Where can I find the documentation of the Genlock feature of the iPhone 17 Pro? How does it work and how can I use it in my app?
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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Hi everyone,
I’m working on an iOS MusicKit app that overlays a metronome on top of Apple Music playback, using ApplicationMusicPlayer. To line the clicks up perfectly I’d like access to low-level audio analysis data—ideally a waveform / spectrogram or beat grid—while the track is playing.
I’ve noticed that several approved DJ apps (e.g. djay, Serato, rekordbox) can already:
• Display detailed scrolling waveforms of Apple Music songs
• Scratch, loop or time-stretch those tracks in real time
That implies they receive decoded PCM frames or at least high-resolution analysis data from Apple Music under a special entitlement.
My questions:
Does MusicKit (or any public framework) expose real-time audio buffers, FFT bins, or beat markers for streaming Apple Music content?
If not, is there an Apple program or entitlement that developers can apply for—similar to the “DJ with Apple Music” initiative—to gain that deeper access?
Where can I find official documentation or a point of contact for this kind of request?
I’ve searched the docs and forums but only see standard MusicKit playback APIs, which don’t appear to expose raw audio for DRM-protected songs. Any guidance, links or insider tips on the proper application process would be hugely appreciated!
Thanks in advance.
We are getting reports from customers that they are not able to play videos in our app after updating their phones to iOS18.3.1.
(Further checking indicates that it happens on all iOS18 versions. It suddenly started occurring from February 18th, 2025)
When checking logs we see that playback is failing due to CoreMediaErrorDomain error -42709.
This is an undocumented error code and hence we do not know the cause of the playback issue.
Does anyone know what this error code means and how the app should handle it?
Reported as FB16638501.
Topic:
Media Technologies
SubTopic:
Streaming
Hi everyone,
We’re currently developing a music-based app using MusicKit, and we recently noticed that iOS 26 beta introduces a new “Automix” feature in the Apple Music app. This enables seamless DJ-style transitions between songs—beyond the standard crossfade functionality.
We’re trying to understand:
Will this Automix feature be accessible to third-party apps that use MusicKit?
If not available in the initial iOS 26 release, is there a plan to expose it through public APIs in a future update?
Is there any technical documentation, WWDC session, or roadmap info regarding Automix support via MusicKit?
This functionality would be a significant enhancement for our app, especially for intelligent audio transitions and curated playlists.
Thanks.
Hi, Apple's engineer.
Hoping that you can reply to this one.
We're developing a Text-to-Speak app. Everything went well until the IOS got upgraded to 18.
AVSpeechSynthesisVoice(language: "zh-CN") is running well under IOS 16 AND IOS 17. It speaks Mandarin correctly.
In IOS 18, we noticed that Siri's Language setting interrupted the performance of AVSpeechSynthesisVoice. It plays Cantonese instead of Mandarin.
Buggy language setting in Siri that affects the AVSpeechSynthesisVoice :
Chinese (Cantonese - China mainland)
Chinese (Cantonese -Hong Kong)
Hello,
Environment
macOS 15.6.1 / Xcode 26 beta 7 / iOS 26 Beta 9
In a simple AVFoundation video-playback sample, I’m seeing different behavior between iOS 18 and iOS 26 regarding AVPlayerItem.didPlayToEndTimeNotification.
I’ve attached a minimal sample below. Please replace videoURL with a valid short video URL.
Repro steps
Tap “Play” to start playback and let the video finish.
The AVPlayerItem.didPlayToEndTimeNotification registered with NotificationCenter should fire, and you should see Play finished. in the console.
Without relaunching, tap “Play” again. This is where the issue arises.
Observed behavior
On iOS 18 and earlier: The video does not play again (it does not restart from the beginning), but AVPlayerItem.didPlayToEndTimeNotification is posted and Play finished. appears in the console. The same happens every time you press “Play”.
On iOS 26: Pressing “Play” does not post AVPlayerItem.didPlayToEndTimeNotification. The code path that prints Play finished. is never called (the callback enclosing that line is not invoked again).
