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RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
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117
Jun ’25
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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160
Jun ’25
AVSpeechUtterance stutters in CarPlay when connected to a BT headset
We are currently working on a CarPlay navigation app and so far everything is working well except for speaking turn notifications. Our TTS implementation works fine on the phone and works fine on CarPlay if the voice is spoken over the speaker in the car. If users connect a BT headset to the car and listen through that headset, then the voice commands are chopped up / stutter. Why would users use BT headset? Well, we are working on a motorcycle app, and there are no speakers usually on a motorcycle. It sounds like the BT channel is opened and closed repeatedly for every character / word spoken. This happens on different CarPlay devices and different Bluetooth headsets, we have reports from multiple users that they find this behavior annoying and that other apps work fine. Is this a known issue? Are there possible workaround?
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89
Apr ’25
AudioUnit may experience silent capture issues on iPadOS 18.4.1 or 18.5.
Among the millions of users of our online product, we have identified through data metrics that the silent audio data capture rate on iPadOS 18.4.1 or 18.5 has increased abnormally. However, we are unable to reproduce the issue. Has anyone encountered a similar issue? The parameters we used are as follows: AudioSession: category:AVAudioSessionCategoryPlayAndRecord mode:AVAudioSessionModeDefault option:77 preferredSampleRate:48000.000000 preferredIOBufferDuration:0.010000 AudioUnit format.mFormatID = kAudioFormatLinearPCM; format.mSampleRate = 48000.0; format.mChannelsPerFrame = 2; format.mBitsPerChannel = 16; format.mFramesPerPacket = 1; format.mBytesPerFrame = format.mChannelsPerFrame * 16 / 8; format.mBytesPerPacket = format.mBytesPerFrame * format.mFramesPerPacket; format.mFormatFlags = kAudioFormatFlagsNativeEndian | kLinearPCMFormatFlagIsPacked | kLinearPCMFormatFlagIsSignedInteger; component.componentType = kAudioUnitType_Output; component.componentSubType = kAudioUnitSubType_RemoteIO; component.componentManufacturer = kAudioUnitManufacturer_Apple; component.componentFlags = 0; component.componentFlagsMask = 0;
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148
Jun ’25
Clarification on SFSpeechRecognizer system alert message and service URLs for whitelisting
Hello Apple Engineers, I am developing a feature related to SpeechRecognizer (import Speech), and I have two questions: After adding the NSSpeechRecognitionUsageDescription key in my Info.plist, when I initialize an SFSpeechRecognizer instance, the system shows an authorization alert. The alert contains a pre-defined message from Apple: “Speech data from this app will be sent to Apple to process your requests. This will also help Apple improve its speech recognition technology.” Is it possible to remove or customize this message? My app runs in a network environment with a whitelist. I need to know which URL the SFSpeechRecognizer instance connects to, and which port it uses, so that I can add it to the whitelist. Thank you very much for your support! Best regards, Yu Cheng
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207
Sep ’25
Issue with Audio Sample Rate Conversion in Video Calls
Hey everyone, I'm encountering an issue with audio sample rate conversion that I'm hoping someone can help with. Here's the breakdown: Issue Description: I've installed a tap on an input device to convert audio to an optimal sample rate. There's a converter node added on top of this setup. The problem arises when joining Zoom or FaceTime calls—the converter gets deallocated from memory, causing the program to crash. Symptoms: The converter node is being deallocated during video calls. The program crashes entirely when this happens. Traditional methods of monitoring sample rate changes (tracking nominal or actual sample rates) aren't working as expected. The Big Challenge: I can't figure out how to properly monitor sample rate changes. Listeners set up to track these changes don't trigger when the device joins a Zoom or FaceTime call. Please, if anyone has experience with this or knows a solution, I'd really appreciate your help. Thanks in advance! ⁠
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121
Apr ’25
Use MusicKit's User Library Artists with Catalog Artists?
