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Question about Apple Vision Pro audio input sampling rate for research
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction. Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio. Specifically, I would like to understand: What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones? When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture? Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)? For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful. Thank you in advance! Best regards.
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184
Jan ’26
AVAudioSession automatically sets the tablet audio volume to 50% when recording audio.
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2 I'm using AVAudioSession to record sound in my application. But I recently came to realize that when the app starts a recording session on a tablet, OS automatically sets the tablet volume to 50% and when after recording ends, it doesn't change back to the previous volume level before starting the recording. So I would like to know whether this is an OS default behavior or a bug? If it's a default behavior, I much appreciate if I can get a link to the documentation.
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125
Apr ’25
Graceful shutdown during background audio playback.
Hello. My team and I think we have an issue where our app is asked to gracefully shutdown with a following SIGTERM. As we’ve learned, this is normally not an issue. However, it seems to also be happening while our app (an audio streamer) is actively playing in the background. From our perspective, starting playback is indicating strong user intent. We understand that there can be extreme circumstances where the background audio needs to be killed, but should it be considered part of normal operation? We hope that’s not the case. All we see in the logs is the graceful shutdown request. We can say with high certainty that it’s happening though, as we know that playback is running within 0.5 seconds of the crash, without any other tracked user interaction. Can you verify if this is intended behavior, and if there’s something we can do about it from our end. From our logs it doesn’t look to be related to either memory usage within the app, or the system as a whole. Best, John
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130
Jun ’25
MusicKit developer token issue
I'm reaching out regarding a recurring issue I'm experiencing with MusicKit developer tokens. I'm using a valid .p8 private key to sign JWTs for Apple MusicKit integration. Each token I generate includes the appropriate claims (iss, iat, exp) and is signed with the ES256 algorithm, with an expiration date set approximately 6 months ahead. Everything works as expected immediately after generating the token. However, after a few days, the same JWT (still well within its expiration period) suddenly begins returning invalid/unauthorized responses when used in Postman and other API clients. Importantly: I did not delete or revoke the .p8 key during this time. I verified the JWT contains valid claims and a proper structure. The issue consistently resolves only when I create a new .p8 file and regenerate a fresh JWT with it—after which the cycle repeats. This issue occurs even when the environment and app identifiers remain unchanged. I would greatly appreciate it if you could help me understand: Why these tokens become invalid after a few days, despite having a long exp value and an unchanged key. Whether there's any automatic revocation or timeout policy on .p8 keys that could explain this behavior. If there's a better way to maintain long-lived developer tokens without requiring new .p8 key generation every few days. Thank you for your help and clarification on this issue. Best regards, Liad Altif
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151
Jun ’25
What is the best approach to multi-channel, per-channel volume control.
I've got a setup using AVAudioEngine with several tone generator nodes, each with a chain of processing nodes, the chains then mixed into the main output. Generator ➡️ Effect ➡️... ➡️ .mainMixerNode ➡️ .outputNode). Generator ➡️ Effect ➡️... ⤴️ ... Generator ➡️ Effect ➡️... ⤴️ The user should be able to mute any chain individually. I've found several potential approaches to muting, but not terribly happy with any of them. Adjust the amplitudes directly in my tone generators. Issue: Consumes CPU even when completely muted. 4 generators adds ~15% cpu, even when all chains are muted. Detach/attach chains that are muted/unmuted. Issue: Causes loud clicking/popping sounds whenever muted/unmuted. Fade mixer output volume while detaching/attaching a chain (just cutting the volume immediately to 0 doesn't get rid of the clicking/popping). Issue: Causes all channels to fade during the transition, so not ideal. The rest of these ideas are variations on making volume control+detatch/attach work for individual chains, since approach #3 worked well. Add an AVAudioMixer to the end of each chain (just for volume control). Issue: Only the mixer on the final chain functions -- the others block all output. Not sure what's going on there. Use matrix mixer (for multi-input volume control). Plus detach/attach to reduce CPU if necessary. Not yet attempted, due to perceived complexity and reports of fragility in order of wiring in. A bunch of effort before I even know if it's going to work. Develop my own fader node to put on the end of each channel. Unlike the tone generator (simple AVSourceNode), developing an effect node seems complex and time consuming. Might not even fix CPU use. I'm not completely averse to the learning curve of either 5 or 6, but would rather get some guidance on best approach before diving in. They both seem likely to take more effort than I'd like for the simple behavior I'm trying to achieve.
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363
Jul ’25
MusicKit - Skipping Forwards or Backwards does not update
Hello everyone, I am working on an app that allows you to review your own music using Apple Music. Currently I am running into an issue with the skipping forwards and backwards outside of the app. How it should work: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song on an album should play and the information should change to reflect that in the app. If you play a song in Apple Music, you can see a Now Playing view in the lock screen. When you skip forward or backwards, it will do either action and it would reflect that when you see a little frequency icon on artwork image of a song. What it's doing: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song is reflected outside of the app, but not in the app. When skipping a song outside of the app, it works correctly to head to the next song. But when I return to the app, it is not reflected NOTE: I am not using MusicKit variables such as Track, Album to display the songs. Since I want to grab the songs and review them I need a rating so I created my own that grabs the MusicItemID, name, artist(s), etc. NOTE: I am using ApplicationMusicPlayer.shared Is there a way to get the song to reflect in my app? (If its easier, a simple example of it would be nice. No need to create an entire xprod file)
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101
Apr ’25