Building the same program with Xcode 16.4 and running it on an iOS 26 beta device shows the same phenomenon, which suggests there has been a behavioral change for AVPlayerItem.didPlayToEndTimeNotification on iOS 26. I couldn’t find any mention of this in the release notes or API Reference.
Because the semantics around AVPlayerItem.didPlayToEndTimeNotification appear to differ, we’re forced to adjust our logic. If there is a way to achieve the iOS 18–style behavior on iOS 26, I would appreciate guidance.
Alternatively, if this change is intentional, could you share the reasoning? Is iOS 26 the correct behavior from Apple’s perspective and iOS 18 (and earlier) behavior considered incorrect? Any official clarification would be extremely helpful.
import UIKit
import AVFoundation
final class ViewController: UIViewController {
private let videoURL = URL(string: "https://......mp4")!
private var player: AVPlayer?
private var playerItem: AVPlayerItem?
private var playerLayer: AVPlayerLayer?
private var observeForComplete: NSObjectProtocol?
// UI
private let playerContainerView = UIView()
private let playButton = UIButton(type: .system)
private let stopButton = UIButton(type: .system)
private let replayButton = UIButton(type: .system)
deinit {
if let observeForComplete {
NotificationCenter.default.removeObserver(observeForComplete)
}
}
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemBackground
setupUI()
setupPlayer()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
playerLayer?.frame = playerContainerView.bounds
}
// MARK: - Setup
private func setupUI() {
playerContainerView.translatesAutoresizingMaskIntoConstraints = false
playerContainerView.backgroundColor = .black
view.addSubview(playerContainerView)
// Buttons
playButton.setTitle("Play", for: .normal)
stopButton.setTitle("Pause", for: .normal)
replayButton.setTitle("RePlay", for: .normal)
[playButton, stopButton, replayButton].forEach {
$0.titleLabel?.font = .systemFont(ofSize: 16, weight: .semibold)
$0.translatesAutoresizingMaskIntoConstraints = false
$0.contentEdgeInsets = UIEdgeInsets(top: 10, left: 16, bottom: 10, right: 16)
}
let stack = UIStackView(arrangedSubviews: [playButton, stopButton, replayButton])
stack.axis = .horizontal
stack.spacing = 16
stack.alignment = .center
stack.distribution = .equalCentering
stack.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stack)
NSLayoutConstraint.activate([
playerContainerView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 20),
playerContainerView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
playerContainerView.trailingAnchor.constraint(equalTo: view.trailingAnchor),
playerContainerView.heightAnchor.constraint(equalToConstant: 200),
stack.topAnchor.constraint(equalTo: playerContainerView.bottomAnchor, constant: 20),
stack.centerXAnchor.constraint(equalTo: view.centerXAnchor)
])
// Action
playButton.addTarget(self, action: #selector(didTapPlay), for: .touchUpInside)
stopButton.addTarget(self, action: #selector(didTapStop), for: .touchUpInside)
replayButton.addTarget(self, action: #selector(didTapReplayFromStart), for: .touchUpInside)
}
private func setupPlayer() {
// AVURLAsset -> AVPlayerItem → AVPlayer
let asset = AVURLAsset(url: videoURL)
let item = AVPlayerItem(asset: asset)
self.playerItem = item
let player = AVPlayer(playerItem: item)
player.automaticallyWaitsToMinimizeStalling = true
self.player = player
let layer = AVPlayerLayer(player: player)
layer.videoGravity = .resizeAspect
playerContainerView.layer.addSublayer(layer)
layer.frame = playerContainerView.bounds
self.playerLayer = layer
// Notification
if let observeForComplete {
NotificationCenter.default.removeObserver(observeForComplete)
}
if let playerItem {
observeForComplete = NotificationCenter.default.addObserver(
forName: AVPlayerItem.didPlayToEndTimeNotification,
object: playerItem,
queue: .main
) { [weak self] _ in
guard self != nil else { return }
Task { @MainActor in
print("Play finished.")
