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FxPlug4.3_FxRemoteWindowAPI_window.frame.origin?
1.在Fxplug4.3的 FxRemoteWindowAPI 的协议中,没有提供window.frame.origin的设置。 2.如果我自定义NSWindow时,在FxPlug中 [Window setLevel:NSFloatingWindowLevel];也没有执行。 3.请问我应该如何把窗口保留在Final cut pro的前面,并且不影响Final cut pro 的操作呢?
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489
Aug ’24
FxPlug4.3_NSPanel_setLevel
NSPanel *panel = [[myPanel alloc] initWithContentRect:NSMakeRect(100, 100, 400, 300) styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:NO]; [panel setLevel:NSFloatingWindowLevel];//无效???? [panel makeKeyAndOrderFront:self]; 问题:在FxPlug4.3中使用setLevel不能将panel放在Final cut pro和Mition的前面? 救命~~~全世界都没找到答案!
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495
Aug ’24
Sending '$0' risks causing data races
I had no luck to compile a sample code provided by apple with Xcode 16.0 beta 5. ScreenCaptureKit demo (https://developer.apple.com/documentation/screencapturekit/capturing_screen_content_in_macos) The part it is failling is, streamOutput.capturedFrameHandler = { continuation.yield($0) } And the error message is Sending '$0' risks causing data races Task-isolated '$0' is passed as a 'sending' parameter; Uses in callee may race with later task-isolated uses Please enlighten me why this is an issue and how to avoid? Thanks in advance!
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2.6k
Aug ’24
MIDIFlushOutput does not cancel events scheduled over network
Calling MIDIFlushOutput on a network endpoint is not cancelling events scheduled with future timestamps -- they continue to send. e.g. func send(eventLists: [MIDIEventList]) { let outputPortRef = ... let networkDestination = ... for var eventList in eventLists { MIDISendEventList(outputPortRef, networkDestination.objectRef, &eventList) } } ... MIDIFlushOutput(networkDestination.objectRef) I'm seeing that MIDIFlushOutput does successfully cancel scheduled events on a non-network endpoint. How can I clear all scheduled outgoing events over a MIDI Network connection?
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608
Aug ’24
FxPlug4.3 & Window
1.In the FxRemoteWindowAPI protocol, there is no way to set window.frame.origin. 2.When using NSWindow, you cannot set [Window setLevel:NSFloatingWindowLevel]. 3.How can I keep the window in front of Final Cut Pro without affecting the normal use of Final Cut Pro?
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413
Aug ’24
[iPadOS18 Beta3] on iPad 7th gen, camera app cannot detect QR code
Hi, After installing iPadOS18 Beta3 on my iPad 7th gen, the default camera app no ​​longer detects QR codes. I tried updating to Beta7, but the issue remained. Also, third-party apps that use AVCaptureMetadataOutput in AVFoundation Framework to detect QR codes also no longer work. You can reproduce the issue by running default camera app or the AVFoundation sample code from the Apple developer site on iPad 7th gen (iPadOS18Beta installed). https://developer.apple.com/documentation/avfoundation/capture_setup/avcambarcode_detecting_barcodes_and_faces Has anyone else experienced this issue? I would like to know if this issue occurs on other iPad models as well. This is similar to the following issue that previously occurred with iPadOS 17.4. https://support.apple.com/en-lamr/118614 https://developer.apple.com/forums/thread/748092
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961
Aug ’24
CIFilter chain failing to render parts of output
I’ve built a iOS camera app that applies many CIFilters to an image captured by the camera. Some of my users have reported that on occasion the images have large parts that are blank, see below: Frustratingly, I can’t reproduce this myself! Does anyone know what could he causing it, is it a memory issue? I haven’t posted the code as there’s a lot to look over and I’m not sure it would help diagnose it. Thanks for any pointers.