AVAudioFile.read extremely slow after seeking in FLAC and MP3 files
I'm developing an audio player app that uses AVAudio​File to read PCM data from various formats. I'm experiencing severe performance issues when seeking in FLAC, while other compressed formats (M4A/AAC) work correctly. I don't intend to use them in my app, but I also tested mp3 files just by curiosity and they also have this issue. Environment: macOS 26 (Tahoe) Xcode 26.3 Apple Silicon (M1) The issue: After setting AVAudio​File​.frame​Position to a position mid-file, the subsequent call to AVAudio​File​.read(into​:frame​Count:) blocks for an unreasonable amount of time for FLAC and MP3 files. The delay scales linearly with the seek target, seeking near the beginning is fast, seeking toward the end is proportionally slower, which suggests the decoder is decoding linearly from the beginning of the file rather than using any seek index. (My app deals with “images” of Audio CDs ripped as a single long audio file.) The issue is particularly severe when reading files from an SMB network share (server on Ethernet, client on Wi-Fi with the access point ~2 meters away in line of sight). Quick Benchmark results: I tested with the same 75-minute audio content (16-bit/44.1 kHz stereo, 200,502,708 frames) encoded in five formats, seeking to the midpoint. Over SMB (Local Network, Server on Ethernet, Client on WiFi): Format | Seek + Read Time ----------|------------------ WAV | 0.007 s AIFF | 0.009 s Apple | 0.015 s Lossless | MP3 | 9.2 s FLAC | 30.2 s Locally (MacBook Air M1 SSD) : Format | Seek + Read Time ----------|------------------ WAV | 0.0005 s AIFF | 0.0004 s Apple | 0.0011 s Lossless | MP3 | 0.1958 s FLAC | 0.7528 s WAV, AIFF, and M4A all seek virtually instantly (< 15 ms). MP3 and FLAC exhibit linear-time behavior, with FLAC being the worst affected. Note that M4A (AAC) is also a compressed format that requires decoding after seeking, yet it completes in 15 ms. This rules out any inherent limitation of compressed formats, the MP4 container's packet index (stts/stco) is clearly being used for fast random access. Both MP3 (Xing/LAME TOC) and FLAC (SEEKTABLE metadata block) have their own seek mechanisms that should provide similar performance. Minimal CLI tool to reproduce: import Foundation guard CommandLine.arguments.count > 1 else { print("Usage: FLACSpeed <audio-file-path>") exit(1) } let path = CommandLine.arguments[1] let fileURL = URL(fileURLWithPath: path) do { let file = try AVAudioFile(forReading: fileURL) let format = file.processingFormat let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: 8192)! let totalFrames = file.length let seekTarget = totalFrames / 2 print("File: \(fileURL.lastPathComponent)") print("Format: \(format)") print("Total frames: \(totalFrames)") print("Seeking to frame: \(seekTarget)") file.framePosition = seekTarget let start = CFAbsoluteTimeGetCurrent() try file.read(into: buffer, frameCount: 8192) let elapsed = CFAbsoluteTimeGetCurrent() - start print("Read after seek took \(elapsed) seconds") } catch { print("Error: \(error.localizedDescription)") exit(1) } Expected behavior: AVAudio​File​.read(into​:frame​Count:) after setting frame​Position should use the available seek mechanisms in FLAC and MP3 files for fast random access, as it already does for M4A (AAC). Even accounting for the fact that seek tables provide approximate (not sample-precise) positioning, the "jump to nearest index point + decode forward" approach should complete in milliseconds, not seconds. Workaround: For FLAC, I've worked around this by using libFLAC directly, which provides instant seeking via FLAC__stream​_decoder​_seek​_absolute(). libFLAC Performance: For comparison, libFLAC's FLAC__stream​_decoder​_seek​_absolute() performs the same seek + read on the same FLAC file in around 0.015, using the FLAC seek table to jump to the nearest preceding seek point, then decoding forward a small number of frames to the exact target sample.
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1d
MusicKit: Best way to check if all tracks of albums are added to library.
I prefer to use the album fetched from the library instead of the catalog since this is faster. If doing so, how can I check if all tracks of an album are added to the library. In this case I'd like to fetch the catalog version or throw an error (for example when offline). Using .with(.tracks) on the library album fetches the tracks added to the library. The trackCount property is referring to the tracks that can be fetched from the library. The isComplete property is always nil when fetching from the library. One possible way is checking the trackNumber and discCount properties. However this only detects that not all tracks of an album are added to the library if there is a song not added ahead of one that is. I'd like to be able to handle this edge case as well. Is there currently a way to do this? I'd prefer to not rely on the apple music catalog for this since this is supposed to work offline as well. Fetching and storing all trackIDs when connected and later comparing against these would work, but this would potentially mean storing tens of thousands of track ids. Thank you
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104
Mar ’25
How To Integrating iOS 26 Spatial Photos Feature into Third-Party iPhone App
Dear Apple Technical Support Team, Greetings! I am an iOS app developer, currently upgrading the functions of the photo app I developed Recently, I noticed the new Spatial Photos feature added in the iOS 26 system, which brings an immersive 3D photo experience to users. We hope to integrate similar capabilities into our own app to provide users with a richer photo viewing experience. Through technical research, we found that on Apple Vision devices, the similar spatial photo display effect can be achieved through the ImagePresentationComponent.Spatial3DImage interface. However, our tests show that this interface only supports visionOS and cannot be called in the iOS system. At present, iOS 26 already natively supports the Spatial Photos feature, and we hope to know how to enable third-party photo apps to also have this capability. Here, we sincerely request your team to provide relevant technical support, mainly to understand the following questions: Are there any official APIs, SDKs, or development frameworks applicable to the iOS 26 system that can support third-party apps to implement core functions such as the generation and display of spatial photos? If there are no public adaptive interfaces available at present, are there any other compliant technical solutions or alternative paths to achieve similar effects? For third-party apps to integrate the spatial photo feature, are there any relevant development documents, technical specifications, or review requirements that need to be followed? We have completed the basic function iteration of the app and have the technical capability to quickly adapt to new functions. We hope to receive guidance and support from your team to help us bring a better product experience to iOS users. Attached are the relevant information of our app and the detailed report on interface compatibility during the test for your reference. If you need any further supplementary information, please feel free to inform us. Thank you for reviewing this email in your busy schedule, and we look forward to your reply!