}
}
}
}
// MARK: - Actions
@objc private func didTapPlay() {
player?.play()
}
@objc private func didTapStop() {
player?.pause()
}
// RePlay
@objc private func didTapReplayFromStart() {
player?.seek(to: .zero, toleranceBefore: .zero, toleranceAfter: .zero) { [weak self] _ in
self?.player?.play()
}
}
}
I would greatly appreciate an official response from Apple engineering on whether this is an intentional change, a regression, or an API contract clarification, and what the recommended approach is going forward. Thank you.
A recent WWDC session "Learn about Apple Immersive Video technologies" showed a Apple Spatial Audio Format Panner plugin for Pro Tools. The presenter stated that it's available on a per-user license.
Where can users access this?
Some users reported that their images are not loading correctly in our app. After a lot of debugging we identified the following:
This only happens when the app is build for Mac Catalyst. Not on iOS, iPadOS, or “real” macOS (AppKit).
The images in question have unusual color spaces. We observed the issue for uRGB and eciRGB v2.
Those images are rendered correctly in Photos and Preview on all platforms.
When displaying the image inside of a UIImageView or in a SwiftUI Image, they render correctly.
The issue only occurs when loading the image via Core Image.
When comparing the different Core Image render graphs between AppKit (working) and Catalyst (faulty) builds, they look identical—except for the result.
Mac (AppKit):
Catalyst:
Something seems to be off when Core Image tries to load an image with foreign color space in Catalyst.
We identified a workaround: By using a CGImageDestination to transcode the image using the kCGImageDestinationOptimizeColorForSharing option, Image I/O will convert the image to sRGB (or similar) and Core Image is able to load the image correctly. However, one potentially loses fidelity this way.
Or might there be a better workaround?
Topic:
Media Technologies
SubTopic:
Photos & Camera
Tags:
Image I/O
Photos and Imaging
Core Image
Core Graphics
After upgrading to iOS 18.4, I'm no longer able to establish an AirPlay v1 connection to an audio system. The symptom is that the AirPlay route picker just spins when trying to connect to an audio system. It eventually gives up.
I tested this on an iPhone 14, connecting to a HomePod, AirPort express, AppleTV and a Wiim Pro. If I try connecting with AirPlay v2, ex: using Apple Music, the connection succeeds and audio can be played.
I'm the developer of an app that plays audio over AirPlay while also recording. My app has to use AirPlay v1 because AvAudioSession doesn't allow the policy .longFormAudio when the category is .playAndRecord. This issue is a real pain as it means my app is suddenly broken for many thousands of users.
Is anyone else seeing this issue? Any suggestions for a workaround?
Recently I've been trying to play some AV1-encoded streams on my iPhone 15 Pro Max. First, I check for hardware support:
VTIsHardwareDecodeSupported(kCMVideoCodecType_AV1); // YES
Then I need to create a CMFormatDescription in order to pass it into a VTDecompressionSession. I've tried the following:
{
mediaType:'vide'
mediaSubType:'av01'
mediaSpecific: {
codecType: 'av01' dimensions: 394 x 852
}
extensions: {{
CVFieldCount = 1;
CVImageBufferChromaLocationBottomField = Left;
CVImageBufferChromaLocationTopField = Left;
CVPixelAspectRatio = {
HorizontalSpacing = 1;
VerticalSpacing = 1;
};
FullRangeVideo = 0;
}}
}
but VTDecompressionSessionCreate gives me error -8971 (codecExtensionNotFoundErr, I assume).
So it has something to do with the extensions dictionary? I can't find anywhere which set of extensions is necessary for it to work 😿.
VideoToolbox has convenient functions for creating descriptions of AVC and HEVC streams (CMVideoFormatDescriptionCreateFromH264ParameterSets and CMVideoFormatDescriptionCreateFromHEVCParameterSets), but not for AV1.
As of today I am using XCode 15.0 with iOS 17.0.0 SDK.
