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ExtAudioFileRead throwing AVAudioSessionErrorCodeResourceNotAvailable error on iOS and iPadOS 18
Calls to ExtAudioFileRead are throwing OSStatus 561145203 (AVAudioSessionErrorCodeResourceNotAvailable) on iOS and iPadOS 18 -- earlier versions of iOS have not exhibited this behavior. This is a longstanding code path that has seen a spike of these error codes since iOS 18's release. The following is also printed to the Xcode 16 console:
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713
Sep ’24
MusicKit & React Native app, overlay part of a song to a video?
I have an app on which users learn choreography. To avoid copyright infringements we currently only have audio instructions and no music on the app. Could we enable those that are subscribed to Apple Music to listen to the part of a song the corresponds to the choreography? Usually they are 60 seconds long. The app is in React Native. Would it be possible to implement it so that opening a dance video automatically triggers the playback of that song from e.g. second 32 - 95? Since the video is looping, could it then start playing from second 32 again? Also looking for devs with experience in integrating the MusicKit for this usecase if it turns out to be possible.
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490
Sep ’24
Time Limit
Hi Team, When we select the screen Timing option and if the screen limit is exists for the day limit we have an option to click Ignore Limit—-> Ignore limit for today. After we select this option, suppose if we are watching any videos via Third party apps (YouTube) at that moment it got hang after we clicked multiple times the play button the video started to play but the volume is not working, again if we click previous or forward button then only the sounds are coming. Kindly look into this issue and address it. Thanks, Pemkumar S
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325
Sep ’24
Flag to avoid "shared is unavailable in application extensions" error?
Hello, I am trying to get my camera app to launch from the Lock Screen, and see that calls to UIApplication.shared are not allowed. In my app, I have: UIApplication.shared.isIdleTimerDisabled = true Which is causing this compile time error: 'shared' is unavailable in application extensions for iOS: Use view controller based solutions where appropriate instead I do not believe there is a view controller based solution for this. Is there a flag I can wrap around the call so that the compiler knows it won't be used during an application extension? Thank you!
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677
Sep ’24
AVCaptureSystemZoomSlider has a factor that I can't get anywhere.
As you can see, the value shown in the AVCaptureSystemZoomSlider is not the same as the raw camera zoom factor. I tried to calculate this value, and it seems it's 0.8. (5-1)*0.8=4.2-1 in this image. It seems this factor only applies to the default wide-angle camera. And I can't get this value from anywhere. (It's not displayVideoZoomFactorMultiplier btw, I checked that.) What is it?
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608
Sep ’24
io buffer sizes for audio driver based on IOUserAudioDevice
Dear Sirs, I've written an audio driver based on IOUserAudioDevice. In my IOOperationHandler I can receive and send the audio samples as expected. Is there any way to configure the number of samples transferred in each call? Currently it seem to be around 512 samples per call, which relates to 10.7 millisecs when operating on 48 kHz samplerate. I'd like to achieve something like 48 or 96 samples per call. I did some experiments and tried calls to SetOutputLatency() etc. but so far I didn't find the right way to change the in_io_buffer_frame_size in the callback. I'd like to do this as smaller buffer sizes would allow lower latencies for the subsequent audio processing. Thanks and best regards, Johannes
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Sep ’24
ScreenCaptureKit with dual monitors problem
I have a mac os app that uses screen capture logic. It was originally coded using the Quartz CG api: if let cgimage = CGDisplayCreateImage(CGMainDisplayID(), rect: cgRect) {...} and this worked as expected even when capturing a screen rect that began on secondary monitor and ended on primary monitor (or was entirely contained on secondary monitor). However now that API is deprecated and you're supposed to use ScreenCaptureKit instead. So I have attempted to convert the code. The trial code is: let scConfig = SCStreamConfiguration() scConfig.sourceRect = drect scConfig.width = Int(drect.width) scConfig.height = Int(drect.height) SCScreenshotManager.captureImage(contentFilter: sFilter, configuration: scConfig) {any,error in if let cgim = any { print("image dims \(cgim.width), \(cgim.height), requested: \(drect)") self.writeToFile2(cgim) } else { print("SCREEN CAP failed") } } ... where sFilter was previously set based on main screen display (with no exclusions). This code also "works" as long as the capture rect is entirely on primary monitor. But it fails if the rect spans both monitors or is fully contained on secondary monitor. (By fails I mean it produces empty image) So my question is: How to use ScreenCaptureKit to obtain screen shot of rectangle that spans dual monitors?