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652
Aug ’24
Understanding the number of input channels in Core Audio
Hello everyone, I'm new to Core Audio and still haven't found my footing. I'm learning how to capture audio from the default device, using Audio Units. On my MacBook, the default audio input is mono. But when I write a piece of code to capture audio using AUHAL, I'm discovering that I need to provide an AudioBufferList with two channels, not one. Also, when I try to capture audio from an audio interface with 20 audio inputs, I must provide an AudioBufferList with two channels, and not with 20 channels. To investigate the issue, I wrote a small diagnostic program, which opens the default audio device and probes it for the number of channels. Depending on which way I'm probing, I'm getting different results. When I probe the stream format, I'm getting information that there is 1 channels. But when I probe the input audio unit, I'm getting information that there are 2 input channels. Here's my program to demonstrate the issue: // InputDeviceChannels.m // Compile with: // clang -framework CoreAudio -framework AudioToolbox -framework CoreFoundation -framework AudioUnit -o InputDeviceChannels InputDeviceChannels.m // // On my system, this prints: // Device Name: MacBook Pro Microphone // Number of Channels (Stream Format): 1 // Number of Elements (Element Count): 2 #import <AudioToolbox/AudioToolbox.h> #import <AudioUnit/AudioUnit.h> #import <CoreAudio/CoreAudio.h> #import <Foundation/Foundation.h> void printDeviceInfo(AudioUnit audioUnit) { UInt32 size; OSStatus err; AudioStreamBasicDescription streamFormat; size = sizeof(streamFormat); err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 1, &streamFormat, &size); if (err != noErr) { printf("Error getting stream format\n"); exit(1); } int numChannels = streamFormat.mChannelsPerFrame; UInt32 elementCount; size = sizeof(elementCount); err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_ElementCount, kAudioUnitScope_Input, 0, &elementCount, &size); if (err != noErr) { printf("Error getting element count\n"); exit(1); } printf("Number of Channels (Stream Format): %d\n", numChannels); printf("Number of Elements (Element Count): %d\n", elementCount); } void printDeviceName(AudioDeviceID deviceID) { UInt32 size; OSStatus err; CFStringRef deviceName = NULL; size = sizeof(deviceName); err = AudioObjectGetPropertyData( deviceID, &(AudioObjectPropertyAddress){kAudioDevicePropertyDeviceNameCFString, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain}, 0, NULL, &size, &deviceName); if (err != noErr) { printf("Error getting device name\n"); exit(1); } char deviceNameStr[256]; if (!CFStringGetCString(deviceName, deviceNameStr, sizeof(deviceNameStr), kCFStringEncodingUTF8)) { printf("Error converting device name to C string\n"); exit(1); } CFRelease(deviceName); printf("Device Name: %s\n", deviceNameStr); } int main(int argc, const char *argv[]) { @autoreleasepool { OSStatus err; // Get the default input device ID AudioDeviceID input_device_id = kAudioObjectUnknown; { UInt32 property_size = sizeof(input_device_id); AudioObjectPropertyAddress input_device_property = { kAudioHardwarePropertyDefaultInputDevice, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain, }; err = AudioObjectGetPropertyData(kAudioObjectSystemObject, &input_device_property, 0, NULL, &property_size, &input_device_id); if (err != noErr || input_device_id == kAudioObjectUnknown) { printf("Error getting default input device ID\n"); exit(1); } } // Print the device name using the input device ID printDeviceName(input_device_id); // Open audio unit for the input device AudioComponentDescription desc = {kAudioUnitType_Output, kAudioUnitSubType_HALOutput, kAudioUnitManufacturer_Apple, 0, 0}; AudioComponent component = AudioComponentFindNext(NULL, &desc); AudioUnit audioUnit; err = AudioComponentInstanceNew(component, &audioUnit); if (err != noErr) { printf("Error creating AudioUnit\n"); exit(1); } // Enable IO for input on the AudioUnit and disable output UInt32 enableInput = 1; UInt32 disableOutput = 0; err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &enableInput, sizeof(enableInput)); if (err != noErr) { printf("Error enabling input on AudioUnit\n"); exit(1); } err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &disableOutput, sizeof(disableOutput)); if (err != noErr) { printf("Error disabling output on AudioUnit\n"); exit(1); } // Set the current device to the input device err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &input_device_id, sizeof(input_device_id)); if (err != noErr) { printf("Error setting device for AudioUnit\n"); exit(1); } // Initialize AudioUnit err = AudioUnitInitialize(audioUnit); if (err != noErr) { printf("Error initializing AudioUnit\n"); exit(1); } // Print device info printDeviceInfo(audioUnit); // Clean up AudioUnitUninitialize(audioUnit); AudioComponentInstanceDispose(audioUnit); } return 0; } It prints: Device Name: MacBook Pro Microphone Number of Channels (Stream Format): 1 Number of Elements (Element Count): 2 I tried to set the number of channels to 1 on the input unit, but it didn’t change anything. After calling setNumberOfChannels(1, audioUnit), I’m still getting the same output. Note 1: I know that I can ignore one channel, etc, etc. My purpose here is not to "somehow get it to work", I already did that. My purpose is to understand the API, so that I'll be able to write code that handles any number of audio inputs. Note 2: I already read a bunch of documentation, especially this here: https://developer.apple.com/library/archive/technotes/tn2091/ - perhaps the channel map could help here, but I can’t make sense of it - I tried to use it based on my understanding but I only got the -50 OSStatus. How should I understand this? Is it that that audio unit is an abstraction layer and automatically converts mono input into stereo input? Can I ask AUHAL to provide me the same number of input channels that the audio device has?