When making a call to https://api.music.apple.com/v1/me/library/artists to get a user's library artists, it returns the following (as an example): [ { id: 'r.FCwruQb', type: 'library-artists', href: '/v1/me/library/artists/r.FCwruQb?l=en-US', attributes: { name: 'A Great Big World' } }, { id: 'r.7VSWOgj', type: 'library-artists', href: '/v1/me/library/artists/r.7VSWOgj?l=en-US', attributes: { name: 'Aaliyah' } }, ... ] If I try and use an artist id from that retuned data to look up additional information about the artist by calling https://api.music.apple.com/v1/catalog/us/artists/{id}, it fails. User Library Artists don't seem to equal Catalog Artists. It'd be great if there was a way to use these interchangeably. Am I missing something?
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296
Aug ’25
AVAssetResourceLoaderDelegate for radio stream
Hi everyone, I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time. I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue. Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio? Any tips, examples, or advice would be appreciated. Thanks!
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Jun ’25
Intermittent Memory Leak Indicated in Simulator When Using AVAudioEngine with mainMixerNode Only
Hello, I'm observing an intermittent memory leak being reported in the iOS Simulator when initializing and starting an AVAudioEngine. Even with minimal setup—just attaching a single AVAudioPlayerNode and connecting it to the mainMixerNode—Xcode's memory diagnostics and Instruments sometimes flag a leak. Here is a simplified version of the code I'm using: // This function is called when the user taps a button in the view controller: #import "ViewController.h" @interface ViewController () @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; } - (IBAction)myButtonAction:(id)sender { NSLog(@"Test"); soundCreate(); } @end // media.m static AVAudioEngine *audioEngine = nil; void soundCreate(void) { if (audioEngine != nil) return; [[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil]; [[AVAudioSession sharedInstance] setActive:YES error:nil]; audioEngine = [[AVAudioEngine alloc] init]; AVAudioPlayerNode* playerNode = [[AVAudioPlayerNode alloc] init]; [audioEngine attachNode:playerNode]; [audioEngine connect:playerNode to:(AVAudioNode *)[audioEngine mainMixerNode] format:nil]; [audioEngine startAndReturnError:nil]; } In the memory leak report, the following call stack is repeated, seemingly in a loop: ListenerMap::InsertEvent(XAudioUnitEvent const&, ListenerBinding*) AudioToolboxCore ListenerMap::AddParameter(AUListener*, void*, XAudioUnitEvent const&) AudioToolboxCore AUListenerAddParameter AudioToolboxCore addOrRemoveParameterListeners(OpaqueAudioComponentInstance*, AUListenerBase*, AUParameterTree*, bool) AudioToolboxCore 0x180178ddf
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Apr ’25
AVAudioEngine installTap stops working after phone call interruption on iPhone 16e
Environment Device: iPhone 16e iOS Version: 18.4.1 - 18.7.1 Framework: AVFoundation (AVAudioEngine) Problem Summary On iPhone 16e (iOS 18.4.1-18.7.1), the installTap callback stops being invoked after resuming from a phone call interruption. This issue is specific to phone call interruptions and does not occur on iPhone 14, iPhone SE 3, or earlier devices. Expected Behavior After a phone call interruption ends and audioEngine.start() is called, the previously installed tap should continue receiving audio buffers. Actual Behavior After resuming from phone call interruption: Tap callback is no longer invoked No audio data is captured No errors are thrown Engine appears to be running normally Note: Normal pause/resume (without phone call interruption) works correctly. Steps to Reproduce Start audio recording on iPhone 16e Receive or make a phone call (triggers AVAudioSession interruption) End the phone call Resume recording with audioEngine.start() Result: Tap callback is not invoked Tested devices: iPhone 16e (iOS 18.4.1-18.7.1): Issue reproduces ✗ iPhone 14 (iOS 18.x): Works correctly ✓ iPhone SE 3 (iOS 18.x): Works correctly ✓ Code Initial Setup (Works) let inputNode = audioEngine.inputNode inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioEngine.start() Interruption Handling NotificationCenter.default.addObserver( forName: AVAudioSession.interruptionNotification, object: AVAudioSession.sharedInstance(), queue: nil ) { notification in guard let userInfo = notification.userInfo, let typeValue = userInfo[AVAudioSessionInterruptionTypeKey] as? UInt, let type = AVAudioSession.InterruptionType(rawValue: typeValue) else { return } if type == .began { self.audioEngine.pause() } else if type == .ended { try? self.audioSession.setActive(true) try? self.audioEngine.start() // Tap callback doesn't work after this on iPhone 16e } } Workaround Full engine restart is required on iPhone 16e: func resumeAfterInterruption() { audioEngine.stop() inputNode.removeTap(onBus: 0) inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioSession.setActive(true) try audioEngine.start() } This works but adds latency and complexity compared to simple resume. Questions Is this expected behavior on iPhone 16e? What is the recommended way to handle phone call interruptions? Why does this only affect iPhone 16e and not iPhone 14 or SE 3? Any guidance would be appreciated!
