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Unable to generate .p12 file from fairplay.cer
I am reaching out regarding an issue with my Apple FairPlay Streaming Certificate. To generate the certificate signing request (CSR), I used the following OpenSSL commands: openssl genrsa -out private_key.pem 1024 openssl req -new -key private_key.pem -out request.csr However, according to the guide provided by Apple and instructions from my DRM provider, I should have used: openssl genrsa -aes256 -out privatekey.pem 1024 openssl req -new -sha1 -key privatekey.pem -out certreq.csr -subj "/CN=SubjectName /OU=OrganizationalUnit /O=Organization /C=US" I suspect this discrepancy might be causing the issue with my FairPlay certificate. After obtaining the fairplay.cer file and importing it into Keychain Access, I noticed the following: When I expand the certificate in Keychain Access, I can only see a public key and no private key. As a result, I am unable to export the certificate as a .p12 file, as this option is disabled. As per my DRM provider's instructions, I need to export the certificate along with the corresponding private key as a .p12 file with a password. Since the private key is not visible in Keychain Access, I am unable to proceed further. I have read the FairPlay Streaming Overview but could not find any reasons as to why this issue is occurring or guidance on the procedure to revoke a certificate. Additionally, I came across the terms and conditions which mentioned reaching out to product-security at Apple for assistance in revoking corrupt certificates. However, despite reaching out, I have not received a response. Any help on how to proceed will be great!
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507
Jan ’25
Musickit Media player missing output device selection
Hi All, I am working on a DJ playout app (MACOS). The app has a few AVAudioPlayerNode's combined with the ApplicationMusicPlayer from Musickit. I can route the output of the AVaudioPlayer to a hardware device so that the audio files are directed to their own dedicated output on my Mac. The ApplicationMusicPlayer is following the default output and this is pretty annoying. Has anyone found a solution to chain the ApplicationMusicPlayer and get it set to a output device? Thanks Pancras
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546
Feb ’25
Best way to cache a inifinite scroll view of videos
Hi, Im working on a app with a infinite scrollable video similar to Tiktok or instagram reels. I initially thought it would be a good idea to cache videos in the file system but after reading this post it seems like it is not recommended to cache videos on the file system: https://forums.developer.apple.com/forums/thread/649810#:~:text=If%20the%20videos%20can%20be%20reasonably%20cached%20in%20RAM%20then%20we%20would%20recommend%20that.%20Regularly%20caching%20video%20to%20disk%20contributes%20to%20NAND%20wear The reason I am hesitant to cache videos to memory is because this will add up pretty quickly and increase memory pressure for my app. After seeing the amount of documents and data storage that instagram stores, its obvious they are caching videos on the file system. So I was wondering what is the updated best practice for caching for these kind of apps?
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498
Dec ’24
AVKit Video Player not working
Hey. I am trying to create a present view with a bunch of media (images/videos). Right now I am using a ZStack to render each media and change opacity based on the index selected using a scrollView. The issue seems to be that sometimes, videos don't seem to load in the main slide. There is a slide created as the video exists, the Player shows controls too but doesn't play anything. Present View Z-Stack ZStack { ForEach(presentation.slides.indices, id: .self) { index in if let media = mediaCacheManager.mediaCache[index] { if let player = media as? AVPlayer { PlayerView(player: player) .aspectRatio(16/10, contentMode: .fit ) .frame(width: UIScreen.main.bounds.width * 0.8) .background(Color.gray.opacity(0.2)) .clipShape(RoundedRectangle(cornerRadius: 40)) .overlay( RoundedRectangle(cornerRadius: 40) .stroke(Color.gray.opacity(0.5), lineWidth: 1) ) .onDisappear { player.pause() } .opacity(appModel.currentSlide == index ? 1 : 0) } else if let image = media as? Image { image .resizable() .scaledToFit() .frame(width: UIScreen.main.bounds.width * 0.8) .background(Color.gray.opacity(0.2)) .clipShape(RoundedRectangle(cornerRadius: 40)) .overlay( RoundedRectangle(cornerRadius: 40) .stroke(Color.gray.opacity(0.5), lineWidth: 1) ) .padding(.vertical, 10) .opacity(appModel.currentSlide == index ? 