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1k
Sep ’24
Why isReadyForMoreMediaData is false sometimes?
Hi, Recording Videos with AVAssetWriter, capture fps(camera output fps) is ok, but final result video fps was lower, the reason is AVAssetWriterInput.isReadyForMoreMediaData is false sometimes. Yes, I have read document many times, it said need to set expectsMediaDataInRealTime to true and balabala... I really be tortured by this problem for a long time, can I debug this problem? or any advice?
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623
Sep ’24
Content items not updating when using MediaPlayer API for CarPlay on iOS18
We are using the MediaPlayer API to provide CarPlay support. Starting in iOS 18 we are having issues updating the content list. The initial list of items will populate on a fresh instance but soon there after an error will show up saying we are not entitled to "com.apple.mediaremote.external-artwork-validation". From that point onwards no changes we make to our MPPlayableContentDataSource are reflected in CarPlay. Even after restarting the device. While the MediaPlayer API is marked as deprecated, we are still using it to provide CarPlay support going back to iOS 10. Has anyone else run into this or have suggestions for workarounds?
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697
Sep ’24
Xcode16RC present PHPickerViewController layout error & cell non-Interactive.
After upgrading to Xcode16RC, in an old project based on ObjC, I directly used the following controller code in AppDelegate: - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view. UIButton *b = [[UIButton alloc]initWithFrame:CGRectMake(100, 100, 44, 44)]; [b setTitle:@"title" forState:UIControlStateNormal]; [self.view addSubview:b]; [b addTarget:self action:@selector(onB:) forControlEvents:UIControlEventTouchUpInside]; } - (IBAction)onB:(id)sender{ PHPickerConfiguration *config = [[PHPickerConfiguration alloc]initWithPhotoLibrary:PHPhotoLibrary.sharedPhotoLibrary]; config.preferredAssetRepresentationMode = PHPickerConfigurationAssetRepresentationModeCurrent; config.selectionLimit = 1; config.filter = nil; PHPickerViewController *picker = [[PHPickerViewController alloc]initWithConfiguration:config]; picker.modalPresentationStyle = UIModalPresentationFullScreen; picker.delegate = self; [self presentViewController:picker animated:true completion:nil]; } - (void)picker:(PHPickerViewController *)picker didFinishPicking:(NSArray<PHPickerResult *> *)results{ } Environment: Simulator iPhone 15 Pro (iOS18) Before this version (iOS17.4), clicking the button to pop up the system photo picker interface was normal (the top boundary was within the SafeAreaGuide area), but now the top boundary of the interface aligns directly to the top of the window, and clicking the photo cell is unresponsive. If I create a new Target, using the same codes, the photo picker page does not have the above problem. Therefore, I suspect it may be due to the old project’s .proj file’s info.plist, buildSetting, or buildPhase lacking some default configuration key value required by the new version, (My project was built years ago may be from iOS13 or earlier ) but I cannot confirm the final cause. iOS18.0 has the additional messages: objc[79039]: Class UIAccessibilityLoaderWebShared is implemented in both /Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/AccessibilityBundles/WebCore.axbundle/WebCore (0x198028328) and /Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/AccessibilityBundles/WebKit.axbundle/WebKit (0x1980fc398). One of the two will be used. Which one is undefined. AX Safe category class 'SLHighlightDisambiguationPillViewAccessibility' was not found! Has anyone encountered the same issue as me?
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1.5k
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
Alternative for crashing API MPMediaItemArtwork
When setting the now playing info for playing media in MPNowPlayingInfoCenter we can set artwork. But it seems the Apple API for creating the artwork is crashing on iOS 18 (FB15145734). On iOS 17 this gave the warning that the completion handler was not run on the main thread. I've tried to seek help here: https://stackoverflow.com/questions/78989543/swift-data-race-with-appkit-mpmediaitemartwork-function/78990231?noredirect=1#comment139277425_78990231 but it seems that it's not possible to override the completion handler and therefor it's up to Apple to fix this issue. .task { await MainActor.run { let nowPlayingInfoCenter = MPNowPlayingInfoCenter.default() var nowPlayingInfo = [String: Any]() let image = NSImage(named: "image")! // warning: data race detected: @MainActor function at MPMediaItemArtwork/ContentView.swift:22 was not called on the main thread nowPlayingInfo[MPMediaItemPropertyArtwork] = MPMediaItemArtwork(boundsSize: image.size, requestHandler: { _ in // Not on main thread here! return image }) nowPlayingInfoCenter.nowPlayingInfo = nowPlayingInfo } } I'm wondering if there is an alternative method to set the now playing artwork?