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Oct ’25
occasional glitches and empty buffers when using AudioFileStream + AVAudioConverter
I'm streaming mp3 audio data using URLSession/AudioFileStream/AVAudioConverter and getting occasional silent buffers and glitches (little bleeps and whoops as opposed to clicks). The issues are present in an offline test, so this isn't an issue of underruns. Doing some buffering on the input coming from the URLSession (URLSessionDataTask) reduces the glitches/silent buffers to rather infrequent, but they do still happen occasionally. var bufferedData = Data() func parseBytes(data: Data) { bufferedData.append(data) // XXX: this buffering reduces glitching // to rather infrequent. But why? if bufferedData.count > 32768 { bufferedData.withUnsafeBytes { (bytes: UnsafeRawBufferPointer) in guard let baseAddress = bytes.baseAddress else { return } let result = AudioFileStreamParseBytes(audioStream!, UInt32(bufferedData.count), baseAddress, []) if result != noErr { print("❌ error parsing stream: \(result)") } } bufferedData = Data() } } No errors are returned by AudioFileStream or AVAudioConverter. func handlePackets(data: Data, packetDescriptions: [AudioStreamPacketDescription]) { guard let audioConverter else { return } var maxPacketSize: UInt32 = 0 for packetDescription in packetDescriptions { maxPacketSize = max(maxPacketSize, packetDescription.mDataByteSize) if packetDescription.mDataByteSize == 0 { print("EMPTY PACKET") } if Int(packetDescription.mStartOffset) + Int(packetDescription.mDataByteSize) > data.count { print("❌ Invalid packet: offset \(packetDescription.mStartOffset) + size \(packetDescription.mDataByteSize) > data.count \(data.count)") } } let bufferIn = AVAudioCompressedBuffer(format: inFormat!, packetCapacity: AVAudioPacketCount(packetDescriptions.count), maximumPacketSize: Int(maxPacketSize)) bufferIn.byteLength = UInt32(data.count) for i in 0 ..< Int(packetDescriptions.count) { bufferIn.packetDescriptions![i] = packetDescriptions[i] } bufferIn.packetCount = AVAudioPacketCount(packetDescriptions.count) _ = data.withUnsafeBytes { ptr in memcpy(bufferIn.data, ptr.baseAddress, data.count) } if verbose { print("handlePackets: \(data.count) bytes") } // Setup input provider closure var inputProvided = false let inputBlock: AVAudioConverterInputBlock = { packetCount, statusPtr in if !inputProvided { inputProvided = true statusPtr.pointee = .haveData return bufferIn } else { statusPtr.pointee = .noDataNow return nil } } // Loop until converter runs dry or is done while true { let bufferOut = AVAudioPCMBuffer(pcmFormat: outFormat, frameCapacity: 4096)! bufferOut.frameLength = 0 var error: NSError? let status = audioConverter.convert(to: bufferOut, error: &error, withInputFrom: inputBlock) switch status { case .haveData: if verbose { print("✅ convert returned haveData: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(haveData) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } case .inputRanDry: if verbose { print("🔁 convert returned inputRanDry: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(inputRanDry) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } return // wait for next handlePackets case .endOfStream: if verbose { print("✅ convert returned endOfStream") } return case .error: if verbose { print("❌ convert returned error") } if let error = error { print("error converting: \(error.localizedDescription)") } return @unknown default: fatalError() } } }
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Jul ’25
How can I find the user's "Favorite Songs" playlist?
