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AVAssetResourceLoaderDelegate for radio stream
Hi everyone, I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time. I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue. Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio? Any tips, examples, or advice would be appreciated. Thanks!
0
0
190
Jun ’25
Email "Updates to FairPlay Streaming Server SDK" makes no sense
Hi, While I don't normally use FairPlay, I got this email that is so strangely worded I am wondering if it makes sense to people who do know it or if it has some typo or what. You can only generate certificates for SDK 4, also SDK 4 is no longer supported? (Also "will not expire" is imprecise phrasing, certificates presumably will expire, I think it meant to say are still valid / are not invalidated.)
3
0
427
Oct ’25
Memory leak when performing DetectHumanBodyPose3DRequest request
Hi, I'm developing an application for macos and ios that has to run DetectHumanBodyPose3DRequest model in real time for retrieving the 3d skeleton from the camera. I'm experiencing a memory leak every time the model is used (when i comment that line, the memory stays constant). After a minute it uses about 1GB of ram running with mac catalyst. I attached a minimal project that has this problem Code Camera View import SwiftUI import Combine import Vision struct CameraView: View { @StateObject private var viewModel = CameraViewModel() var body: some View { HStack { ZStack { GeometryReader { geometry in if let image = viewModel.currentFrame { Image(decorative: image, scale: 1) .resizable() .scaledToFill() .frame(width: geometry.size.width, height: geometry.size.height) .clipped() } else { ProgressView() } } } } } } class CameraViewModel: ObservableObject { @Published var currentFrame: CGImage? @Published var frameRate: Double = 0 @Published var currentVisionBodyPose: HumanBodyPose3DObservation? // Store current body pose @Published var currentImageSize: CGSize? // Store current image size private var cameraManager: CameraManager? private var humanBodyPose = HumanBodyPose3DDetector() private var lastClassificationTime = Date() private var frameCount = 0 private var lastFrameTime = Date() private let classificationThrottleInterval: TimeInterval = 1.0 private var lastPoseSendTime: Date = .distantPast init() { cameraManager = CameraManager() startPreview() startClassification() } private func startPreview() { Task { guard let previewStream = cameraManager?.previewStream else { return } for await frame in previewStream { let size = CGSize(width: frame.width, height: frame.height) Task { @MainActor in self.currentFrame = frame self.currentImageSize = size self.updateFrameRate() } } } } private func startClassification() { Task { guard let classificationStream = cameraManager?.classificationStream else { return } for await pixelBuffer in classificationStream { self.classifyFrame(pixelBuffer: pixelBuffer) } } } private func classifyFrame(pixelBuffer: CVPixelBuffer) { humanBodyPose.runHumanBodyPose3DRequestOnImage(pixelBuffer: pixelBuffer) { [weak self] observation in guard let self = self else { return } DispatchQueue.main.async { if let observation = observation { self.currentVisionBodyPose = observation print(observation) } else { self.currentVisionBodyPose = nil } } } } private func updateFrameRate() { frameCount += 1 let now = Date() let elapsed = now.timeIntervalSince(lastFrameTime) if elapsed >= 1.0 { frameRate = Double(frameCount) / elapsed frameCount = 0 lastFrameTime = now } } } HumanBodyPose3DDetector import Foundation import Vision class HumanBodyPose3DDetector: NSObject, ObservableObject { @Published var humanObservation: HumanBodyPose3DObservation? = nil private let queue = DispatchQueue(label: "humanbodypose.queue") private let request = DetectHumanBodyPose3DRequest() private struct SendablePixelBuffer: @unchecked Sendable { let buffer: CVPixelBuffer } public func runHumanBodyPose3DRequestOnImage(pixelBuffer: CVPixelBuffer, completion: @escaping (HumanBodyPose3DObservation?) -> Void) { let sendableBuffer = SendablePixelBuffer(buffer: pixelBuffer) queue.async { [weak self] in Task { [weak self, sendableBuffer] in do { guard let self = self else { return } let result = try await self.request.perform(on: sendableBuffer.buffer) //process result DispatchQueue.main.async { if result.isEmpty { completion(nil) } else { completion(result[0]) } } } catch { DispatchQueue.main.async { completion(nil) } } } } } }
1
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208
Jun ’25
Play Audio and Recognize Speech in Car
Hello, I'm trying to determine the best/recommended AVAudioSession configuration (i.e category, mode, and options) for the following use-case. Essentially, I'd like to switch between periods of playing an audio file and then recognizing speech. The audio file is typically speech and I don't intend for playback and speech recognition to occur simultaneously. I'd like for the user to sill be able to interact with Siri and I'd like for it to work with CarPlay where navigation prompts can occur. I would assume the category to use is 'playAndRecord', but I'm not sure if it's better to just set that once for the entire lifecycle, or set to 'playback' for audio file playback and then switch to 'playAndRecord' for speech recognition . I'm also not sure on the best 'mode' and 'options' to set. Any suggestions would be appreciated. Thanks.