1 : 0) } } } } The PlayerView public class PlayerUIView: UIView { let playerVC = AVPlayerViewController() let gravity: AVLayerVideoGravity let manageAudio: Bool override init(frame: CGRect) { self.gravity = .resizeAspectFill self.manageAudio = true super.init(frame: frame) } deinit { if manageAudio { try? AVAudioSession.sharedInstance().setActive(false) } } init(player: AVPlayer?, gravity: AVLayerVideoGravity, manageAudio: Bool = true) { self.gravity = gravity self.manageAudio = manageAudio super.init(frame: .zero) guard let player = player else { return } self.playerSetup(player: player) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } public override func layoutSubviews() { super.layoutSubviews() playerVC.view.frame = bounds playerVC.view.backgroundColor = .clear playerVC.allowsVideoFrameAnalysis = false } private func playerSetup(player: AVPlayer) { playerVC.updatesNowPlayingInfoCenter = true playerVC.player = player playerVC.showsPlaybackControls = true playerVC.view.backgroundColor = .clear playerVC.exitsFullScreenWhenPlaybackEnds = true playerVC.videoGravity = gravity self.addSubview(playerVC.view) } }
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509
Nov ’24
Garageband displaying error 100001 when loading up some AU plugins
I recently got some plugins from Universal Audio, and have licensed them properly through both UA and iLok manager. Whenever I try to load up the plugins (specifically from UA) in GarageBand, it first says that "NSCreateObjectFileImageFromMemory-p47UEwps” because the developper can not be verified. After clicking either 'show in finder' or 'okay', it opens the plugin in a form without its GUI and showing that it is not licensed (even though it is). It also displays error code 100001. I have tried only some basic stuff to troubleshoot like restarting the DAW/my computer and reinstalling/relicensing the softwares. I don't know if the macOS version has anything to do with it but for some reason I just can't get it to work.
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368
Jan ’25
AVURLAsset with AVURLAssetHTTPCookiesKey - Cookies not persisting on retry requests
I'm experiencing an unexpected behavior with AVURLAsset and cookies. When setting cookies through AVURLAssetHTTPCookiesKey option, they seem to be sent only on the initial request but not on retry attempts. Here's my current implementation: let cookieProperties: [HTTPCookiePropertyKey: Any] = [ .name: "sessionCookie", .value: "testValue", .domain: url.host ?? "", .path: "/", .secure: true ] if let cookie = HTTPCookie(properties: cookieProperties) { let asset = AVURLAsset(url: url, options: [ AVURLAssetHTTPCookiesKey: [cookie], ]) } According to the documentation, AVURLAssetHTTPCookiesKey should apply the cookies to all requests made by this asset. However, when the initial request fails and AVPlayer retries, the cookies are not included in subsequent requests. Only when I store the cookie with HTTPCookieStorage.shared.setCookie, then it persists. Questions: Is this the expected behavior? If not, what could be causing the cookies to not persist for retry attempts? Is using HTTPCookieStorage.shared the recommended approach instead? Environment: iOS 16+ Using AVPlayer with AVURLAsset Streaming HLS content Any insights would be greatly appreciated.
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330
Feb ’25
Increased delay when AUGraph's output device is system output
I'm using an AUGraph to mix audio from different sources for a real time streaming application. Whenever the audio device used as the graph's output device is also the Mac's default output device, the measured latency increases by about 35 milliseconds for wired devices. Any idea why this is? Is there a way around this besides nagging the user to not the use the system output in our app?
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292
Dec ’24
Camera USB
am new to using Swift for a Mac Application. I am trying to control an external UVC-compliant camera focus and other capabilities. However, I'm having trouble with this and don't know where to start. I have downloaded an application from the App Store and it can control the focus and other capabilities. I've tried IOKit but this seems to be complicated and this does not return any capabilities or control the camera. I also tried AVfoundation and was able to open the camera, but using the following code did not work for me. as a device.isFocusPointOfInterestSupported returns false and without checking the app crashes. @IBAction func focusChanged(_ sender: NSSlider) { do { guard let device = videoDevice else { return } try device.lockForConfiguration() // Check if focus mode and point of interest are supported if device.isFocusModeSupported(.locked) { device.focusMode = .locked } if device.isFocusPointOfInterestSupported { // Map the slider value (0.0 to 1.0) to the focus point's X coordinate let focusX = CGFloat(sender.doubleValue) let focusPoint = CGPoint(x: focusX, y: 0.5) // Y coordinate is typically 0.5 (centered vertically) device.focusPointOfInterest = focusPoint } else { print("Focus point of interest is not supported on this device.") } device.unlockForConfiguration() // Log focus settings print("Focus point: \(device.focusPointOfInterest)") print("Focus mode: \(device.focusMode.rawValue)") } catch { print("Error adjusting focus: \(error)") } Any help or advice is much appreciated.