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866
Sep ’24
AudioUnit of NewTimePitch doesn't work with iOS 18
I create an audiounit with AudioComponentInstanceNew with componentType = kAudioUnitType_FormatConverter and componentSubType = kAudioUnitSubType_NewTimePitch and connect it between input and output, it works well before iOS18. However, it doesn't work with iOS 18. The call of AudioUnitRender for mic return -10863 in iOS 18. Are there anything I missed?
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440
Sep ’24
iOS 18.0 bug - initial AVAudioSession.outputVolume returns zero
Is anyone experiencing an issue with initial ‘AVAudioSession.sharedInstance().outputVolume’ returning 0 after updating to iOS 18.0? I’m observing the outputVolume of AVAudioSession, and when I adjust the device volume, the change value returns correctly. However, when I call AVAudioSession.sharedInstance().outputVolume to get the current volume before knowing the change value, it returns 0, even though the device volume is not actually 0.
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611
Sep ’24
Bluetooth Speaker makes installTap fail to callback after first few seconds
If I have bluetooth speaker connected and I have installTap called on input Node, the callback is fired for 1-2 seconds then it doesnt anymore. I dont see any route or any notification handler called in between. engine.inputNode.removeTap(onBus: 0) engine.inputNode.installTap( onBus: 0, bufferSize: 4096, format: format ) { buffer, _ in // 3 guard let channelData = buffer.floatChannelData else { return } // This callback fails after some time. } Not sure if this is expected, but I noticed some other applications, they seem to work fine. If I remove bluetooth device, my input works fine. Also I have no issues with output on Speaker.
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564
Sep ’24
iPhone 16 Pro Camera Preview freeze
Hi all, we are working on iOS application that includes the camera functionality. This week we have received a few customer complaints regarding the camera usage with iPhone 16/16 Pro, both of the customers said that they have an issue with the camera preview(when the camera is open) the camera preview is just freezer but any other functionally and UI works as expected. Moreover the issue happens only for back camera, the front camera works perfectly. We have tested it in context of iOS 18 with iPhone 14/15/15 Pro/15 Pro Max but all devices with iOS 18 works perfectly without any issues. So we assumed there was no issues with iOS 18 but some breaking changes with the new iPhone 16/16 pro cameras were introduced that caused this effect. Unfortunatly, currently we can't test directly usign the iPhone 16/16 Pro since we have't these devices. We are using SwiftUI framework and here the implementation of the camera preview: VideoPreviewLayer final class CameraPreviewView: UIView { var previewLayer: AVCaptureVideoPreviewLayer { guard let layer = layer as? AVCaptureVideoPreviewLayer else { fatalError("Layer expected is of type VideoPreviewLayer") } return layer } var session: AVCaptureSession? { get { return previewLayer.session } set { previewLayer.session = newValue } } override class var layerClass: AnyClass { AVCaptureVideoPreviewLayer.self } } UIKit -> SwiftUI struct CameraRecordingView: UIViewRepresentable { @ObservedObject var cameraManager: CameraManager func makeUIView(context: Context) -> CameraPreviewView { let previewView = CameraPreviewView() previewView.session = cameraManager.session /// AVCaptureSession previewView.previewLayer.videoGravity = .resizeAspectFill return previewView } func updateUIView(_ uiView: CameraPreviewView, context: Context) { } } Setup camera input private func saveInput(input: AVCaptureDevice) { /// Where input is AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back) do { let cameraInput = try AVCaptureDeviceInput(device: input) if session.canAddInput(cameraInput) { session.addInput(cameraInput) /// session is AVCaptureSession } else { sendError(error: .cannotAddInput) status = .failed } } catch { if error.nsError.code == -11852 { sendError(error: .microphoneError) } else { sendError(error: .createCaptureInput(error)) } status = .failed } } Does anybody have similar issues with iPhone 16/16 Pro? We would appreciate any ideas of how to potentially resolve the issue.
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946
Sep ’24
How To Add Multiple Songs/Playlist to the Queue?