0
0
673
Sep ’25
Bluetooth headphones
Any one experience this bug, when playing a video the bluetooth headphones loose audio? my workaround is to select from one of the other audio outputs, and go back again and select the affected headphone.
1
0
132
Aug ’25
401 Unauthorized when attempting to access Apple Music Feed API
Hello, I am trying to access the Apple Music Feed API, but I am recieving a 401 Unauthorized error message whenever I try to access it. I have tried using my own code to generate a JWT and directly call the API (which can call the standard Apple Music API successfully). > GET /v1/feed/song/latest HTTP/2 > Host: api.media.apple.com > user-agent: insomnia/2023.5.8 > authorization: Bearer [REDACTED] > accept: */* < HTTP/2 401 < content-type: application/json; charset=utf-8 < content-length: 0 < x-apple-jingle-correlation-key: AV5IOHBNM2UUJVOFQ4HZ2TGF6Q < x-daiquiri-instance: daiquiri:10001:daiquiri-all-shared-ext-7bb7c9b9bb-r459v:7987:25RELEASE91:daiquiri-amp-kubernetes-shared-ext-ak8s-prod-pv4-amp-daiquiri-ingress-prod and also the Apple provided Python example code, which gives me authentication errors too. $ python3 ./apple_music_feed_example.py --key-id NMBH[...] --team-id 3TNZ[...] --secret-key-file-path "/Users/foxt/Documents/am-feed/NMBH[...].p8" --out-dir . running.... INFO:__main__:Sending requests to https://api.media.apple.com INFO:__main__:Getting the latest export for feed artist Exception: Authentication Failed. Did you provide the correct team id, key id, and p8 file? Does this API need to be enabled on my account separately from the main Apple Music API? The documentation reads to me as if anyone with an Apple Developer Programme membership can use this API and I did not see any information regarding any other requirements
0
0
477
Sep ’25
Save slow motion video with custom playback speed bar
Background: For iOS, I have built a custom video record app that records video at the highest possible FPS (supposed to be around 240 FPS but more like ~200 in practice). When I save this video to the user's camera roll, I notice this dynamic playback speed bar. This bar will speed up or slow down the video. My question: How can I save my video such that this playback speed bar is constantly slow or plays at real time speed? For reference I have include the playback speed bar that I am talking about in the screenshot, you can find this in the photo app when you record slow motion video.
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232
Aug ’25
AVPlayerView with .inline controlsStyle macOS 26
My audio app shows a control bar at the bottom of the window. The controls show nicely, but there is a black "slab" appearing behind the inline controls, the same size as the playerView. Setting the player view background color does nothing: playerView.wantsLayer = true playerView.layer?.backgroundColor = NSColor.clear.cgColor How can I clear the background? If I use .floating controlsStyle, I don't get the background "slab".
0
0
175
Oct ’25
Handling AVAudioEngine Configuration Change
Hi all, I have been quite stumped on this behavior for a little bit now, so thought it best to share here and see if someone more experience with AVAudioEngine / AVAudioSession can weigh in. Right now I have a AVAudioEngine that I am using to perform some voice chat with and give buffers to play. This works perfectly until route changes start to occur, which causes the AVAudioEngine to reset itself, which then causes all players attached to this engine to be stopped. Once a AVPlayerNode gets stopped due to this (but also any other time), all samples that were scheduled to be played then get purged. Where this becomes confusing for me is the completion handler gets called every time regardless of the sound actually being played. Is there a reliable way to know if a sample needs to be rescheduled after a player has been reset? I am not quite sure in my case what my observer of AVAudioEngineConfigurationChange needs to be doing, as this engine only handles output. All input is through a separate engine for simplicity. Currently I am storing a queue of samples as they get sent to the AVPlayerNode for playback, and after that completion checking if the player isPlaying or not. If it's playing I assume that the sound actually was played- and if not then I leave it in the queue and assume that an observer on the route change or the configuration change will realize there are samples in the queue and reset them Thanks for any feedback!