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219
Jan ’26
CMFormatDescription.audioStreamBasicDescription has wrong or unexpected sample rate for audio channels with different sample rates
In my app I use AVAssetReaderTrackOutput to extract PCM audio from a user-provided video or audio file and display it as a waveform. Recently a user reported that the waveform is not in sync with his video, and after receiving the video I noticed that the waveform is in fact double as long as the video duration, i.e. it shows the audio in slow-motion, so to speak. Until now I was using CMFormatDescription.audioStreamBasicDescription.mSampleRate which for this particular user video returns 22'050. But in this case it seems that this value is wrong... because the audio file has two audio channels with different sample rates, as returned by CMFormatDescription.audioFormatList.map({ $0.mASBD.mSampleRate }) The first channel has a sample rate of 44'100, the second one 22'050. If I use the first sample rate, the waveform is perfectly in sync with the video. The problem is given by the fact that the ratio between the audio data length and the sample rate multiplied by the audio duration is 8, double the ratio for the first audio file (4). In the code below this ratio is given by Double(length) / (sampleRate * asset.duration.seconds) When commenting out the line with the sampleRate variable definition in the code below and uncommenting the following line, the ratios for both audio files are 4, which is the expected result. I would expect audioStreamBasicDescription to return the correct sample rate, i.e. the one used by AVAssetReaderTrackOutput, which (I think) somehow merges the stereo tracks. The documentation is sparse, and in particular it’s not documented whether the lower or higher sample rate is used; in this case, it seems like the higher one is used, but audioStreamBasicDescription for some reason returns the lower one. Does anybody know why this is the case or how I should extract the sample rate of the produced PCM audio data? Should I always take the higher one? I created FB19620455. let openPanel = NSOpenPanel() openPanel.allowedContentTypes = [.audiovisualContent] openPanel.runModal() let url = openPanel.urls[0] let asset = AVURLAsset(url: url) let assetTrack = asset.tracks(withMediaType: .audio)[0] let assetReader = try! AVAssetReader(asset: asset) let readerOutput = AVAssetReaderTrackOutput(track: assetTrack, outputSettings: [AVFormatIDKey: Int(kAudioFormatLinearPCM), AVLinearPCMBitDepthKey: 16, AVLinearPCMIsBigEndianKey: false, AVLinearPCMIsFloatKey: false, AVLinearPCMIsNonInterleaved: false]) readerOutput.alwaysCopiesSampleData = false assetReader.add(readerOutput) let formatDescriptions = assetTrack.formatDescriptions as! [CMFormatDescription] let sampleRate = formatDescriptions[0].audioStreamBasicDescription!.mSampleRate //let sampleRate = formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate }).max()! print(formatDescriptions[0].audioStreamBasicDescription!.mSampleRate) print(formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate })) if !assetReader.startReading() { preconditionFailure() } var length = 0 while assetReader.status == .reading { guard let sampleBuffer = readerOutput.copyNextSampleBuffer(), let blockBuffer = sampleBuffer.dataBuffer else { break } length += blockBuffer.dataLength } print(Double(length) / (sampleRate * asset.duration.seconds))
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129
Aug ’25
Remote control of DRM audio - need to customise
I'm using MusicKit for DRM track playback in my iOS app and a third party library to play local user-owned music on the file system and from the music library. This app is also supporting accessory devices that offer Bluetooth remote media control. The wish is to achieve parity between how the remote interacts with user owned music and the DRM / cloud / Apple Music tracks in my application music player. Track navigation, app volume (rather than system volume), and scrubbing need to work consistently on a mix of tracks which could alternate DRM and cloud status within one album or playlist. Apple Music queue and track pickers are not useful tools in my app. How can I support playing DRM and Apple Music tracks while not surrendering the remote control features to the system?
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104
2w
MusicKit - Not showing as a capability in Xcode
A bit of a novice to app development here but I have a paid developer account, I have registered the identifier for MusicKit on the developer website (using the bundle identifier I've selected in Xcode) but the option to add MusicKit as a capability is not available in Xcode? I've manually updated the certificates, closed the app and reopened it, started a new project and tried with a different demo project? Apologies if I am missing something obvious but could someone help me get this capability added?
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153
Aug ’25
Error saving image to Camera Roll on iPhone 17 Pro
I'm experiencing an issue with my app when saving images to the camera roll. This is intermittent, but it happens several times a day. The error I receive is the following: Connection to assetsd was interrupted - assetsd exited, died, or closed the photo library Error getting remote object proxy for -[PLNonBindingAssetsdPhotoKitClient sendChangesRequest:reply:]_block_invoke: Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.photos.service" UserInfo={NSDebugDescription=connection to service named com.apple.photos.service} PhotoKit XPC proxy is invalid. Dropping request on the floor and returning an error: Error Domain=PHPhotosErrorDomain Code=3301 "(null)" (underlying error Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.photos.service" UserInfo={NSDebugDescription=connection to service named com.apple.photos.service}) CoreData: error: XPC: synchronousRemoteObjectProxyWithErrorHandler: store 'file:///var/mobile/Media/PhotoData/Photos.sqlite' encountered error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003.} CoreData: error: XPC: synchronousRemoteObjectProxyWithErrorHandler: store 'file:///var/mobile/Media/PhotoData/Photos.sqlite' encountered error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003.} My code is unchanged from using my app daily on an iPhone 16 Pro with iOS 26. I never saw the issue on this device. Here is an excerpt from my code for saving the image: var localIdentifier = String() PHPhotoLibrary.shared().performChanges({ let albumChangeRequest = PHAssetCollectionChangeRequest(for: album) let assetCreationRequest = PHAssetCreationRequest.forAsset() let options = PHAssetResourceCreationOptions() assetCreationRequest.addResource(with: .photo, data: imageData, options: options) assetCreationRequest.creationDate = Date.now let placeHolder = assetCreationRequest.placeholderForCreatedAsset albumChangeRequest?.addAssets([placeHolder!] as NSArray) if placeHolder != nil { localIdentifier = (placeHolder?.localIdentifier)! } }) { (didSucceed, error) in OperationQueue.main.addOperation({ didSucceed ? success(localIdentifier) : failure(error) }) } I'm not sure why this would be device specific but I have had users with iPhone 17 Pro and iPhone Air reporting the issue. Alex
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365
Sep ’25
How to match music with shazamkit for Android ?
Hi all, i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method : suspend fun processAudioFileInBackground( filePath: String, developerTokenProvider: DeveloperTokenProvider ) = withContext(Dispatchers.IO) { val bufferSize = 1024 * 1024 val audioFile = FileInputStream(filePath) val byteBuffer = ByteBuffer.allocate(bufferSize) byteBuffer.order(ByteOrder.LITTLE_ENDIAN) var bytesRead: Int while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) { val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis()) val signature = signatureGenerator.generateSignature() println("Signature: ${signature.durationInMs}") val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH) val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data val matchResult = session.match(signature) println("MatchResult : $matchResult") setMatchResult(matchResult) byteBuffer.clear() } audioFile.close() } I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this?
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95
Apr ’25
Correct way for an Audio Unit v3 to return fewer than requested number of samples given a buffer
I have an AUv3 plugin which uses an FFT - which requires n samples before it can produce any output - so, depending on the relation between the host's buffer size and the FFT window size, it may receive a several buffers of samples, producing no output, and then dumping out what it has once a sufficient number of samples have been received. This means that output is produced in fits and starts, in batches that match the FFT size (modulo oversampling) - e.g. if being fed buffers of 256 samples with an fft size of 1024, the output buffer sizes will be 0 for the first 3 buffers, and upon the fourth, the first 256 processed samples are returned and the remaining 768 cached; the next three buffers will return the remaining cached samples while processing and buffering subsequent ones, and so forth. The internal mechanics of that I have solved, caching output if the current output buffer is too small, and so forth - so it all works as advertised, and the plugin reports its latency correctly. And when run as an app in demo-mode, playback works as expected. In the plugin's render block, it captures the number of frames written, and if it is less than the number of frames passed in, adjusts the mDataByteSize of the output buffers to match the actual quantity of data being returned: unsigned int framesWritten = (unsigned int) processHelper->processWithEvents(inAudioBufferList, outAudioBufferList, timestamp, frameCount, realtimeEventListHead); if (framesWritten < frameCount) { for (UInt32 i = 0; i < outAudioBufferList->mNumberBuffers; ++i) { outAudioBufferList->mBuffers[i].mDataByteSize = framesWritten * 4; // assume 4 byte floats } } However, there are a couple of serious issues: auval -v fails it with - Render Test at 64 frames, sample rate: 22050 Hz ERROR: Output Buffer Size does not match requested When connected to Logic Pro, it appears that mDataByteSize is ignored, and the entire allocated buffer is read - audio has sections of silence snipped into it which corresponds the number of empty buffers being returned If I set Logic's buffer size to 1024 and use a 1024 sample FFT window, the plugin works correctly - but of course a plugin cannot dictate buffer size, and `1024 is too small a window size to be useful for anything but filtering very high frequencies This seems like it has to be a solvable problem, and most likely the issue is in how my code reports the number of usable samples in the returned buffer. So, what is the correct way for a plugin to report that it has no samples to return, but will, uh, real soon now? I know I could convert this plugin to be one that does offline rendering of the entire input, but this is real-time processing, just with a fixed amount of latency, so that should not be necessary.