I have a crash related to playing video in AVPlayerViewController and AVQueuePlayer. I download the video locally from the network and then initialize it using AVAsset and AVPlayerItem. Can't reproduce locally, but crashes occur from firebase crashlytics only for users starting with iOS 18.4.0 with this trace:
Crashed: com.apple.avkit.playerControllerBackgroundQueue
0 libobjc.A.dylib 0x1458 objc_retain + 16
1 libobjc.A.dylib 0x1458 objc_retain_x0 + 16
2 AVKit 0x12afdc __77-[AVPlayerController currentEnabledAssetTrackForMediaType:completionHandler:]_block_invoke + 108
3 libdispatch.dylib 0x1aac _dispatch_call_block_and_release + 32
4 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16
5 libdispatch.dylib 0x6560 _dispatch_continuation_pop + 596
6 libdispatch.dylib 0x5bd4 _dispatch_async_redirect_invoke + 580
7 libdispatch.dylib 0x13db0 _dispatch_root_queue_drain + 364
8 libdispatch.dylib 0x1454c _dispatch_worker_thread2 + 156
9 libsystem_pthread.dylib 0x4624 _pthread_wqthread + 232
10 libsystem_pthread.dylib 0x19f8 start_wqthread + 8
Hey,
There's like this darkish line on my iPhone and iPad when I open the Photos app. This scared the ding dong out of me the first time I saw it but then I realized in was a software issue when it disappeared as I swiped up to close the app. It's really weird because it's extremely faint but I can't seem to catch it in screenshots. I know for a fact this is a software issue because it doesn't show up in any other apps. It also changes from horizontal to vertical depending on how I turn my iPhone. Can everyone please just check your own iPhone or iPad to make sure I'm not the only one? I'm on the 18.2 developer beta by the way.
Thanks!
Our multimedia application Boinx FotoMagico displays media files of various kinds with a Metal rendering engine. At the moment we still use .bgra8Unorm pixel format and sRGB color space and only render in SDR, which is increasingly a problem, as much of the video content is HDR nowadays (e.g. videos shot on an iPhone). For that reason we would like to switch to EDR rendering with .rgba16Float pixel format and extendedLinearDisplayP3 color space.
We have already worked out how to do this for HDR image files, but still have a technical problem when rendering HDR video files. We are using AVFoundation to get the video frames as CVPixelBuffers and convert them to MTLTexture using a CVMetalTextureCache. MTLTextures are then further processed in various compute shaders before being rendered to screen. However the pixel values in the texture are not what we expected. Video frames appear too bright/overexposed.
In WWDC21 session "Explore HDR rendering with EDR" Ken Greenebaum mentioned:
“AVFoundation does not presently decode HDR formats, such as HDR10, to EDR. Consequently, these need to be adapted for use with EDR rendering. This conversion is straightforward and involves two steps. First, converting to linear light by applying the inverse transfer function. And second, dividing by the medium's reference white.”
https://developer.apple.com/videos/play/wwdc2021/10161?time=1498
However, the session does not explain, how to get or calculate the correct value for "reference white". We could not find any relevant info on the web. This is why we need DTS assistance. We need the code that calculates the correct value for reference white for any kind of video, whether it is SDR or HDR, and regardless of codec and encoding. I assume that Ken Greenebaum is the best Apple engineer to ask in this case, because he recorded most of the EDR related WWDC sessions in recent years?
We have written a small test app that renders a short sample video (HLG encoding). The window contains two views. The upper view uses an AVPlayerLayer and renders the video natively just like QuickTime Player. The video content looks correct here. BTW, the window background is SDR white, so that bright EDR pixels can be clearly identified, e.g. the clouds just above the mountains in the upper left corner of the sample video. You may need to lower display brightness a bit if these clouds do not appear brighter than the white window background.
The bottom view uses a CAMetalLayer and low-level Metal rendering. The CVPixelBuffers we receive from AVFoundation still need to be scaled down so that SDR reference white reaches pixel value 1.0. Entering a value of 9.0 to 10.0 for reference white in the text field makes it look about right on my Studio Display. But that is just experimental for this sample video file. We need code to calculate the correct value for reference white for any kind of video file!
We have a couple of questions:
SDR videos should probably use 1.0 as reference white, as their encoded pixel values can already be used as is? Is this assumption correct?