3
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1.1k
Oct ’25
PHFetchOptions.includeHiddenAssets does not correctly return asset by id
When attempting to access a PHAsset that is in the hidden folder of iOS26, the PHFetchResult always returns no items, even when the user has granted full access to photos and even when includeHiddenAssets is true. This is the code suggested by ChatGPT; it always fails: public func fetchAsset(withLocalIdentifier identifier: String) -> PSSPHAssetImplementing? { // First try the direct fetch by identifier (fast path) let directResult = PHAsset.fetchAssets(withLocalIdentifiers: [identifier], options: nil) if let asset = directResult.firstObject { return build(from: asset) } // Fallback: fetch all assets including hidden, then filter manually let options = PHFetchOptions() options.includeHiddenAssets = true let allAssets = PHAsset.fetchAssets(with: options) for index in 0..<allAssets.count { let asset = allAssets.object(at: index) if asset.localIdentifier == identifier { return build(from: asset) } } return nil } Is it no longer possible to retrieve a hidden photo in iOS 26?
1
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483
Sep ’25
MPNowPlayingInfoCenter playbackState fails to update after losing audio focus on macOS
My Environment: Device: Mac (Apple Silicon, arm64) OS: macOS 15.6.1 Description: I'm developing a music app and have encountered an issue where I cannot update the playbackState in MPNowPlayingInfoCenter after my app loses audio focus to another app. Even though my app correctly calls [MPNowPlayingInfoCenter defaultCenter].playbackState = .paused, the system's Now Playing UI (Control Center, Lock Screen, AirPods controls) does not reflect this change. The UI remains stuck until the app that currently holds audio focus also changes its playback state. I've observed this same behavior in other third-party music apps from the App Store, which suggests it might be a system-level issue. Steps to Reproduce: Use two most popular music apps in Chinese app Store (NeteaseCloud music and QQ music) (let's call them App A and App B): Start playback in App A. Start playback in App B. (App B now has audio focus, and App A is still playing). Attempt to pause App A via the system's Control Center or its own UI. Observed Behavior: App A's audio stream stops, but in the system's Now Playing controls, App A still appears to be playing. The progress bar continues to advance, and the pause button becomes unresponsive. If you then pause App B, the Now Playing UI for App A immediately corrects itself and displays the proper "paused" state. My Questions: Is there a specific procedure required to update MPNowPlayingInfoCenter when an app is not the current "Now Playing" application? Is this a known issue or expected behavior in macOS? Are there any official workarounds or solutions to ensure the UI updates correctly?
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237
Sep ’25
Audio driver based on AudioDriverKit sometimes hangs after sleep
Dear Sirs, I’ve written a virtual audio driver based on AudioDriverKit and running as dext in my MacOS app. Sometimes when waking up from a sleep state the recording side of my driver extension seems to hang and I don’t see any calls to my io_operation callback. Then the recording app like a DAW seems to hang when trying to start a recording. This doesn’t happen after short sleep states or after a complete new start of my MacBook. I already opened a case in Feedback-Assistant on 5th of May (FB17503622) which also includes a sysdiagnose and a ktrace but I didn't get any feedback so far. Meanwhile some of our customers are getting angry and I'd like to know if there's anything I could do to fix this problem on my side. We’re not sure whether this worked in previous MacOS versions, we think we didn’t observe this before 15.3.1 but at least since 15.3.1. we’ve seen this problem. Best regards, Johannes
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226
Aug ’25
any app shows a black square instead of the camera picture
Hi! I am making an app for Apple Vision pro (VisionOS 2.5) that is scanning the surroundings and recognises all the texts around you. I tried to use the AVCaptureSession library, but when I run the app from xcode on the real AVP device, the camera is not accessible. I enabled the camera access in my Info.plist: NSCameraUsageDescription Used for live text recognition and I checked camera settings in the AVP, there are no restrictions. However I have always a black square with a crossed camera icon displayed instead of the image from the camera. I tried a couple of different apps from Github using the AVCaptureSession and they all display the black square instead of the picture. What can be wrong with the camera?