It sounds simple but searching for the name "Favorite Songs" is a non-starter because it's called different names in different countries, even if I specify "&l=en_us" on the query. So is there another property, relationship or combination thereof which I can use to tell me when I've found the right playlist? Properties I've looked at so far: canEdit: will always be false so narrows things down a little inFavorites: not helpful as it depends on whether the user has favourite the favourites playlist, so not relevant hasCatalog: seems always true so again may narrow things down a bit isPublic: doesn't help Adding the catalog relationship doesn't seem to show anything immediately useful either. Can anyone help? Ideally I'd like to see this as a "kind" or "type" as it has different properties to other playlists, but frankly I'll take anything at this point.
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Jul ’25
Unexpected Ambisonics format
When trying to load an ambisonics file using this project: https://github.com/robertncoomber/NativeiOSAmbisonicPlayback/ I get "Unexpected Ambisonics format". Interestingly, loading a 3rd order ambisonics file works fine: let ambisonicLayoutTag = kAudioChannelLayoutTag_HOA_ACN_SN3D | 16 let AmbisonicLayout = AVAudioChannelLayout(layoutTag: ambisonicLayoutTag) let StereoLayout = AVAudioChannelLayout(layoutTag: kAudioChannelLayoutTag_Stereo) So it's purely related to the kAudioChannelLayoutTag_Ambisonic_B_Format
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1w
Implementing PHBackgroundResourceUploadExtension
Hi, I am trying to implement a PHBackgroundResourceUploadExtension to upload backup media files to an external cloud service based on these docs: https://developer.apple.com/documentation/PhotoKit/uploading-asset-resources-in-the-background#Acknowledge-completed-jobs Creating jobs and actual uploading is working as expected, but the problem I have is in the acknowledgeCompletedJobs() function. When in this function, I am trying to access a job's resource. The resource is nil and thus has empty assetLocalIdentifier and originalFilename. Did anybody successfully implement this extension or knows, why this would happen? Because the resource of an acknowledgable job is empty, I can not match it back to my processed assets.
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2w
Regarding the issue of obtaining input channels for aggregated devices
I found that the aggregated device correctly obtains input channels in the standard microphone mode. However, in voice isolation mode, it only retrieves channels from the first sub-device in the aggregated device's list. If I want to properly obtain channel information in voice isolation mode, how should I do it?
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327
Activity
Jun ’25
RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
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117
Activity
Jun ’25
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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160
Activity
Jun ’25
AVSpeechUtterance stutters in CarPlay when connected to a BT headset
We are currently working on a CarPlay navigation app and so far everything is working well except for speaking turn notifications. Our TTS implementation works fine on the phone and works fine on CarPlay if the voice is spoken over the speaker in the car. If users connect a BT headset to the car and listen through that headset, then the voice commands are chopped up / stutter. Why would users use BT headset? Well, we are working on a motorcycle app, and there are no speakers usually on a motorcycle. It sounds like the BT channel is opened and closed repeatedly for every character / word spoken. This happens on different CarPlay devices and different Bluetooth headsets, we have reports from multiple users that they find this behavior annoying and that other apps work fine. Is this a known issue? Are there possible workaround?