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391
Nov ’25
How to toggle usb device
When I use IOKit/usb/IOUSBLib to toggle build-in camera, I got an ERROR:ret IOReturn -536870210 How can I resolve it? Can I use IOUSBLib to disable or hide build-in camera? My environment: Model Name: MacBook Pro ProductVersion: 15.5 Model Identifier: MacBookPro15,2 Processor Name: Quad-Core Intel Core i5 Processor Speed: 2.4 GHz Number of Processors: 1 // 禁用/启用USB设备 bool toggleUSBDevice(uint16_t vendorID, uint16_t productID, bool enable) { std::cout << (enable ? "Enabling" : "Disabling") << " USB device with VID: 0x" << std::hex << vendorID << ", PID: 0x" << productID << std::endl; // 创建匹配字典查找指定VID/PID的USB设备 CFMutableDictionaryRef matchingDict = IOServiceMatching(kIOUSBDeviceClassName); if (!matchingDict) { std::cerr << "Failed to create USB device matching dictionary." << std::endl; return false; } // 设置VID/PID匹配条件 CFNumberRef vendorIDRef = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt16Type, &vendorID); CFNumberRef productIDRef = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt16Type, &productID); CFDictionarySetValue(matchingDict, CFSTR(kUSBVendorID), vendorIDRef); CFDictionarySetValue(matchingDict, CFSTR(kUSBProductID), productIDRef); CFRelease(vendorIDRef); CFRelease(productIDRef); // 获取匹配的设备迭代器 io_iterator_t deviceIterator; if (IOServiceGetMatchingServices(kIOMainPortDefault, matchingDict, &deviceIterator) != KERN_SUCCESS) { std::cerr << "Failed to get USB device iterator." << std::endl; CFRelease(matchingDict); return false; } io_service_t usbDevice; bool result = false; int deviceCount = 0; // 遍历所有匹配的设备 while ((usbDevice = IOIteratorNext(deviceIterator)) != IO_OBJECT_NULL) { deviceCount++; // 获取设备路径 char path[1024]; if (IORegistryEntryGetPath(usbDevice, kIOServicePlane, path) == KERN_SUCCESS) { std::cout << "Found device at path: " << path << std::endl; } // 打开设备 IOCFPlugInInterface** plugInInterface = NULL; IOUSBDeviceInterface** deviceInterface = NULL; SInt32 score; IOReturn ret = IOCreatePlugInInterfaceForService( usbDevice, kIOUSBDeviceUserClientTypeID, kIOCFPlugInInterfaceID, &plugInInterface, &score); if (ret == kIOReturnSuccess && plugInInterface) { ret = (*plugInInterface)->QueryInterface(plugInInterface, CFUUIDGetUUIDBytes(kIOUSBDeviceInterfaceID), (LPVOID*)&deviceInterface); (*plugInInterface)->Release(plugInInterface); } if (ret != kIOReturnSuccess) { std::cerr << "Failed to open USB device interface. Error:" << ret << std::endl; IOObjectRelease(usbDevice); continue; } // 禁用/启用设备 if (enable) { // 启用设备 - 重新配置设备 ret = (*deviceInterface)->USBDeviceReEnumerate(deviceInterface, 0); if (ret == kIOReturnSuccess) { std::cout << "Device enabled successfully." << std::endl; result = true; } else { std::cerr << "Failed to enable device. Error: " << ret << std::endl; } } else { // 禁用设备 - 断开设备连接 ret = (*deviceInterface)->USBDeviceClose(deviceInterface); if (ret == kIOReturnSuccess) { std::cout << "Device disabled successfully." << std::endl; result = true; } else { std::cerr << "Failed to disable device. Error: " << ret << std::endl; } } // 关闭设备接口 (*deviceInterface)->Release(deviceInterface); IOObjectRelease(usbDevice); } IOObjectRelease(deviceIterator); if (deviceCount == 0) { std::cerr << "No device found with specified VID/PID." << std::endl; return false; } return result; }
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222
Jun ’25
Failure on attempt to import track as spatial audio
I'm working on a project to support spatial audio editing, using this sample project as a reference: https://developer.apple.com/documentation/Cinematic/editing-spatial-audio-with-an-audio-mix This sample works well on an unedited capture, but does not work for a capture that has already been edited. The failure is occurring at "let audioInfo = try await CNAssetSpatialAudioInfo(asset: myAsset)", which is throwing "no eligible audio tracks in asset". I also find that for already edited captures, if i use CNAssetSpatialAudioInfo.assetContainsSpatialAudio, it returns false. What i mean by "already edited" is that if I take a spatial capture with my iPhone 16, and then edit that capture in the Photos app using the Cinematic effect, and then save the edited output (e.g. edited_capture.mov), I can't import that edited_capture.mov into my project as a spatial audio asset. Is this intentional behavior or a bug? If it's intentional, can you describe why?
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165
Sep ’25
Unable to capture only the cursor in macOS Tahoe
Precondition: In system settings, scale the pointer size up to the max. Our SCScreenshotManager code currently works in macOS 15 and earlier to capture the cursor at it's larger size, but broke in one of the minor releases of macOS Tahoe. The error it produces now is "Failed to start stream due to audio/video capture failure". This only seems to happen with the cursor window, not any others. Another way to get the cursor is with https://developer.apple.com/documentation/appkit/nscursor/currentsystem, but that is now deprecated, which makes me think the capture of the cursor is being blocked deliberately. We see this as a critical loss of functionality for our apps, and could use guidance on what to use instead.
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1d
Question about Apple Vision Pro audio input sampling rate for research
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction. Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio. Specifically, I would like to understand: What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones? When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture? Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)? For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful. Thank you in advance! Best regards.
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184
Activity
Jan ’26
AVAudioSession automatically sets the tablet audio volume to 50% when recording audio.