2
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145
Jun ’25
AVKit - PiP with AVSampleBufferDisplayLayer Error
AVPictureInPictureControllerContentSource *contentSource = [[AVPictureInPictureControllerContentSource alloc] initWithSampleBufferDisplayLayer:self.renderView.sampleBufferDisplayLayer playbackDelegate:self]; AVPictureInPictureController *pictureInPictureController = [[AVPictureInPictureController alloc] initWithContentSource:contentSource]; pictureInPictureController.delegate = self; (void)pictureInPictureController:(AVPictureInPictureController *)pictureInPictureController failedToStartPictureInPictureWithError:(NSError *)error { //error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0 } when first start the PiP play, I got the error "//error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0", why? and second start is Ok.
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218
Jul ’25
How to update of live blogs in Apple News automatically?
I am working to update a live blog in Apple News. As far as I know there is an update endpoint to update a content in Apple News. Is there any feature in Apple News to trigger an event when the original content updated and pull the updated content?
Replies
0
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0
Views
253
Activity
Aug ’25
AVAssetResourceLoaderDelegate for radio stream
Hi everyone, I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time. I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue. Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio? Any tips, examples, or advice would be appreciated. Thanks!
Replies
0
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0
Views
190
Activity
Jun ’25
Apple Device Sync Backup
When using the Apple Devices to sync Apple Music to iPhone where is the Apple Devices backup being written to? Apple Devices->music->sync. Not trying to backup the iPhone via Apple Devices app.
Replies
0
Boosts
0
Views
98
Activity
Jun ’25
Email "Updates to FairPlay Streaming Server SDK" makes no sense
Hi, While I don't normally use FairPlay, I got this email that is so strangely worded I am wondering if it makes sense to people who do know it or if it has some typo or what. You can only generate certificates for SDK 4, also SDK 4 is no longer supported? (Also "will not expire" is imprecise phrasing, certificates presumably will expire, I think it meant to say are still valid / are not invalidated.)
Replies
3
Boosts
0
Views
427
Activity
Oct ’25
Memory leak when performing DetectHumanBodyPose3DRequest request
Hi, I'm developing an application for macos and ios that has to run DetectHumanBodyPose3DRequest model in real time for retrieving the 3d skeleton from the camera. I'm experiencing a memory leak every time the model is used (when i comment that line, the memory stays constant). After a minute it uses about 1GB of ram running with mac catalyst. I attached a minimal project that has this problem Code Camera View import SwiftUI import Combine import Vision struct CameraView: View { @StateObject private var viewModel = CameraViewModel() var body: some View { HStack { ZStack { GeometryReader { geometry in if let image = viewModel.currentFrame { Image(decorative: image, scale: 1) .resizable() .scaledToFill() .frame(width: geometry.size.width, height: geometry.size.height) .clipped() } else { ProgressView() } } } } } } class CameraViewModel: ObservableObject { @Published var currentFrame: CGImage? @Published var frameRate: Double = 0 @Published var currentVisionBodyPose: HumanBodyPose3DObservation? // Store current body pose @Published var currentImageSize: CGSize? // Store current image size private var cameraManager: CameraManager? private var humanBodyPose = HumanBodyPose3DDetector() private var lastClassificationTime = Date() private var frameCount = 0 private var lastFrameTime = Date() private let classificationThrottleInterval: TimeInterval = 1.0 private var lastPoseSendTime: Date = .distantPast init() { cameraManager = CameraManager() startPreview() startClassification() } private func startPreview() { Task { guard let previewStream = cameraManager?.previewStream else { return } for await frame in previewStream { let size = CGSize(width: frame.width, height: frame.height) Task { @MainActor in self.currentFrame = frame self.currentImageSize = size self.updateFrameRate() } } } } private func startClassification() { Task { guard let classificationStream = cameraManager?.classificationStream else { return } for await pixelBuffer in classificationStream { self.classifyFrame(pixelBuffer: pixelBuffer) } } } private func classifyFrame(pixelBuffer: CVPixelBuffer) { humanBodyPose.runHumanBodyPose3DRequestOnImage(pixelBuffer: pixelBuffer) { [weak self] observation in guard let self = self else { return } DispatchQueue.main.async { if let observation = observation { self.currentVisionBodyPose = observation print(observation) } else { self.currentVisionBodyPose = nil } } } } private func updateFrameRate() { frameCount += 1 let now = Date() let elapsed = now.timeIntervalSince(lastFrameTime) if elapsed >= 1.0 { frameRate = Double(frameCount) / elapsed frameCount = 0 lastFrameTime = now } } } HumanBodyPose3DDetector import Foundation import Vision class HumanBodyPose3DDetector: NSObject, ObservableObject { @Published var humanObservation: HumanBodyPose3DObservation? = nil private let queue = DispatchQueue(label: "humanbodypose.queue") private let request = DetectHumanBodyPose3DRequest() private struct SendablePixelBuffer: @unchecked Sendable { let buffer: CVPixelBuffer } public func runHumanBodyPose3DRequestOnImage(pixelBuffer: CVPixelBuffer, completion: @escaping (HumanBodyPose3DObservation?) -> Void) { let sendableBuffer = SendablePixelBuffer(buffer: pixelBuffer) queue.async { [weak self] in Task { [weak self, sendableBuffer] in do { guard let self = self else { return } let result = try await self.request.perform(on: sendableBuffer.buffer) //process result DispatchQueue.main.async { if result.isEmpty { completion(nil) } else { completion(result[0]) } } } catch { DispatchQueue.main.async { completion(nil) } } } } } }
Replies
1
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0
Views
208
Activity
Jun ’25
Play Audio and Recognize Speech in Car
Hello, I'm trying to determine the best/recommended AVAudioSession configuration (i.e category, mode, and options) for the following use-case. Essentially, I'd like to switch between periods of playing an audio file and then recognizing speech. The audio file is typically speech and I don't intend for playback and speech recognition to occur simultaneously. I'd like for the user to sill be able to interact with Siri and I'd like for it to work with CarPlay where navigation prompts can occur. I would assume the category to use is 'playAndRecord', but I'm not sure if it's better to just set that once for the entire lifecycle, or set to 'playback' for audio file playback and then switch to 'playAndRecord' for speech recognition . I'm also not sure on the best 'mode' and 'options' to set. Any suggestions would be appreciated. Thanks.
Replies
0
Boosts
0
Views
673
Activity
Sep ’25
Bluetooth headphones
Any one experience this bug, when playing a video the bluetooth headphones loose audio? my workaround is to select from one of the other audio outputs, and go back again and select the affected headphone.
Replies
1
Boosts
0
Views
132
Activity
Aug ’25
401 Unauthorized when attempting to access Apple Music Feed API
Hello, I am trying to access the Apple Music Feed API, but I am recieving a 401 Unauthorized error message whenever I try to access it. I have tried using my own code to generate a JWT and directly call the API (which can call the standard Apple Music API successfully). > GET /v1/feed/song/latest HTTP/2 > Host: api.media.apple.com > user-agent: insomnia/2023.5.8 > authorization: Bearer [REDACTED] > accept: */* < HTTP/2 401 < content-type: application/json; charset=utf-8 < content-length: 0 < x-apple-jingle-correlation-key: AV5IOHBNM2UUJVOFQ4HZ2TGF6Q < x-daiquiri-instance: daiquiri:10001:daiquiri-all-shared-ext-7bb7c9b9bb-r459v:7987:25RELEASE91:daiquiri-amp-kubernetes-shared-ext-ak8s-prod-pv4-amp-daiquiri-ingress-prod and also the Apple provided Python example code, which gives me authentication errors too. $ python3 ./apple_music_feed_example.py --key-id NMBH[...] --team-id 3TNZ[...] --secret-key-file-path "/Users/foxt/Documents/am-feed/NMBH[...].p8" --out-dir . running.... INFO:__main__:Sending requests to https://api.media.apple.com INFO:__main__:Getting the latest export for feed artist Exception: Authentication Failed. Did you provide the correct team id, key id, and p8 file? Does this API need to be enabled on my account separately from the main Apple Music API? The documentation reads to me as if anyone with an Apple Developer Programme membership can use this API and I did not see any information regarding any other requirements
Replies
0
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0
Views
477
Activity
Sep ’25
Save slow motion video with custom playback speed bar
Background: For iOS, I have built a custom video record app that records video at the highest possible FPS (supposed to be around 240 FPS but more like ~200 in practice). When I save this video to the user's camera roll, I notice this dynamic playback speed bar. This bar will speed up or slow down the video. My question: How can I save my video such that this playback speed bar is constantly slow or plays at real time speed? For reference I have include the playback speed bar that I am talking about in the screenshot, you can find this in the photo app when you record slow motion video.
