlockBufferNoErr else { return nil }
guard let dataPointer = dataPointer else { return nil }
let sampleCount = length / MemoryLayout<Int16>.size
dataPointer.withMemoryRebound(to: Int16.self, capacity: sampleCount) { pointer in
for i in 0..<sampleCount {
let sample = Float(pointer[i])
pointer[i] = Int16(sample * factor)
}
}
return self
}
}
When building an application that can be built on iOS using macCatalyst, a link error like the one below will occur.
Undefined symbol: OBJC_CLASS$_AVPlayerViewController
The AVPlayerViewController documentation seems to support macCatalyst, but what is the reality?
[AVPlayerViewController](https://developer.apple.com/documentation/avkit/avplayerviewcontroller? language=objc)
Each version of the environment is as follows.
Xcode 16.2
macOS deployment target: macOS 10.15
iOS deployment target: iOS 13.0
Thank you for your support.
Topic:
Media Technologies
SubTopic:
General