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89
Activity
Apr ’25
AudioUnit may experience silent capture issues on iPadOS 18.4.1 or 18.5.
Among the millions of users of our online product, we have identified through data metrics that the silent audio data capture rate on iPadOS 18.4.1 or 18.5 has increased abnormally. However, we are unable to reproduce the issue. Has anyone encountered a similar issue? The parameters we used are as follows: AudioSession: category:AVAudioSessionCategoryPlayAndRecord mode:AVAudioSessionModeDefault option:77 preferredSampleRate:48000.000000 preferredIOBufferDuration:0.010000 AudioUnit format.mFormatID = kAudioFormatLinearPCM; format.mSampleRate = 48000.0; format.mChannelsPerFrame = 2; format.mBitsPerChannel = 16; format.mFramesPerPacket = 1; format.mBytesPerFrame = format.mChannelsPerFrame * 16 / 8; format.mBytesPerPacket = format.mBytesPerFrame * format.mFramesPerPacket; format.mFormatFlags = kAudioFormatFlagsNativeEndian | kLinearPCMFormatFlagIsPacked | kLinearPCMFormatFlagIsSignedInteger; component.componentType = kAudioUnitType_Output; component.componentSubType = kAudioUnitSubType_RemoteIO; component.componentManufacturer = kAudioUnitManufacturer_Apple; component.componentFlags = 0; component.componentFlagsMask = 0;
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148
Activity
Jun ’25
Clarification on SFSpeechRecognizer system alert message and service URLs for whitelisting
Hello Apple Engineers, I am developing a feature related to SpeechRecognizer (import Speech), and I have two questions: After adding the NSSpeechRecognitionUsageDescription key in my Info.plist, when I initialize an SFSpeechRecognizer instance, the system shows an authorization alert. The alert contains a pre-defined message from Apple: “Speech data from this app will be sent to Apple to process your requests. This will also help Apple improve its speech recognition technology.” Is it possible to remove or customize this message? My app runs in a network environment with a whitelist. I need to know which URL the SFSpeechRecognizer instance connects to, and which port it uses, so that I can add it to the whitelist. Thank you very much for your support! Best regards, Yu Cheng
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207
Activity
Sep ’25
Issue with Audio Sample Rate Conversion in Video Calls
Hey everyone, I'm encountering an issue with audio sample rate conversion that I'm hoping someone can help with. Here's the breakdown: Issue Description: I've installed a tap on an input device to convert audio to an optimal sample rate. There's a converter node added on top of this setup. The problem arises when joining Zoom or FaceTime calls—the converter gets deallocated from memory, causing the program to crash. Symptoms: The converter node is being deallocated during video calls. The program crashes entirely when this happens. Traditional methods of monitoring sample rate changes (tracking nominal or actual sample rates) aren't working as expected. The Big Challenge: I can't figure out how to properly monitor sample rate changes. Listeners set up to track these changes don't trigger when the device joins a Zoom or FaceTime call. Please, if anyone has experience with this or knows a solution, I'd really appreciate your help. Thanks in advance! ⁠
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121
Activity
Apr ’25
Use MusicKit's User Library Artists with Catalog Artists?
When making a call to https://api.music.apple.com/v1/me/library/artists to get a user's library artists, it returns the following (as an example): [ { id: 'r.FCwruQb', type: 'library-artists', href: '/v1/me/library/artists/r.FCwruQb?l=en-US', attributes: { name: 'A Great Big World' } }, { id: 'r.7VSWOgj', type: 'library-artists', href: '/v1/me/library/artists/r.7VSWOgj?l=en-US', attributes: { name: 'Aaliyah' } }, ... ] If I try and use an artist id from that retuned data to look up additional information about the artist by calling https://api.music.apple.com/v1/catalog/us/artists/{id}, it fails. User Library Artists don't seem to equal Catalog Artists. It'd be great if there was a way to use these interchangeably. Am I missing something?