Replies
0
Boosts
0
Views
232
Activity
Aug ’25
Audio of AirPods won’t work
Since the last update to IOS 26.0 (23A5276f) the AirPods connect to my IPhone and the Audio is still running through the phone. They are shown in the Bluetooth Icon that they’re paired.
Replies
1
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0
Views
104
Activity
Jun ’25
Use of MusicKit in mobile app to manipulate audio with EQ
Hello, I want to know if there are any restrictions with MusicKit to be used in a mobile app to be able to manipulate audio with an EQ on tracks coming from Apple Music, without modifying the actual track structure/data of course, just the audio output.
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0
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0
Views
435
Activity
Sep ’25
AVPlayerView with .inline controlsStyle macOS 26
My audio app shows a control bar at the bottom of the window. The controls show nicely, but there is a black "slab" appearing behind the inline controls, the same size as the playerView. Setting the player view background color does nothing: playerView.wantsLayer = true playerView.layer?.backgroundColor = NSColor.clear.cgColor How can I clear the background? If I use .floating controlsStyle, I don't get the background "slab".
Replies
0
Boosts
0
Views
175
Activity
Oct ’25
CoreMIDI: neither syslog nor unified logging works.
Hi, macOS (latest macOS, latest HW, but doesn't matter) seems to prevent CoreMIDI driver logging with standard logging procedures (syslog, unified logging). The only chance to log something is writing to a file at one of the rare write-accessible locations for CoreMIDI. How is this supposed to work? Any hint is highly appreciated. Thanks!
Replies
3
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0
Views
401
Activity
Oct ’25
FairPlay Streaming Credentials – Request Status Inquiry
Hi, I submitted the FairPlay Streaming Credentials Approval request, but it's been 15 days and I haven't received a response yet. Do you happen to know how long they usually take to reply to these requests?
Replies
1
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0
Views
254
Activity
Oct ’25
Handling AVAudioEngine Configuration Change
Hi all, I have been quite stumped on this behavior for a little bit now, so thought it best to share here and see if someone more experience with AVAudioEngine / AVAudioSession can weigh in. Right now I have a AVAudioEngine that I am using to perform some voice chat with and give buffers to play. This works perfectly until route changes start to occur, which causes the AVAudioEngine to reset itself, which then causes all players attached to this engine to be stopped. Once a AVPlayerNode gets stopped due to this (but also any other time), all samples that were scheduled to be played then get purged. Where this becomes confusing for me is the completion handler gets called every time regardless of the sound actually being played. Is there a reliable way to know if a sample needs to be rescheduled after a player has been reset? I am not quite sure in my case what my observer of AVAudioEngineConfigurationChange needs to be doing, as this engine only handles output. All input is through a separate engine for simplicity. Currently I am storing a queue of samples as they get sent to the AVPlayerNode for playback, and after that completion checking if the player isPlaying or not. If it's playing I assume that the sound actually was played- and if not then I leave it in the queue and assume that an observer on the route change or the configuration change will realize there are samples in the queue and reset them Thanks for any feedback!
Replies
3
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0
Views
1.1k
Activity
Oct ’25
PHFetchOptions.includeHiddenAssets does not correctly return asset by id
When attempting to access a PHAsset that is in the hidden folder of iOS26, the PHFetchResult always returns no items, even when the user has granted full access to photos and even when includeHiddenAssets is true. This is the code suggested by ChatGPT; it always fails: public func fetchAsset(withLocalIdentifier identifier: String) -> PSSPHAssetImplementing? { // First try the direct fetch by identifier (fast path) let directResult = PHAsset.fetchAssets(withLocalIdentifiers: [identifier], options: nil) if let asset = directResult.firstObject { return build(from: asset) } // Fallback: fetch all assets including hidden, then filter manually let options = PHFetchOptions() options.includeHiddenAssets = true let allAssets = PHAsset.fetchAssets(with: options) for index in 0..<allAssets.count { let asset = allAssets.object(at: index) if asset.localIdentifier == identifier { return build(from: asset) } } return nil } Is it no longer possible to retrieve a hidden photo in iOS 26?