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2 I'm using AVAudioSession to record sound in my application. But I recently came to realize that when the app starts a recording session on a tablet, OS automatically sets the tablet volume to 50% and when after recording ends, it doesn't change back to the previous volume level before starting the recording. So I would like to know whether this is an OS default behavior or a bug? If it's a default behavior, I much appreciate if I can get a link to the documentation.
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125
Activity
Apr ’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?
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234
Activity
Aug ’25
Graceful shutdown during background audio playback.
Hello. My team and I think we have an issue where our app is asked to gracefully shutdown with a following SIGTERM. As we’ve learned, this is normally not an issue. However, it seems to also be happening while our app (an audio streamer) is actively playing in the background. From our perspective, starting playback is indicating strong user intent. We understand that there can be extreme circumstances where the background audio needs to be killed, but should it be considered part of normal operation? We hope that’s not the case. All we see in the logs is the graceful shutdown request. We can say with high certainty that it’s happening though, as we know that playback is running within 0.5 seconds of the crash, without any other tracked user interaction. Can you verify if this is intended behavior, and if there’s something we can do about it from our end. From our logs it doesn’t look to be related to either memory usage within the app, or the system as a whole. Best, John
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130
Activity
Jun ’25
MusicKit developer token issue
I'm reaching out regarding a recurring issue I'm experiencing with MusicKit developer tokens. I'm using a valid .p8 private key to sign JWTs for Apple MusicKit integration. Each token I generate includes the appropriate claims (iss, iat, exp) and is signed with the ES256 algorithm, with an expiration date set approximately 6 months ahead. Everything works as expected immediately after generating the token. However, after a few days, the same JWT (still well within its expiration period) suddenly begins returning invalid/unauthorized responses when used in Postman and other API clients. Importantly: I did not delete or revoke the .p8 key during this time. I verified the JWT contains valid claims and a proper structure. The issue consistently resolves only when I create a new .p8 file and regenerate a fresh JWT with it—after which the cycle repeats. This issue occurs even when the environment and app identifiers remain unchanged. I would greatly appreciate it if you could help me understand: Why these tokens become invalid after a few days, despite having a long exp value and an unchanged key. Whether there's any automatic revocation or timeout policy on .p8 keys that could explain this behavior. If there's a better way to maintain long-lived developer tokens without requiring new .p8 key generation every few days. Thank you for your help and clarification on this issue. Best regards, Liad Altif
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151
Activity
Jun ’25
What is the best approach to multi-channel, per-channel volume control.
I've got a setup using AVAudioEngine with several tone generator nodes, each with a chain of processing nodes, the chains then mixed into the main output. Generator ➡️ Effect ➡️... ➡️ .mainMixerNode ➡️ .outputNode). Generator ➡️ Effect ➡️... ⤴️ ... Generator ➡️ Effect ➡️... ⤴️ The user should be able to mute any chain individually. I've found several potential approaches to muting, but not terribly happy with any of them. Adjust the amplitudes directly in my tone generators. Issue: Consumes CPU even when completely muted. 4 generators adds ~15% cpu, even when all chains are muted. Detach/attach chains that are muted/unmuted. Issue: Causes loud clicking/popping sounds whenever muted/unmuted. Fade mixer output volume while detaching/attaching a chain (just cutting the volume immediately to 0 doesn't get rid of the clicking/popping). Issue: Causes all channels to fade during the transition, so not ideal. The rest of these ideas are variations on making volume control+detatch/attach work for individual chains, since approach #3 worked well. Add an AVAudioMixer to the end of each chain (just for volume control). Issue: Only the mixer on the final chain functions -- the others block all output. Not sure what's going on there. Use matrix mixer (for multi-input volume control). Plus detach/attach to reduce CPU if necessary. Not yet attempted, due to perceived complexity and reports of fragility in order of wiring in. A bunch of effort before I even know if it's going to work. Develop my own fader node to put on the end of each channel. Unlike the tone generator (simple AVSourceNode), developing an effect node seems complex and time consuming. Might not even fix CPU use. I'm not completely averse to the learning curve of either 5 or 6, but would rather get some guidance on best approach before diving in. They both seem likely to take more effort than I'd like for the simple behavior I'm trying to achieve.
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363
Activity
Jul ’25
MusicKit - Skipping Forwards or Backwards does not update
Hello everyone, I am working on an app that allows you to review your own music using Apple Music. Currently I am running into an issue with the skipping forwards and backwards outside of the app. How it should work: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song on an album should play and the information should change to reflect that in the app. If you play a song in Apple Music, you can see a Now Playing view in the lock screen. When you skip forward or backwards, it will do either action and it would reflect that when you see a little frequency icon on artwork image of a song. What it's doing: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song is reflected outside of the app, but not in the app. When skipping a song outside of the app, it works correctly to head to the next song. But when I return to the app, it is not reflected NOTE: I am not using MusicKit variables such as Track, Album to display the songs. Since I want to grab the songs and review them I need a rating so I created my own that grabs the MusicItemID, name, artist(s), etc. NOTE: I am using ApplicationMusicPlayer.shared Is there a way to get the song to reflect in my app? (If its easier, a simple example of it would be nice. No need to create an entire xprod file)
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101
Activity
Apr ’25
AVAudioFile.read extremely slow after seeking in FLAC and MP3 files