A couple of weeks ago I got help here to play one song and the solution to my problem was that I wasn't adding the song (Track Type) to the queue correctly, so now I want to be able to add a playlist worth of songs to the queue. The problem is when I try to add an array of the Track type I get an error. The other part of this issue for me is how do I access an individual song off of the queue after I add it? I see I can do ApplicationMusicPlayer.shared.queue.currentItem but I think I'm missing/misunderstanding something here. Anyway's I'll post the code I have to show how I'm attempting to do this at this moment. In this scenario we're getting passed in a playlist from another view. import SwiftUI import MusicKit struct PlayBackView: View { @State var song: Track? @State private var songs: [Track] = [] @State var playlist: Playlist private let player = ApplicationMusicPlayer.shared VStack { // Album Cover HStack(spacing: 20) { if let artwork = player.queue.currentEntry?.artwork { ArtworkImage(artwork, height: 100) } else { Image(systemName: "music.note") .resizable() .frame(width: 100, height: 100) } VStack(alignment: .leading) { // Song Title Text(player.queue.currentEntry?.title ?? "Song Title Not Found") .font(.title) .fixedSize(horizontal: false, vertical: true) } } } .padding() .task { await loadTracks() // It's Here I thought I could do something like this player.queue = tracks // Since I can do this with one singular track player.queue = [song] do { try await player.queue.insert(songs, position: .afterCurrentEntry) } catch { print(error.localizedDescription) } } } @MainActor private func loadTracks() async { do { let detailedPlaylist = try await playlist.with([.tracks]) let tracks = detailedPlaylist.tracks ?? [] setTracks(tracks) } catch { print(error.localizedDescription) } } @MainActor private func setTracks(_ tracks: MusicItemCollection<Track>) { songs = Array(tracks) } }
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Sep ’24
AVAudioPlayer init very slow on iOS 18
On Xcode 16 (16A242) app execution and UI will stall / lag as soon as an AVAudioPlayer is initialized. let audioPlayer = try AVAudioPlayer(contentsOf: URL) audioPlayer.volume = 1.0 audioPlayer.delegate = self audioPlayer.prepareToPlay() Typically you would not notice this in a music app for example, but it is especially noticable in games where multiple sounds are being played using multiple instances of AVAudioPlayer. The entire app slows down because of it. This is similar to this issue from last year. I have reported it to Apple in FB15144369, as this messes up my production games where fps goes down to nothing when sounds are enabled. Unfortunately I cannot find a solution. Anyone?
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721
Sep ’24
Issue with Sending Live Photos in Messages on iOS 18
Dear Apple Support, I’ve noticed an issue with the Messages app on iOS 18. When I try to send Live Photos, I select the Live Photo icon, but the photo is sent as a still image instead. Despite following the correct steps, the Live Photo feature doesn’t seem to be working properly. I would appreciate it if your team could look into this and resolve the issue in an upcoming update. Thank you for your support and continued innovation! Best regards, Erfan Nateghie
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1.5k
Sep ’24
"Terminated due to signal 9" when launching app from camera button (iPhone 16 Pro)
Hello, I have followed the Creating a camera experience for the Lock Screen guide, and can now launch my app using the iPhone 16's new camera button. That said, after about 10 seconds the app is force-closed by the OS, with the only message appearing in the console: "Terminated due to signal 9". This error does not happen when: launching the app via physical camera button when device is locked launching the app by tapping the icon on the Home Screen It is only happening when: launching the app via physical camera button from the Home Screen when device is unlocked Any ideas? Thank you!
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615
Sep ’24
AVUnknown error using Camera Extensions in AVCaptureSession
I have a Mac Catalyst video conferencing app that streams video using AVCaptureMultiCamSession. Everything has been working well for me in a variety of scenarios and hardware, but recently I got a report that virtual cameras / camera extensions do not seem to work - which I can reproduce 100% of the time by using something like OBS's virtual camera. FaceTime and Photo Booth work okay with these virtual cameras. Although my app can see and add the external AVCaptureDevice, I get an AVCaptureSessionRuntimeError posted when I start the session with a connection between the virtual camera and a AVCaptureVideoDataOutput (I don't get the error if I don't connect or add an output). The posted error is AVUnknown: AVCaptureSessionRuntimeErrorNotification with Error Domain=AVFoundationErrorDomain Code=-11800 "The operation could not be completed" UserInfo={NSLocalizedFailureReason=An unknown error occurred (-12780), NSLocalizedDescription=The operation could not be completed, NSUnderlyingError=0x600001dcd680 {Error Domain=NSOSStatusErrorDomain Code=-12780 "(null)"}} Which doesn't tell me too much. I do see some fig assertions just above in Console though: <<<< BWMultiStreamCameraSourceNode >>>> Fig assert: "err == 0 " at bail (BWMultiStreamCameraSourceNode.m:3964) - (err=-12780) <<<< BWMultiStreamCameraSourceNode >>>> Fig assert: "err == 0 " at bail (BWMultiStreamCameraSourceNode.m:1591) - (err=-12780) <<<< BWMultiStreamCameraSourceNode >>>> Fig assert: "err == 0 " at bail (BWMultiStreamCameraSourceNode.m:1418) - (err=-12780) <<<< FigCaptureCameraSourcePipeline >>>> Fig assert: "err == 0 " at bail (FigCaptureCameraSourcePipeline.m:3572) - (err=-12780) <<<< FigCaptureCameraSourcePipeline >>>> Fig assert: "err == 0 " at bail (FigCaptureCameraSourcePipeline.m:4518) - (err=-12780) <<<< FigCaptureCameraSourcePipeline >>>> Fig assert: "err == 0 " at bail (FigCaptureCameraSourcePipeline.m:483) - (err=-12780) I've verified formats are sane (the usual 420v 1080p 30fps I have everywhere else) and data output functions and such, but I'm a bit stuck as to where to go from here. One thing that did stand out is that in the AVCamBarcode example I can see the virtual camera in that app's preview layer, but if I create an AVCaptureVideoDataOutput and add it to the session in that example, it fails in what looks like exactly the same way that my app does, with the same assertions. Does anyone have any advice? Thanks!