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455
Jan ’25
AudioServicesPlaySystemSound not playing through BluetoothA2DP device
Hello We have an application that play some sound via the system sound APIs from the AudioToolbox framework. AudioServicesCreateSystemSoundID(url as CFURL, &soundID) AudioServicesPlaySystemSoundWithCompletion(soundID) Our make sure that an active audio session is available before playing the system sound. But when the device is connected to a BluetoothA2DP device. The sound are played on through the device speaker and not through the bluetooth A2DP device. Our AudioSesison is configured with the following categories [.allowBluetooth, .defaultToSpeaker, .allowBluetoothA2DP] Sound played from the AVAudioPlayer are played on the allowBluetoothA2DP device with similar code. Is this a bug in the AudioToolbox framework?
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545
Dec ’24
ApplicationMusicPlayer / MediaPlayer Refuses to Play
We use BassDSDPlayer / SFBAudioEngine to play just about any file, but playing Apple Music is failing. All subscriptions are up to date. We stop the SFBAudioEngine and the BassDSDPlayer before playing Apple Music to no avail. PRINTS: Supported files in /Users/dorian/Music/Music/Media.localized/Music/4: 28364 Apple Music is authorized and can play catalog. Resetting default output device... Releasing BassDSDPlayer audio device... BassDSDPlayer: Audio device released. STOPPED sfbAudioDevice Default output device is ID: 76 applicationQueuePlayer _establishConnectionIfNeeded timeout [ping did not pong] applicationQueuePlayer _establishConnectionIfNeeded timeout [ping did not pong] Player State - After resetting output: Playback Status: stopped Queue Count: 0 No track is playing. Music player reset successfully. BassDSDPlayer: Audio device released. Default output device set successfully: 76 Default output device is ID: 76 Default output device set successfully: 76 Default output device ID: 76 Validated PlayParameters for track: squabble up PlayParameters: PlayParameters(id: 1781270321, kind: "song", isLibrary: nil, catalogID: nil, libraryID: nil, deviceLocalID: nil, rawValues: [:]) Starting playback... Player State - After playback: Playback Status: stopped Queue Count: 1 No track is playing. Notification BASS DSD NSConcreteNotification 0x600007ce2b00 {name = kUpdateSongInfo; object = { AlbumTitle = GNX; ArtistName = "Kendrick Lamar"; SongArtwork = "<NSImage 0x6000041b7ca0 Size={300, 300} RepProvider=<NSImageArrayRepProvider: 0x600003518770, reps:(\n "NSBitmapImageRep 0x600009ed9dc0 Size={300, 300} ColorSpace=(not yet loaded) BPS=8 BPP=(not yet loaded) Pixels=300x300 Alpha=NO Planar=NO Format=(not yet loaded) CurrentBacking=nil (faulting) CGImageSource=0x600007ce15c0"\n)>>"; SongLength = "157.992"; SongTitle = "squabble up"; Source = AppleMusic; }} Apple Music track loaded: squabble up by Kendrick Lamar Player State - Before play: Playback Status: stopped Queue Count: 1 No track is playing. prepareToPlay failed [no target descriptor] NSError Code: 1, Domain: MPMusicPlayerControllerErrorDomain Player State - After play: Playback Status: stopped Queue Count: 1 No track is playing. func playAppleMusicTracks(tracks: [Track]) { AppleMusicManager.shared.isAuthorizedAndReadyForPlayback { isAuthorized in guard isAuthorized else { print("Apple Music authorization or capabilities insufficient for playback.") return } print("Resetting default output device...") self.stopSFBAudioDevice() self.resetMusicPlayer() self.resetAudioSystem() self.ensureOutputDeviceReady() Task { for track in tracks { guard self.validatePlayParameters(for: track) else { continue } do { try await ApplicationMusicPlayer.shared.queue.insert(track, position: .afterCurrentEntry) guard !ApplicationMusicPlayer.shared.queue.entries.isEmpty else { print("Queue is empty after queuing. Playback cannot proceed.") return } self.notifyAppleMusicTrackInfo(track) } catch { print("Error starting playback: \(error)") if let nsError = error as NSError? { print("NSError Code: \(nsError.code), Domain: \(nsError.domain)") } } } MusicKitWrapper.shared.logPlayerState(message: "After playback") } } } @objc public class MusicKitWrapper: NSObject { @objc public static let shared = MusicKitWrapper() private let player = ApplicationMusicPlayer.shared // Play the current track @objc public func play() { guard !player.queue.entries.isEmpty else { print("Queue is empty. Cannot start playback.") return } logPlayerState(message: "Before play") Task { do { try await player.prepareToPlay() try await player.play() print("Playback started successfully.") } catch { if let nsError = error as NSError? { print("NSError Code: \(nsError.code), Domain: \(nsError.domain)") } } logPlayerState(message: "After play") } } Any help would be appreciated. Thanks!
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563
Jan ’25
AVAudioUnitTimePitch: speeding up introduces artifacts
For an upcoming update of one of my apps, I’m facing an issue: The .rate parameter of a AVAudioUnitTimePitch allows me to slow down an audio track without any issues: setting .rate to 0.7 or 0.8 results in an almost perfect playback without changing pitch. However, whenever the .rate parameter is greater than 1 (e.g. 1.1 or 1.15), I’m starting to hear audio artifacts (“flattering”) in the audio output which is not so nice (even at .overlap = 32). Intuitively, I’d’ve thought that speeding up the file should contain less artifacts than slowing it down?? I’ve tried different sample rates (44.1 kHz and 48 kHz), but same result. Grateful for any input on this 🙏
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417
Nov ’24
How can I use iPhone true depth front camera to detect if the captured depth map of a face is a true 3d face or spoofed 2d image
I'm trying to implement anti-spoofing in iOS app using iphone true depth front camera. I have checked the following questions still can't find a proper working solution. I trained a coreML model using 22000 depth human face images and 22000 non-human face(objects,food etc) images. The accuracy of the model is very less. When testing out with flat 2d images shown on a smartphone screen I found that I get depth map even for flat 2D images like this. Even though the image is flat how does it give the depth map for the person shown in the flat 2D picture so the model thinks that it is a real face instead of a spoofed one. I implemented depth capture by following this documentation and I made sure that I get depth map instead of disparity map https://developer.apple.com/documentation/avfoundation/additional_data_capture/capturing_photos_with_depth My next approach was to use NCNN framework to implement anti-spoofing by using the model used in the Mini-vision android anti-spoofing sample. I rewrote their library in iOS by using the objective C++ wrapper for C++ as the sample was only available for android app. And I tested by feeding 80x80 UI-Image in a open cv matrix format it's accurracy is less than the android one. How can I solve this problem.
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618
Nov ’24
Changing playback rate of AVQueuePlayer not working for some Airplay devices.
Hi. I am working on an audio app for iOS. I have implemented UI and handling which allows the user to change playback rate of audio. When the user selects a different rate, I update the rate property on my AVQueuePlayer. This is working well on device. When I use Airplay, it works for some devices and not for others. Some devices won't change playback rate and will always play at 1x speed. Is this possibly a limitation of those 3rd-party devices? Or is there something I'm missing/should check? Would love to get playback rate changes working across all Airplay devices with our app. Kind regards.