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855
Sep ’24
Fairplay Streaming certificate - expiry date and renewal
The list of certificates on the Apple Developer web console shows the expiry of my Fairplay Streaming certificate as 'Never'. However, if I download the same certificate and import it into my KeyChain, the certificate details show the listed expiry as 11 OCT 2023. Which of these is correct? If the expiry in the certificate is correct, how do I renew it safely. With my App the below lines fails at the process of -streamingContentKeyRequestData- CODE guard let contentIdData = (loadingRequest.request.url?.host ?? "").data(using: .utf8), let spcData = try? loadingRequest.streamingContentKeyRequestData( forApp: certificate!, // This certificate is expired contentIdentifier: contentIdData, options: nil ) else { print("Error: Failed to generate SPC data due to expired certificate.") loadingRequest.finishLoading(with: NSError(domain: "com.example.error", code: -3, userInfo: nil)) return false }
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690
Sep ’24
Audio Muted After Building Unity App to iOS Device – Only Resetting Device Settings Fixes It
Hi, I'm facing an issue with my Unity-based app when deploying it to the AVP. Often, after building and running the app on the device, the audio gets muted. I couln't find any setting that let me unmute it. The only solution I've found is to reset the device settings, which makes the audio work again. Here are a few things I’ve noticed: The sound works fine when I reset my device’s settings. I haven't changed any sound or audio settings on the device before or after deploying the app. The issue doesn’t always occur immediately, but when it does, resetting settings seems to be the only fix. Could there be something in the AVP audio configuration that causes this problem? I’d appreciate any advice or suggestions. Thanks!
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281
Sep ’24
Native camera and AVCapture image difference
We are trying to build a simple image capture app using AVFoundation and AVCaptureDevice. Custom settings are used for exposure point and bias. But when image is captured using front camera , the image captured from the app and front native camera does not match. The image captured from the app includes more area than the native app. Also there is difference between the tilt angle between two images. So is there any way to capture image exactly same as native camera using AVFoundation and AVCaptureDevice. Native Custom
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611
Sep ’24
fcpxml asset-clip "tcFormat" attribute question
I'm trying to create code to generate an fcpxml file so I can automate Final Cut Pro timeline (project) creation. Here's an xml element that FCP successfully imports (and successfully creates a project/timeline). <project name="2013-08-09 19_23_07 (id).mov"> <sequence format="r1"> <spine> <asset-clip ref="r2" offset="0s" name="2013-08-09 19_23_07 (id).mov" start="146173027/60000s" duration="871871/60000s" tcFormat="DF" audioRole="dialogue"></asset-clip> </spine> </sequence> </project> The xml element example above was generated by exporting a simple timeline with a single clip. The problem I'm having is the media asset has timecode that gives a start time in relation to the timecode. When I try to remove timecode attributes and change the start time to "0s" <asset-clip ref="r2" offset="0s" name="2013-08-09 19_23_07 (id).mov" start="0s" duration="871871/60000s" audioRole="dialogue"></asset-clip> FCP complains with the import error: 2013-08-09 19_23_07 (id).fcpxml Invalid edit with no respective media. (/fcpxml[1]/project[1]/sequence[1]/spine[1]/asset-clip[1]) I guess the question is, does AVAsset provide a way to get the timecode information and the timecode based start offset, or is there a way to tell FCP to use a default start time independent of timecode?
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380
Sep ’24
MusicKit UPCs changing and handling that
I use Universal Product Codes (UPC) in my app to reliably identify albums after having used albumIDs for a time. AlbumIDs can change over time for no obvious reasons (see here for songIDs) so I switched to UPCs since I believed they cannot change. Well apparently they can. A few days ago I populated a JSON with UPCs including 196871067713. Today trying to perform a MusicCatalogResourchRequest for the UPC does not return anything. When using that UPC and putting it into an Apple Music link like https://music.apple.com/de/album/folge-89-im-geistergarten/1683337782?l=en-GB redirects to https://music.apple.com/de/album/folge-89-im-geistergarten/1683337782?l=en-GB so I assume the UPC has changed from 196871067713 to 1683337782. Apple Music can handle that and redirects to the new upc both in the app and as a website. But a MusicCatalogResourceRequest cannot do that. I filed a suggestion for that (FB15167146) but I need a solution quicker. Can I somehow detect where the URL is redirecting to? Is there a way MusicCatalogResourceRequest can do this? Performing a MusicCatalogSearchRequest can be an option but seems unreliable when using the title as search term. Other ideas? Thank you
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590
Sep ’24