I'm developing an audio player app that uses AVAudio​File to read PCM data from various formats. I'm experiencing severe performance issues when seeking in FLAC, while other compressed formats (M4A/AAC) work correctly. I don't intend to use them in my app, but I also tested mp3 files just by curiosity and they also have this issue. Environment: macOS 26 (Tahoe) Xcode 26.3 Apple Silicon (M1) The issue: After setting AVAudio​File​.frame​Position to a position mid-file, the subsequent call to AVAudio​File​.read(into​:frame​Count:) blocks for an unreasonable amount of time for FLAC and MP3 files. The delay scales linearly with the seek target, seeking near the beginning is fast, seeking toward the end is proportionally slower, which suggests the decoder is decoding linearly from the beginning of the file rather than using any seek index. (My app deals with “images” of Audio CDs ripped as a single long audio file.) The issue is particularly severe when reading files from an SMB network share (server on Ethernet, client on Wi-Fi with the access point ~2 meters away in line of sight). Quick Benchmark results: I tested with the same 75-minute audio content (16-bit/44.1 kHz stereo, 200,502,708 frames) encoded in five formats, seeking to the midpoint. Over SMB (Local Network, Server on Ethernet, Client on WiFi): Format | Seek + Read Time ----------|------------------ WAV | 0.007 s AIFF | 0.009 s Apple | 0.015 s Lossless | MP3 | 9.2 s FLAC | 30.2 s Locally (MacBook Air M1 SSD) : Format | Seek + Read Time ----------|------------------ WAV | 0.0005 s AIFF | 0.0004 s Apple | 0.0011 s Lossless | MP3 | 0.1958 s FLAC | 0.7528 s WAV, AIFF, and M4A all seek virtually instantly (< 15 ms). MP3 and FLAC exhibit linear-time behavior, with FLAC being the worst affected. Note that M4A (AAC) is also a compressed format that requires decoding after seeking, yet it completes in 15 ms. This rules out any inherent limitation of compressed formats, the MP4 container's packet index (stts/stco) is clearly being used for fast random access. Both MP3 (Xing/LAME TOC) and FLAC (SEEKTABLE metadata block) have their own seek mechanisms that should provide similar performance. Minimal CLI tool to reproduce: import Foundation guard CommandLine.arguments.count > 1 else { print("Usage: FLACSpeed <audio-file-path>") exit(1) } let path = CommandLine.arguments[1] let fileURL = URL(fileURLWithPath: path) do { let file = try AVAudioFile(forReading: fileURL) let format = file.processingFormat let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: 8192)! let totalFrames = file.length let seekTarget = totalFrames / 2 print("File: \(fileURL.lastPathComponent)") print("Format: \(format)") print("Total frames: \(totalFrames)") print("Seeking to frame: \(seekTarget)") file.framePosition = seekTarget let start = CFAbsoluteTimeGetCurrent() try file.read(into: buffer, frameCount: 8192) let elapsed = CFAbsoluteTimeGetCurrent() - start print("Read after seek took \(elapsed) seconds") } catch { print("Error: \(error.localizedDescription)") exit(1) } Expected behavior: AVAudio​File​.read(into​:frame​Count:) after setting frame​Position should use the available seek mechanisms in FLAC and MP3 files for fast random access, as it already does for M4A (AAC). Even accounting for the fact that seek tables provide approximate (not sample-precise) positioning, the "jump to nearest index point + decode forward" approach should complete in milliseconds, not seconds. Workaround: For FLAC, I've worked around this by using libFLAC directly, which provides instant seeking via FLAC__stream​_decoder​_seek​_absolute(). libFLAC Performance: For comparison, libFLAC's FLAC__stream​_decoder​_seek​_absolute() performs the same seek + read on the same FLAC file in around 0.015, using the FLAC seek table to jump to the nearest preceding seek point, then decoding forward a small number of frames to the exact target sample.
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1d
MusicKit: Best way to check if all tracks of albums are added to library.
I prefer to use the album fetched from the library instead of the catalog since this is faster. If doing so, how can I check if all tracks of an album are added to the library. In this case I'd like to fetch the catalog version or throw an error (for example when offline). Using .with(.tracks) on the library album fetches the tracks added to the library. The trackCount property is referring to the tracks that can be fetched from the library. The isComplete property is always nil when fetching from the library. One possible way is checking the trackNumber and discCount properties. However this only detects that not all tracks of an album are added to the library if there is a song not added ahead of one that is. I'd like to be able to handle this edge case as well. Is there currently a way to do this? I'd prefer to not rely on the apple music catalog for this since this is supposed to work offline as well. Fetching and storing all trackIDs when connected and later comparing against these would work, but this would potentially mean storing tens of thousands of track ids. Thank you
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Activity
Mar ’25
How To Integrating iOS 26 Spatial Photos Feature into Third-Party iPhone App
Dear Apple Technical Support Team, Greetings! I am an iOS app developer, currently upgrading the functions of the photo app I developed Recently, I noticed the new Spatial Photos feature added in the iOS 26 system, which brings an immersive 3D photo experience to users. We hope to integrate similar capabilities into our own app to provide users with a richer photo viewing experience. Through technical research, we found that on Apple Vision devices, the similar spatial photo display effect can be achieved through the ImagePresentationComponent.Spatial3DImage interface. However, our tests show that this interface only supports visionOS and cannot be called in the iOS system. At present, iOS 26 already natively supports the Spatial Photos feature, and we hope to know how to enable third-party photo apps to also have this capability. Here, we sincerely request your team to provide relevant technical support, mainly to understand the following questions: Are there any official APIs, SDKs, or development frameworks applicable to the iOS 26 system that can support third-party apps to implement core functions such as the generation and display of spatial photos? If there are no public adaptive interfaces available at present, are there any other compliant technical solutions or alternative paths to achieve similar effects? For third-party apps to integrate the spatial photo feature, are there any relevant development documents, technical specifications, or review requirements that need to be followed? We have completed the basic function iteration of the app and have the technical capability to quickly adapt to new functions. We hope to receive guidance and support from your team to help us bring a better product experience to iOS users. Attached are the relevant information of our app and the detailed report on interface compatibility during the test for your reference. If you need any further supplementary information, please feel free to inform us. Thank you for reviewing this email in your busy schedule, and we look forward to your reply!