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413
Jan ’25
Listener for kAudioProcessPropertyIsRunningOutput
I'm trying to setup a listener for kAudioProcessPropertyIsRunningOutput but it's never triggered. I get calls for kAudioProcessPropertyIsRunning and kAudioProcessPropertyDevices but not for kAudioProcessPropertyIsRunningInput or kAudioProcessPropertyIsRunningOutput. class MyDelegate: PropertyListenerDelegate { func propertiesChanged(properties: [AudioObjectPropertyAddress]) { print(properties) } } var myDelegate = MyDelegate() var processes = try AudioHardwareSystem.shared.processes for process in processes { process.delegates += [myDelegate] try process.addListener(forProperties: [AudioObjectPropertyAddress(mSelector: kAudioPropertyWildcardPropertyID, mScope: kAudioObjectPropertyScopeWildcard, mElement: kAudioObjectPropertyElementWildcard)]) } Xcode 16.1 macOS 15.0.1
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476
Dec ’24
Max HLS segment file size?
The media services used for HLS streaming in an AVPlayer seem to crash if your segments are too large. Anything over 20Mbps seems to cause a crash. I have tried adjusting the segment length to 1 second also and it didn't help. I am remuxing Dolby Vision and HDR video and want to avoid transcoding and losing any metadata. However the segments are too large. Is there a workaround for this? Otherwise it seems AVFoundation is not suited to high bitrate HLS and I should be using MPV or similar.
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648
Nov ’24
Captured photos in wrong orientation
I'm building a custom camera screen that displays the camera image on a preview layer and then captures an image, using AVCaptureSession. When the picture is captured, I immediately load it into a UIImageView in order to display it to the user for approval. I've actually done this many times before, but this is the first time I've tried to do it in an app that supports interface rotation. If I hold the phone in Portrait mode and capture a picture, everything works as expected. When the user rotates the phone into Landscape orientation, I detect this and I replace the preview layer (AVCaptureVideoPreviewLayer) with a new one, specifying connection.videoRotationAngle in order to make the image appear in the right orientation. I'm a little surprised that this is necessary, and it's not a smooth transition, but that doesn't matter. What does matter is that when I capture the image, it is in the wrong orientation. I tried rotating it myself, but this doesn't seem to make any difference. What am I doing wrong?
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765
Nov ’24
Logic Pro loads AUv3 when compiled in Swift 5 but not Swift 6
I have spent a long time refactoring lots of older Swift code to compile without error in Swift 6. The app is a v3 audio unit host and audio unit. Having installed Sonoma and XCode 16 I compile the code using Swift 6 and it compiles and runs without any warnings or errors. My host will load my AU no problem. LOGIC PRO is still the ONLY audio unit host that will load native Mac V3 audio units and so I like to test my code using Logic. In Sonoma with XCode 16... My AU passes the most stringent AUVAL tests both in terminal and Logic pro. If I compile the AU source in Swift 5 Logic will see the AU, load it and run it without problems. But when I compile the AU in Swift 6 Logic sees the AU, will scan it and verify it passes the tests but will not load the AU. In XCode I see a log message that a "helper application failed to run" but the debugger never connects to the AU and I don't think Logic even gets as far as instantiating the AU. So... what is causing this? I'm stumped.. Developing AUv3 is a brain-aching maze of undocumented hurdles and I'm hoping someone might have found a solution for this one. Meanwhile I guess my only option is to continue using the Swift 5 compiler. (appending a little note just to mention that all the DSP code is written in C/C++, Swift is used mainly for the user interface and also does some offline thready work )
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494
Jan ’25
Best approach for auto-play when using AVPlayer
Hello! I am trying to determine the best approach with AVPlayer for implementing auto-play, that is, playback that automatically starts without user initiation. Ideally this would work for both local and streaming audio. My current approach is using KVO and the status on an AVPlayerItem equal to readyToPlay to do this, but I was wondering if there was a better property or state to use, or, alternatively, whether this use case may already be handled when automaticallyWaitsToMinimizeStalling is true, so that I could simply write: player.replaceCurrentItem(with: AVPlayerItem(url: streamingUrl)) player.rate = 1 or let playerItem = AVPlayerItem(url: streamingUrl) player = AVPlayer(playerItem: playerItem) player.rate = 1 and expect the item to be auto-played when ready. In the context of user-initiated playback, I've typically seen code that makes a button's enabled state contingent on player.currentItem.duration, e.g. in AVFoundationSimplePlayer-iOS. On the other hand, AVAutoWait, which utilizes automaticallyWaitsToMinimizeStalling, does not seem to do this. As a side note, I am not using an AVQueuePlayer.
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366
Mar ’25