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296
Activity
Aug ’25
Using non-local custom catalogues with Shazamkit
Hi, I'm trying to plan out development of an app and am wondering if it is possible to have user generated content automatically populate into a custom shazamkit catalogue and be able to query this catalogue non-locally? Storing all the submissions locally would obviously not scale.
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96
Activity
Jun ’25
Use of MusicKit in mobile app to manipulate audio with EQ
Hello, I want to know if there are any restrictions with MusicKit to be used in a mobile app to be able to manipulate audio with an EQ on tracks coming from Apple Music, without modifying the actual track structure/data of course, just the audio output.
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412
Activity
Sep ’25
AVAssetResourceLoaderDelegate for radio stream
Hi everyone, I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time. I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue. Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio? Any tips, examples, or advice would be appreciated. Thanks!
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156
Activity
Jun ’25
Intermittent Memory Leak Indicated in Simulator When Using AVAudioEngine with mainMixerNode Only
Hello, I'm observing an intermittent memory leak being reported in the iOS Simulator when initializing and starting an AVAudioEngine. Even with minimal setup—just attaching a single AVAudioPlayerNode and connecting it to the mainMixerNode—Xcode's memory diagnostics and Instruments sometimes flag a leak. Here is a simplified version of the code I'm using: // This function is called when the user taps a button in the view controller: #import "ViewController.h" @interface ViewController () @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; } - (IBAction)myButtonAction:(id)sender { NSLog(@"Test"); soundCreate(); } @end // media.m static AVAudioEngine *audioEngine = nil; void soundCreate(void) { if (audioEngine != nil) return; [[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil]; [[AVAudioSession sharedInstance] setActive:YES error:nil]; audioEngine = [[AVAudioEngine alloc] init]; AVAudioPlayerNode* playerNode = [[AVAudioPlayerNode alloc] init]; [audioEngine attachNode:playerNode]; [audioEngine connect:playerNode to:(AVAudioNode *)[audioEngine mainMixerNode] format:nil]; [audioEngine startAndReturnError:nil]; } In the memory leak report, the following call stack is repeated, seemingly in a loop: ListenerMap::InsertEvent(XAudioUnitEvent const&, ListenerBinding*) AudioToolboxCore ListenerMap::AddParameter(AUListener*, void*, XAudioUnitEvent const&) AudioToolboxCore AUListenerAddParameter AudioToolboxCore addOrRemoveParameterListeners(OpaqueAudioComponentInstance*, AUListenerBase*, AUParameterTree*, bool) AudioToolboxCore 0x180178ddf
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128
Activity
Apr ’25
Tvos 26 beta2 not support dolby atmos Apple tv 4k 3rd
On Apple TV 4K 3rd generation, with tvOS 26 beta 2, when two HomePod 2 are paired to the device, music and movie sources with Dolby Atmos can only be listened to in stereo. dolby atmos not supported
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190
Activity
Jul ’25
SFSpeechRecognizer has a memory leak
When I create a SFSpeechRecognizer object, I find SFLocalSpeechRecognitionClient remains in memory and never gets released. You can create a demo with a single UIButton whose touch action is SFSpeechRecognizer(locale: Locale(identifier: "zh_CN"))
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154
Activity
Jun ’25
Infrequent Sound inconsitency with Apple Music
Since MacOS 26 Apple Music has inconsitent drops to the Quality of some Tracks indiscrimantly. I don't know if others Expereinced it. It doesn't happen on the Speakers or connected via Bluetooth, but the AUX I/O has it quite often. It is more noticable on Headphones with 48kHz and higher Frequency Bandwidth. Here is the FB18062589
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178
Activity
Jul ’25
AVAudioEngine installTap stops working after phone call interruption on iPhone 16e