Different video encoding of HDR video (HLG, PQ, etc) will probably lead to different values for reference white?
Is the value for reference white constant throughout a video, or can it vary over time, either scene by scene, or even frame by frame?
If it can vary, does the CVPixelBuffer of the current video frame contain all the necessary metadata to calculate the correct value?
Does the NSScreen.maximumExtendedDynamicRangeColorComponentValue also influence the reference white value?
The attached sample project is structured in a way that the only piece of code that needs to be modified is the ViewController.sdrReferenceWhiteValue() function. Please read the comments and the #warning in this function. This is where the code for calculating the reference white value should be inserted.
Here is the download link for the sample project:
https://www.dropbox.com/scl/fi/4w5gmftav5xhbixu9u6pb/HDRMetalTest.zip?rlkey=n8cm02soux3rx03vplgo6h1lm&dl=0
Topic:
Media Technologies
SubTopic:
Video
I'm encountering errors while using AVAudioEngine with voice processing enabled (setVoiceProcessingEnabled(true)) in scenarios where the input and output audio devices are not the same. This issue arises specifically with mismatched devices, preventing the application from functioning as expected.
Works: Paired devices (e.g., MacBook Pro mic → MacBook Pro speakers)
Fails: Mismatched devices (e.g., AirPods mic → MacBook Pro speakers)
When using paired input and output devices:
The setup works as expected.
Example: MacBook Pro microphone → MacBook Pro speakers.
When using mismatched devices:
AVAudioEngine setup fails during aggregate device construction.
Example: AirPods microphone → MacBook Pro speakers.
Error logs indicate a channel count mismatch.
Here are the partial logs. Due to the content limit, I cannot post the entire logs.
AUVPAggregate.cpp:1000 client-side input and output formats do not match (err=-10875)
AUVPAggregate.cpp:1036 err=-10875
AVAEInternal.h:109 [AVAudioEngineGraph.mm:1344:Initialize: (err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)): error -10875
AggregateDevice.mm:329 Failed expectation of constructed aggregate (312): mInput.streamChannelCounts == inputStreamChannelCounts
AggregateDevice.mm:331 Failed expectation of constructed aggregate (312): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U)
AggregateDevice.mm:182 error fetching default pair
AggregateDevice.mm:329 Failed expectation of constructed aggregate (336): mInput.streamChannelCounts == inputStreamChannelCounts
AggregateDevice.mm:331 Failed expectation of constructed aggregate (336): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U)
AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702]
AudioHardware-mac-imp.cpp:3484 AudioDeviceSetProperty: no device with given ID
AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702]
AggregateDevice.mm:182 error fetching default pair
AggregateDevice.mm:329 Failed expectation of constructed aggregate (348): mInput.streamChannelCounts == inputStreamChannelCounts
AggregateDevice.mm:331 Failed expectation of constructed aggregate (348): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U)
Is it possible to use voice processing with different input/output devices?
If yes, are there any specific configurations required to handle mismatched devices?
How can we resolve channel count mismatch errors during aggregate device construction?
Are there settings or API adjustments to enforce compatibility between input/output devices?
Are there any workarounds or alternative approaches to achieve voice processing functionality with mismatched devices?
For instance, can we force an intermediate channel configuration or downmix input/output formats?
So get a swift file and put this in it
import Foundation
import AVFoundation
let synthesizer = AVSpeechSynthesizer()
let utterance = AVSpeechUtterance(string: "Hello, testing speech synthesis on macOS.")
if let voice = AVSpeechSynthesisVoice(identifier: "com.apple.voice.compact.en-GB.Daniel") {
utterance.voice = voice
print("Using voice: \(voice.name), \(voice.language)")
} else {
print("Daniel voice not found on macOS.")
}
synthesizer.speak(utterance)
I get no speech output and this log output
Error reading languages in for local resources.
Error reading languages in for local resources.
Using voice: Daniel, en-GB
Program ended with exit code: 0
Why? and whats with "Error reading languages in for local resources." ?
Hello,
I'm new to the Swift MusicKit API and am starting with the implementation in iOS 16.