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Sep ’24
Short small starter guide for AVAudioEngine and AVAudioSession on iOS
AVAudioEngine and AVAudioSession Welcome! I will start off with the terms AVAudioEngineImpl::Initialize(NSError**). Why? I want to make those who run into this issue have to possibility to find this post through Search Engines! This is short small breakdown based on what I observed while trying to use these two Components. It's not a guide that goes into all the details. If you're trying to figure out how to fix a crash, you may can find a common way to fix it, in this post! Is it possible to use AVAudioEngine and AVAudioSession together? The answer is yes. But you will face challenges regarding it. Mostly AVAudioEngine. Whatever you're trying to do, it will take a lot of testing. I don't know how it will be with an IDE. But with just .app and iPhone it will take some testing. Or a lot of testing. Something that helped me fixing a crash was, this here: https://developer.apple.com/documentation/avfaudio/audio_engine/audio_units/using_voice_processing This example Project by Apple, uses both AVAudioEngine and AVAudioSession. How can I fix AVAudioEngineImpl::Initialize(NSError**) ? I think this depends. If you're lucky and have a crash log, you may can find clues, but the stack trace sometimes doesn't really help either. I will mention common cases that I encountered though. inputNode https://developer.apple.com/documentation/avfaudio/avaudioengine/1386063-inputnode You need an inputNode apparently. You need to access it or else I think there won't be one. And if there isn't one, AVAudioEngine.start will most likely crash. The audio engine creates a singleton on demand when first accessing this variable. Doing this has prevented this common issue for me. .prepare deallocates and can cause a crash if you restart your AudioEngine Another issue I faced was handling .prepare wrong. You don't need .prepare. But if you use installTap or other things, I think you need it. Here is a common thing to note. If you had previous initialized inputNode. Those could be gone after using .prepare. You have to ensure you're accessing AVAudioEngine.inputNode again before calling .start() or whatever node you need. The Voice Processing Project, does this by creating a Managing Controller for AVAudioEngine with a sort of "setup" function, which ensures that everything is ready, before .prepare and .start get called. AVAudioSession's setCategory You have to experiment with it. The crashes can be very weird. Sometimes your App will only crash once, and then only after you install it again, or if you start it up. You are actually able to use .setActive and .setCategory with AVAduioEngine. Just do not try to do .setActive(false) before you've stopped the AudioEngine, as it will fail. Sometimes I'd run into an issue with .setActive(true) so you really have to experiment if leaving that part out resolves the issue or not. try session.setCategory(.multiRoute, mode: .default, options: [.defaultToSpeaker, .mixWithOthers]) Experiment with it. But these .multiRoute and .mixWithOthers have allowed me to use AVAudioEngine to make a test recording. And I can even switch the Data Sources and Polar Patterns without any issues. Sometimes you can get away without setting .setActive at all. Not sure if AVAudioEngine does it automatically. Short Summary If you use .prepare and then .stop, make sure to initialize things like .inputNode before calling .prepare and .start again. (THIS CAN BE DIFFERENT) Only call .setActive(false) after you used .stop. Otherwise I believe it has no chance to stop it. AVAudioSession setCategory is important. Ensure you use mixRoutes or experiment with all the modes. If you manage to solve your crash, you'll be able to indeed change the Data Sources and Polar Patterns and more! Use isRunning before using .start, this will save you from another crash. If you use .start while it's already running, I think try and catch won't save you here, you have to ensure you're not starting it twice. I hope that this short breakdown will help you to resolve your crash. If you get deeper into AVAudioEngine and AVAudioSession, you'll probably face more crashes. I yet, need to figure out how to solve them. I have a lot of trouble to put my Testing App on my iPhone, so I am sorry if this guide didn't cover every detail of it. A HUGE tip from me is to check the Documentations. As example, when I read the Documentation for inputNode I learned why my app crashed, it's because I never accessed and initialized one. The Developer Documentation can be a little bit of a laberynth, and I strongly recommend you to read every property you try to access if you believe they cause issues. And I also recommend to find example Projects like the Voice Processing ones. As there aren't any Code Examples in the Documentation.
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716
Sep ’24