Environment Device: iPhone 16e iOS Version: 18.4.1 - 18.7.1 Framework: AVFoundation (AVAudioEngine) Problem Summary On iPhone 16e (iOS 18.4.1-18.7.1), the installTap callback stops being invoked after resuming from a phone call interruption. This issue is specific to phone call interruptions and does not occur on iPhone 14, iPhone SE 3, or earlier devices. Expected Behavior After a phone call interruption ends and audioEngine.start() is called, the previously installed tap should continue receiving audio buffers. Actual Behavior After resuming from phone call interruption: Tap callback is no longer invoked No audio data is captured No errors are thrown Engine appears to be running normally Note: Normal pause/resume (without phone call interruption) works correctly. Steps to Reproduce Start audio recording on iPhone 16e Receive or make a phone call (triggers AVAudioSession interruption) End the phone call Resume recording with audioEngine.start() Result: Tap callback is not invoked Tested devices: iPhone 16e (iOS 18.4.1-18.7.1): Issue reproduces ✗ iPhone 14 (iOS 18.x): Works correctly ✓ iPhone SE 3 (iOS 18.x): Works correctly ✓ Code Initial Setup (Works) let inputNode = audioEngine.inputNode inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioEngine.start() Interruption Handling NotificationCenter.default.addObserver( forName: AVAudioSession.interruptionNotification, object: AVAudioSession.sharedInstance(), queue: nil ) { notification in guard let userInfo = notification.userInfo, let typeValue = userInfo[AVAudioSessionInterruptionTypeKey] as? UInt, let type = AVAudioSession.InterruptionType(rawValue: typeValue) else { return } if type == .began { self.audioEngine.pause() } else if type == .ended { try? self.audioSession.setActive(true) try? self.audioEngine.start() // Tap callback doesn't work after this on iPhone 16e } } Workaround Full engine restart is required on iPhone 16e: func resumeAfterInterruption() { audioEngine.stop() inputNode.removeTap(onBus: 0) inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioSession.setActive(true) try audioEngine.start() } This works but adds latency and complexity compared to simple resume. Questions Is this expected behavior on iPhone 16e? What is the recommended way to handle phone call interruptions? Why does this only affect iPhone 16e and not iPhone 14 or SE 3? Any guidance would be appreciated!
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Activity
Oct ’25
occasional glitches and empty buffers when using AudioFileStream + AVAudioConverter
I'm streaming mp3 audio data using URLSession/AudioFileStream/AVAudioConverter and getting occasional silent buffers and glitches (little bleeps and whoops as opposed to clicks). The issues are present in an offline test, so this isn't an issue of underruns. Doing some buffering on the input coming from the URLSession (URLSessionDataTask) reduces the glitches/silent buffers to rather infrequent, but they do still happen occasionally. var bufferedData = Data() func parseBytes(data: Data) { bufferedData.append(data) // XXX: this buffering reduces glitching // to rather infrequent. But why? if bufferedData.count > 32768 { bufferedData.withUnsafeBytes { (bytes: UnsafeRawBufferPointer) in guard let baseAddress = bytes.baseAddress else { return } let result = AudioFileStreamParseBytes(audioStream!, UInt32(bufferedData.count), baseAddress, []) if result != noErr { print("❌ error parsing stream: \(result)") } } bufferedData = Data() } } No errors are returned by AudioFileStream or AVAudioConverter. func handlePackets(data: Data, packetDescriptions: [AudioStreamPacketDescription]) { guard let audioConverter else { return } var maxPacketSize: UInt32 = 0 for packetDescription in packetDescriptions { maxPacketSize = max(maxPacketSize, packetDescription.mDataByteSize) if packetDescription.mDataByteSize == 0 { print("EMPTY PACKET") } if Int(packetDescription.mStartOffset) + Int(packetDescription.mDataByteSize) > data.count { print("❌ Invalid packet: offset \(packetDescription.mStartOffset) + size \(packetDescription.mDataByteSize) > data.count \(data.count)") } } let bufferIn = AVAudioCompressedBuffer(format: inFormat!, packetCapacity: AVAudioPacketCount(packetDescriptions.count), maximumPacketSize: Int(maxPacketSize)) bufferIn.byteLength = UInt32(data.count) for i in 0 ..