I'm getting stuck on an issue where there is no background or text color associated with the Artwork object. Is this something you have to make an additional property request for, and if so, how do you do that?
var catalogSearch = MusicCatalogResourceRequest<Album>(matching: \.id, equalTo: item.id)
let catalogResponse = try await request.response()
guard let firstItem = catalogResponse.items.first else {
return
}
In this example, firstItem.artwork only contains the url and what look like incorrect max width/height values.
here's a printout of firstItem.artwork
Optional(Artwork(
urlFormat: "musicKit://artwork/library/5F37858D-F46B-4F12-BA67-40FA8DD63D87/{w}x{h}?at=item&fat=&id=7718670444435992305&lid=5F37858D-F46B-4F12-BA67-40FA8DD63D87&mt=music&aat=Music122/v4/37/25/f5/3725f515-249f-7b91-77bb-f479cd48201c/22UMGIM32254.rgb.jpg",
maximumWidth: 0,
maximumHeight: 0
))
Hey there, I'm trying to display all user's albums using the MediaPlayer library. I'm getting many albums returning nil, but I know artwork exists because they show up in the default Music app. There doesn't seem to be much rhyme or reason for what shows up and what doesn't. All downloaded albums display artwork, but some cloud album artwork displays as well. Here's the code I'm using to debug this.
let query = MPMediaQuery.albums()
if let albumCollections = query.collections {
albums = albumCollections
}
for album in albums {
let artwork = album.representativeItem?.artwork
print(artwork, artwork?.image(at: CGSize(width: 100, height: 100)))
}
Any help would be greatly appreciated. Thanks!
When setting the now playing info for playing media in MPNowPlayingInfoCenter we can set artwork. But it seems the Apple API for creating the artwork is crashing on iOS 18 (FB15145734).
On iOS 17 this gave the warning that the completion handler was not run on the main thread.
I've tried to seek help here: https://stackoverflow.com/questions/78989543/swift-data-race-with-appkit-mpmediaitemartwork-function/78990231?noredirect=1#comment139277425_78990231
but it seems that it's not possible to override the completion handler and therefor it's up to Apple to fix this issue.
.task {
await MainActor.run {
let nowPlayingInfoCenter = MPNowPlayingInfoCenter.default()
var nowPlayingInfo = [String: Any]()
let image = NSImage(named: "image")!
// warning: data race detected: @MainActor function at MPMediaItemArtwork/ContentView.swift:22 was not called on the main thread
nowPlayingInfo[MPMediaItemPropertyArtwork] = MPMediaItemArtwork(boundsSize: image.size, requestHandler: { _ in
// Not on main thread here!
return image
})
nowPlayingInfoCenter.nowPlayingInfo = nowPlayingInfo
}
}
I'm wondering if there is an alternative method to set the now playing artwork?
Hi, is there a way to display the animated cover art in an app? Not every album has a cover art but for the ones that have one I would like to display them instead of the artwork.
Thank you :)
Hi everyone,
I’m working on an iOS MusicKit app that overlays a metronome on top of Apple Music playback. To line the clicks up perfectly I’d like access to low-level audio analysis data—ideally a waveform / spectrogram or beat grid—while the track is playing.
I’ve noticed that several approved DJ apps (e.g. djay, Serato, rekordbox) can already:
• Display detailed scrolling waveforms of Apple Music songs
• Scratch, loop or time-stretch those tracks in real time
That implies they receive decoded PCM frames or at least high-resolution analysis data from Apple Music under a special entitlement.
My questions:
1. Does MusicKit (or any public framework) expose real-time audio buffers, FFT bins, or beat markers for streaming Apple Music content?
2. If not, is there an Apple program or entitlement that developers can apply for—similar to the “DJ with Apple Music” initiative—to gain that deeper access?
3. Where can I find official documentation or a point of contact for this kind of request?
I’ve searched the docs and forums but only see standard MusicKit playback APIs, which don’t appear to expose raw audio for DRM-protected songs. Any guidance, links or insider tips on the proper application process would be hugely appreciated!
Thanks in advance.