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219
Activity
Jan ’26
CMFormatDescription.audioStreamBasicDescription has wrong or unexpected sample rate for audio channels with different sample rates
In my app I use AVAssetReaderTrackOutput to extract PCM audio from a user-provided video or audio file and display it as a waveform. Recently a user reported that the waveform is not in sync with his video, and after receiving the video I noticed that the waveform is in fact double as long as the video duration, i.e. it shows the audio in slow-motion, so to speak. Until now I was using CMFormatDescription.audioStreamBasicDescription.mSampleRate which for this particular user video returns 22'050. But in this case it seems that this value is wrong... because the audio file has two audio channels with different sample rates, as returned by CMFormatDescription.audioFormatList.map({ $0.mASBD.mSampleRate }) The first channel has a sample rate of 44'100, the second one 22'050. If I use the first sample rate, the waveform is perfectly in sync with the video. The problem is given by the fact that the ratio between the audio data length and the sample rate multiplied by the audio duration is 8, double the ratio for the first audio file (4). In the code below this ratio is given by Double(length) / (sampleRate * asset.duration.seconds) When commenting out the line with the sampleRate variable definition in the code below and uncommenting the following line, the ratios for both audio files are 4, which is the expected result. I would expect audioStreamBasicDescription to return the correct sample rate, i.e. the one used by AVAssetReaderTrackOutput, which (I think) somehow merges the stereo tracks. The documentation is sparse, and in particular it’s not documented whether the lower or higher sample rate is used; in this case, it seems like the higher one is used, but audioStreamBasicDescription for some reason returns the lower one. Does anybody know why this is the case or how I should extract the sample rate of the produced PCM audio data? Should I always take the higher one? I created FB19620455. let openPanel = NSOpenPanel() openPanel.allowedContentTypes = [.audiovisualContent] openPanel.runModal() let url = openPanel.urls[0] let asset = AVURLAsset(url: url) let assetTrack = asset.tracks(withMediaType: .audio)[0] let assetReader = try! AVAssetReader(asset: asset) let readerOutput = AVAssetReaderTrackOutput(track: assetTrack, outputSettings: [AVFormatIDKey: Int(kAudioFormatLinearPCM), AVLinearPCMBitDepthKey: 16, AVLinearPCMIsBigEndianKey: false, AVLinearPCMIsFloatKey: false, AVLinearPCMIsNonInterleaved: false]) readerOutput.alwaysCopiesSampleData = false assetReader.add(readerOutput) let formatDescriptions = assetTrack.formatDescriptions as! [CMFormatDescription] let sampleRate = formatDescriptions[0].audioStreamBasicDescription!.mSampleRate //let sampleRate = formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate }).max()! print(formatDescriptions[0].audioStreamBasicDescription!.mSampleRate) print(formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate })) if !assetReader.startReading() { preconditionFailure() } var length = 0 while assetReader.status == .reading { guard let sampleBuffer = readerOutput.copyNextSampleBuffer(), let blockBuffer = sampleBuffer.dataBuffer else { break } length += blockBuffer.dataLength } print(Double(length) / (sampleRate * asset.duration.seconds))
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Activity
Aug ’25
Remote control of DRM audio - need to customise
I'm using MusicKit for DRM track playback in my iOS app and a third party library to play local user-owned music on the file system and from the music library. This app is also supporting accessory devices that offer Bluetooth remote media control. The wish is to achieve parity between how the remote interacts with user owned music and the DRM / cloud / Apple Music tracks in my application music player. Track navigation, app volume (rather than system volume), and scrubbing need to work consistently on a mix of tracks which could alternate DRM and cloud status within one album or playlist. Apple Music queue and track pickers are not useful tools in my app. How can I support playing DRM and Apple Music tracks while not surrendering the remote control features to the system?
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104
Activity
2w
MusicKit - Not showing as a capability in Xcode
A bit of a novice to app development here but I have a paid developer account, I have registered the identifier for MusicKit on the developer website (using the bundle identifier I've selected in Xcode) but the option to add MusicKit as a capability is not available in Xcode? I've manually updated the certificates, closed the app and reopened it, started a new project and tried with a different demo project? Apologies if I am missing something obvious but could someone help me get this capability added?
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Activity
Aug ’25
Error saving image to Camera Roll on iPhone 17 Pro
I'm experiencing an issue with my app when saving images to the camera roll. This is intermittent, but it happens several times a day. The error I receive is the following: Connection to assetsd was interrupted - assetsd exited, died, or closed the photo library Error getting remote object proxy for -[PLNonBindingAssetsdPhotoKitClient sendChangesRequest:reply:]_block_invoke: Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.photos.service" UserInfo={NSDebugDescription=connection to service named com.apple.photos.service} PhotoKit XPC proxy is invalid. Dropping request on the floor and returning an error: Error Domain=PHPhotosErrorDomain Code=3301 "(null)" (underlying error Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.photos.service" UserInfo={NSDebugDescription=connection to service named com.apple.photos.service}) CoreData: error: XPC: synchronousRemoteObjectProxyWithErrorHandler: store 'file:///var/mobile/Media/PhotoData/Photos.sqlite' encountered error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003.} CoreData: error: XPC: synchronousRemoteObjectProxyWithErrorHandler: store 'file:///var/mobile/Media/PhotoData/Photos.sqlite' encountered error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated: failed to check-in, peer may have been unloaded: mach_error=10000003.} My code is unchanged from using my app daily on an iPhone 16 Pro with iOS 26. I never saw the issue on this device. Here is an excerpt from my code for saving the image: var localIdentifier = String() PHPhotoLibrary.shared().performChanges({ let albumChangeRequest = PHAssetCollectionChangeRequest(for: album) let assetCreationRequest = PHAssetCreationRequest.forAsset() let options = PHAssetResourceCreationOptions() assetCreationRequest.addResource(with: .photo, data: imageData, options: options) assetCreationRequest.creationDate = Date.now let placeHolder = assetCreationRequest.placeholderForCreatedAsset albumChangeRequest?.addAssets([placeHolder!] as NSArray) if placeHolder != nil { localIdentifier = (placeHolder?.localIdentifier)! } }) { (didSucceed, error) in OperationQueue.main.addOperation({ didSucceed ? success(localIdentifier) : failure(error) }) } I'm not sure why this would be device specific but I have had users with iPhone 17 Pro and iPhone Air reporting the issue. Alex
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365
Activity
Sep ’25
How to match music with shazamkit for Android ?
Hi all, i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method : suspend fun processAudioFileInBackground( filePath: String, developerTokenProvider: DeveloperTokenProvider ) = withContext(Dispatchers.IO) { val bufferSize = 1024 * 1024 val audioFile = FileInputStream(filePath) val byteBuffer = ByteBuffer.allocate(bufferSize) byteBuffer.order(ByteOrder.LITTLE_ENDIAN) var bytesRead: Int while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) { val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis()) val signature = signatureGenerator.generateSignature() println("Signature: ${signature.durationInMs}") val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH) val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data val matchResult = session.match(signature) println("MatchResult : $matchResult") setMatchResult(matchResult) byteBuffer.clear() } audioFile.close() } I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this?
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95
Activity
Apr ’25
Correct way for an Audio Unit v3 to return fewer than requested number of samples given a buffer
I have an AUv3 plugin which uses an FFT - which requires n samples before it can produce any output - so, depending on the relation between the host's buffer size and the FFT window size, it may receive a several buffers of samples, producing no output, and then dumping out what it has once a sufficient number of samples have been received. This means that output is produced in fits and starts, in batches that match the FFT size (modulo oversampling) - e.g. if being fed buffers of 256 samples with an fft size of 1024, the output buffer sizes will be 0 for the first 3 buffers, and upon the fourth, the first 256 processed samples are returned and the remaining 768 cached; the next three buffers will return the remaining cached samples while processing and buffering subsequent ones, and so forth. The internal mechanics of that I have solved, caching output if the current output buffer is too small, and so forth - so it all works as advertised, and the plugin reports its latency correctly. And when run as an app in demo-mode, playback works as expected. In the plugin's render block, it captures the number of frames written, and if it is less than the number of frames passed in, adjusts the mDataByteSize of the output buffers to match the actual quantity of data being returned: unsigned int framesWritten = (unsigned int) processHelper->processWithEvents(inAudioBufferList, outAudioBufferList, timestamp, frameCount, realtimeEventListHead); if (framesWritten < frameCount) { for (UInt32 i = 0; i < outAudioBufferList->mNumberBuffers; ++i) { outAudioBufferList->mBuffers[i].mDataByteSize = framesWritten * 4; // assume 4 byte floats } } However, there are a couple of serious issues: auval -v fails it with - Render Test at 64 frames, sample rate: 22050 Hz ERROR: Output Buffer Size does not match requested When connected to Logic Pro, it appears that mDataByteSize is ignored, and the entire allocated buffer is read - audio has sections of silence snipped into it which corresponds the number of empty buffers being returned If I set Logic's buffer size to 1024 and use a 1024 sample FFT window, the plugin works correctly - but of course a plugin cannot dictate buffer size, and `1024 is too small a window size to be useful for anything but filtering very high frequencies This seems like it has to be a solvable problem, and most likely the issue is in how my code reports the number of usable samples in the returned buffer. So, what is the correct way for a plugin to report that it has no samples to return, but will, uh, real soon now? I know I could convert this plugin to be one that does offline rendering of the entire input, but this is real-time processing, just with a fixed amount of latency, so that should not be necessary.