< Int(packetDescriptions.count) { bufferIn.packetDescriptions![i] = packetDescriptions[i] } bufferIn.packetCount = AVAudioPacketCount(packetDescriptions.count) _ = data.withUnsafeBytes { ptr in memcpy(bufferIn.data, ptr.baseAddress, data.count) } if verbose { print("handlePackets: \(data.count) bytes") } // Setup input provider closure var inputProvided = false let inputBlock: AVAudioConverterInputBlock = { packetCount, statusPtr in if !inputProvided { inputProvided = true statusPtr.pointee = .haveData return bufferIn } else { statusPtr.pointee = .noDataNow return nil } } // Loop until converter runs dry or is done while true { let bufferOut = AVAudioPCMBuffer(pcmFormat: outFormat, frameCapacity: 4096)! bufferOut.frameLength = 0 var error: NSError? let status = audioConverter.convert(to: bufferOut, error: &error, withInputFrom: inputBlock) switch status { case .haveData: if verbose { print("✅ convert returned haveData: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(haveData) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } case .inputRanDry: if verbose { print("🔁 convert returned inputRanDry: \(bufferOut.frameLength) frames") } if bufferOut.frameLength > 0 { if bufferOut.isSilent { print("(inputRanDry) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)") } outBuffers.append(bufferOut) totalFrames += Int(bufferOut.frameLength) } return // wait for next handlePackets case .endOfStream: if verbose { print("✅ convert returned endOfStream") } return case .error: if verbose { print("❌ convert returned error") } if let error = error { print("error converting: \(error.localizedDescription)") } return @unknown default: fatalError() } } }
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Activity
Jul ’25
How can I find the user's "Favorite Songs" playlist?
It sounds simple but searching for the name "Favorite Songs" is a non-starter because it's called different names in different countries, even if I specify "&l=en_us" on the query. So is there another property, relationship or combination thereof which I can use to tell me when I've found the right playlist? Properties I've looked at so far: canEdit: will always be false so narrows things down a little inFavorites: not helpful as it depends on whether the user has favourite the favourites playlist, so not relevant hasCatalog: seems always true so again may narrow things down a bit isPublic: doesn't help Adding the catalog relationship doesn't seem to show anything immediately useful either. Can anyone help? Ideally I'd like to see this as a "kind" or "type" as it has different properties to other playlists, but frankly I'll take anything at this point.
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293
Activity
Jul ’25
Unexpected Ambisonics format
When trying to load an ambisonics file using this project: https://github.com/robertncoomber/NativeiOSAmbisonicPlayback/ I get "Unexpected Ambisonics format". Interestingly, loading a 3rd order ambisonics file works fine: let ambisonicLayoutTag = kAudioChannelLayoutTag_HOA_ACN_SN3D | 16 let AmbisonicLayout = AVAudioChannelLayout(layoutTag: ambisonicLayoutTag) let StereoLayout = AVAudioChannelLayout(layoutTag: kAudioChannelLayoutTag_Stereo) So it's purely related to the kAudioChannelLayoutTag_Ambisonic_B_Format
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Activity
1w
Implementing PHBackgroundResourceUploadExtension
Hi, I am trying to implement a PHBackgroundResourceUploadExtension to upload backup media files to an external cloud service based on these docs: https://developer.apple.com/documentation/PhotoKit/uploading-asset-resources-in-the-background#Acknowledge-completed-jobs Creating jobs and actual uploading is working as expected, but the problem I have is in the acknowledgeCompletedJobs() function. When in this function, I am trying to access a job's resource. The resource is nil and thus has empty assetLocalIdentifier and originalFilename. Did anybody successfully implement this extension or knows, why this would happen? Because the resource of an acknowledgable job is empty, I can not match it back to my processed assets.
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2w