Replies
1
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0
Views
483
Activity
Sep ’25
MPNowPlayingInfoCenter playbackState fails to update after losing audio focus on macOS
My Environment: Device: Mac (Apple Silicon, arm64) OS: macOS 15.6.1 Description: I'm developing a music app and have encountered an issue where I cannot update the playbackState in MPNowPlayingInfoCenter after my app loses audio focus to another app. Even though my app correctly calls [MPNowPlayingInfoCenter defaultCenter].playbackState = .paused, the system's Now Playing UI (Control Center, Lock Screen, AirPods controls) does not reflect this change. The UI remains stuck until the app that currently holds audio focus also changes its playback state. I've observed this same behavior in other third-party music apps from the App Store, which suggests it might be a system-level issue. Steps to Reproduce: Use two most popular music apps in Chinese app Store (NeteaseCloud music and QQ music) (let's call them App A and App B): Start playback in App A. Start playback in App B. (App B now has audio focus, and App A is still playing). Attempt to pause App A via the system's Control Center or its own UI. Observed Behavior: App A's audio stream stops, but in the system's Now Playing controls, App A still appears to be playing. The progress bar continues to advance, and the pause button becomes unresponsive. If you then pause App B, the Now Playing UI for App A immediately corrects itself and displays the proper "paused" state. My Questions: Is there a specific procedure required to update MPNowPlayingInfoCenter when an app is not the current "Now Playing" application? Is this a known issue or expected behavior in macOS? Are there any official workarounds or solutions to ensure the UI updates correctly?
Replies
0
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0
Views
237
Activity
Sep ’25
Audio driver based on AudioDriverKit sometimes hangs after sleep
Dear Sirs, I’ve written a virtual audio driver based on AudioDriverKit and running as dext in my MacOS app. Sometimes when waking up from a sleep state the recording side of my driver extension seems to hang and I don’t see any calls to my io_operation callback. Then the recording app like a DAW seems to hang when trying to start a recording. This doesn’t happen after short sleep states or after a complete new start of my MacBook. I already opened a case in Feedback-Assistant on 5th of May (FB17503622) which also includes a sysdiagnose and a ktrace but I didn't get any feedback so far. Meanwhile some of our customers are getting angry and I'd like to know if there's anything I could do to fix this problem on my side. We’re not sure whether this worked in previous MacOS versions, we think we didn’t observe this before 15.3.1 but at least since 15.3.1. we’ve seen this problem. Best regards, Johannes
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1
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226
Activity
Aug ’25
any app shows a black square instead of the camera picture
Hi! I am making an app for Apple Vision pro (VisionOS 2.5) that is scanning the surroundings and recognises all the texts around you. I tried to use the AVCaptureSession library, but when I run the app from xcode on the real AVP device, the camera is not accessible. I enabled the camera access in my Info.plist: NSCameraUsageDescription Used for live text recognition and I checked camera settings in the AVP, there are no restrictions. However I have always a black square with a crossed camera icon displayed instead of the image from the camera. I tried a couple of different apps from Github using the AVCaptureSession and they all display the black square instead of the picture. What can be wrong with the camera?
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2
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145
Activity
Jun ’25
AVKit - PiP with AVSampleBufferDisplayLayer Error
AVPictureInPictureControllerContentSource *contentSource = [[AVPictureInPictureControllerContentSource alloc] initWithSampleBufferDisplayLayer:self.renderView.sampleBufferDisplayLayer playbackDelegate:self]; AVPictureInPictureController *pictureInPictureController = [[AVPictureInPictureController alloc] initWithContentSource:contentSource]; pictureInPictureController.delegate = self; (void)pictureInPictureController:(AVPictureInPictureController *)pictureInPictureController failedToStartPictureInPictureWithError:(NSError *)error { //error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0 } when first start the PiP play, I got the error "//error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0", why? and second start is Ok.
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0
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218
Activity
Jul ’25