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Activity
Nov ’25
Why is MusicKit ApplicationMusicPlayer not available on watchOS?
ApplicationMusicPlayer is not available on watchOS but all other platforms. Is there a technical reason for that like battery life? Same goes for SystemMusicPlayer and MPMusicPlayerController. I already filed feedbacks for that.
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Activity
May ’25
How to toggle usb device
When I use IOKit/usb/IOUSBLib to toggle build-in camera, I got an ERROR:ret IOReturn -536870210 How can I resolve it? Can I use IOUSBLib to disable or hide build-in camera? My environment: Model Name: MacBook Pro ProductVersion: 15.5 Model Identifier: MacBookPro15,2 Processor Name: Quad-Core Intel Core i5 Processor Speed: 2.4 GHz Number of Processors: 1 // 禁用/启用USB设备 bool toggleUSBDevice(uint16_t vendorID, uint16_t productID, bool enable) { std::cout << (enable ? "Enabling" : "Disabling") << " USB device with VID: 0x" << std::hex << vendorID << ", PID: 0x" << productID << std::endl; // 创建匹配字典查找指定VID/PID的USB设备 CFMutableDictionaryRef matchingDict = IOServiceMatching(kIOUSBDeviceClassName); if (!matchingDict) { std::cerr << "Failed to create USB device matching dictionary." << std::endl; return false; } // 设置VID/PID匹配条件 CFNumberRef vendorIDRef = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt16Type, &vendorID); CFNumberRef productIDRef = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt16Type, &productID); CFDictionarySetValue(matchingDict, CFSTR(kUSBVendorID), vendorIDRef); CFDictionarySetValue(matchingDict, CFSTR(kUSBProductID), productIDRef); CFRelease(vendorIDRef); CFRelease(productIDRef); // 获取匹配的设备迭代器 io_iterator_t deviceIterator; if (IOServiceGetMatchingServices(kIOMainPortDefault, matchingDict, &deviceIterator) != KERN_SUCCESS) { std::cerr << "Failed to get USB device iterator." << std::endl; CFRelease(matchingDict); return false; } io_service_t usbDevice; bool result = false; int deviceCount = 0; // 遍历所有匹配的设备 while ((usbDevice = IOIteratorNext(deviceIterator)) != IO_OBJECT_NULL) { deviceCount++; // 获取设备路径 char path[1024]; if (IORegistryEntryGetPath(usbDevice, kIOServicePlane, path) == KERN_SUCCESS) { std::cout << "Found device at path: " << path << std::endl; } // 打开设备 IOCFPlugInInterface** plugInInterface = NULL; IOUSBDeviceInterface** deviceInterface = NULL; SInt32 score; IOReturn ret = IOCreatePlugInInterfaceForService( usbDevice, kIOUSBDeviceUserClientTypeID, kIOCFPlugInInterfaceID, &plugInInterface, &score); if (ret == kIOReturnSuccess && plugInInterface) { ret = (*plugInInterface)->QueryInterface(plugInInterface, CFUUIDGetUUIDBytes(kIOUSBDeviceInterfaceID), (LPVOID*)&deviceInterface); (*plugInInterface)->Release(plugInInterface); } if (ret != kIOReturnSuccess) { std::cerr << "Failed to open USB device interface. Error:" << ret << std::endl; IOObjectRelease(usbDevice); continue; } // 禁用/启用设备 if (enable) { // 启用设备 - 重新配置设备 ret = (*deviceInterface)->USBDeviceReEnumerate(deviceInterface, 0); if (ret == kIOReturnSuccess) { std::cout << "Device enabled successfully." << std::endl; result = true; } else { std::cerr << "Failed to enable device. Error: " << ret << std::endl; } } else { // 禁用设备 - 断开设备连接 ret = (*deviceInterface)->USBDeviceClose(deviceInterface); if (ret == kIOReturnSuccess) { std::cout << "Device disabled successfully." << std::endl; result = true; } else { std::cerr << "Failed to disable device. Error: " << ret << std::endl; } } // 关闭设备接口 (*deviceInterface)->Release(deviceInterface); IOObjectRelease(usbDevice); } IOObjectRelease(deviceIterator); if (deviceCount == 0) { std::cerr << "No device found with specified VID/PID." << std::endl; return false; } return result; }
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Activity
Jun ’25
Failure on attempt to import track as spatial audio
I'm working on a project to support spatial audio editing, using this sample project as a reference: https://developer.apple.com/documentation/Cinematic/editing-spatial-audio-with-an-audio-mix This sample works well on an unedited capture, but does not work for a capture that has already been edited. The failure is occurring at "let audioInfo = try await CNAssetSpatialAudioInfo(asset: myAsset)", which is throwing "no eligible audio tracks in asset". I also find that for already edited captures, if i use CNAssetSpatialAudioInfo.assetContainsSpatialAudio, it returns false. What i mean by "already edited" is that if I take a spatial capture with my iPhone 16, and then edit that capture in the Photos app using the Cinematic effect, and then save the edited output (e.g. edited_capture.mov), I can't import that edited_capture.mov into my project as a spatial audio asset. Is this intentional behavior or a bug? If it's intentional, can you describe why?
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Sep ’25
Unable to capture only the cursor in macOS Tahoe
Precondition: In system settings, scale the pointer size up to the max. Our SCScreenshotManager code currently works in macOS 15 and earlier to capture the cursor at it's larger size, but broke in one of the minor releases of macOS Tahoe. The error it produces now is "Failed to start stream due to audio/video capture failure". This only seems to happen with the cursor window, not any others. Another way to get the cursor is with https://developer.apple.com/documentation/appkit/nscursor/currentsystem, but that is now deprecated, which makes me think the capture of the cursor is being blocked deliberately. We see this as a critical loss of functionality for our apps, and could use guidance on what to use instead.
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