Hello, I'm wondering how to capture 24MP photos.
I'm currently testing on an iPhone 16 Pro Max. By default, the device's activeFormat supports 24MP (photo dimensions: {4032x3024, 5712x4284}). For the photoOutput, I'm setting the maxPhotoDimensions to videoDevice.activeFormat.supportedMaxPhotoDimensions.lastObject, and setting MaxPhotoQualityPrioritization to quality.
When capturing, I'm applying the same maxPhotoDimensions and photoQualityPrioritization settings from the photoOutput directly to the AVCapturePhotoSettings.
What could be the issue?
// Objective-C
// setup
[self.photoOutput setMaxPhotoQualityPrioritization:AVCapturePhotoQualityPrioritizationQuality];
CMVideoDimensions maxPhotoDimensions = [(NSValue *)videoDevice.activeFormat.supportedMaxPhotoDimensions.lastObject CMVideoDimensionsValue];
[self.photoOutput setMaxPhotoDimensions:maxPhotoDimensions];
// capturing
AVCapturePhotoSettings *photoSettings = [AVCapturePhotoSettings photoSettings];
photoSettings.maxPhotoDimensions = self.photoOutput.maxPhotoDimensions;
photoSettings.photoQualityPrioritization = self.photoOutput.maxPhotoQualityPrioritization;
[self.photoOutput capturePhotoWithSettings:photoSettings delegate:photoCaptureDelegate];
...
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Hi all,
with my app ScreenFloat, you can record your screen, along with system- and microphone audio.
Those two audio feeds are recorded into separate audio tracks in order to individually remove or edit them later on.
Now, these recordings you create with ScreenFloat can be drag-and-dropped to other apps instantly. So far, so good, but some apps, like Slack, or VLC, or even websites like YouTube, do not play back multiple audio tracks, just one.
So what I'm trying to do is, on dragging the video recording file out of ScreenFloat, instantly baking together the two individual audio tracks into one, and offering that new file as the drag and drop file, so that all audio is played in the target app.
But it's slow. I mean, it's actually quite fast, but for drag and drop, it's slow.
My approach is this:
"Bake together" the two audio tracks into a one-track m4a audio file using AVMutableAudioMix and AVAssetExportSession
Take the video track, add the new audio file as an audio track to it, and render that out using AVAssetExportSession
For a quick benchmark, a 3'40'' movie, step 1 takes ~1.7 seconds, and step two adds another ~1.5 seconds, so we're at ~3.2 seconds. That's an eternity for a drag and drop, where the user might cancel if there's no immediate feedback.
I could also do it in one step, but then I couldn't use the AV*Passthrough preset, and that makes it take around 32 seconds then, because I assume it touches the video data (which is unnecessary in this case, so I think the two-step approach here is the fastest).
So, my question is, is there a faster way?
The best idea I can come up with right now is, when initially recording the screen with system- and microphone audio as separate tracks, to also record both of them into a third, muted, "hidden" track I could use later on, basically eliminating the need for step one and just ripping the two single audio tracks out of the movie and only have the video and the "hidden" track (then unmuted), but I'd still have a ~1.5 second delay there. Also, there's the processing and data overhead (basically doubling the movie's audio data).
All this would be great for an export operation (where one expects it to take a little time), but for a drag-and-drop operation, it's not ideal.
I've discarded the idea of doing a promise file drag, because many apps do not accept those, and I want to keep wide compatibility with all sorts of apps.
I'd appreciate any ideas or pointers.
Thank you kindly,
Matthias
I am using AVMulti so the user captures two images how can I access those images if there is only one url that stores the captured images for the lockScreenCapture extension ? Plus how can I detect if the user opened the app from the extension to be able to navigate the user to the right screen ?
I'm developing an iOS app using AVFoundation for real-time video capture and object detection.
While implementing torch functionality with camera switching (between Wide and Ultra-Wide lenses), I encountered a critical issue where the camera freezes when toggling the torch while the Ultra-Wide camera is active.
Issue
If the torch is ON and I switch from Wide to Ultra-Wide, the camera freezes
If the Ultra-Wide camera is active and I try to turn the torch ON, the camera freezes
The iPhone Camera app allows using the torch while recording video with the Ultra-Wide lens, so this should be possible via AVFoundation as well.
Code snippet
DispatchQueue.global(qos: .userInitiated).async { [weak self] in
guard let self = self else { return }
let isSwitchingToUltraWide = !self.isUsingFisheyeCamera
let cameraType: AVCaptureDevice.DeviceType = isSwitchingToUltraWide ? .builtInUltraWideCamera : .builtInWideAngleCamera
let cameraName = isSwitchingToUltraWide ? "Ultra Wide" : "Wide"
guard let selectedCamera = AVCaptureDevice.default(cameraType, for: .video, position: .back) else {
DispatchQueue.main.async {
self.showAlert(title: "Camera Error", message: "\(cameraName) camera is not available on this device.")
}
return
}
do {
let currentInput = self.videoCapture.captureSession.inputs.first as? AVCaptureDeviceInput
self.videoCapture.captureSession.beginConfiguration()
if isSwitchingToUltraWide && self.isFlashlightOn {
self.forceEnableTorchThroughWide()
}
if let currentInput = currentInput {
self.videoCapture.captureSession.removeInput(currentInput)
}
let videoInput = try AVCaptureDeviceInput(device: selectedCamera)
self.videoCapture.captureSession.addInput(videoInput)
self.videoCapture.captureSession.commitConfiguration()
self.videoCapture.updateVideoOrientation()
DispatchQueue.main.async {
if let barButton = sender as? UIBarButtonItem {
barButton.title = isSwitchingToUltraWide ? "Wide" : "Ultra Wide"
barButton.tintColor = isSwitchingToUltraWide ? UIColor.systemGreen : UIColor.white
}
print("Switched to \(cameraName) camera.")
}
self.isUsingFisheyeCamera.toggle()
} catch {
DispatchQueue.main.async {
self.showAlert(title: "Camera Error", message: "Failed to switch to \(cameraName) camera: \(error.localizedDescription)")
}
}
}
}
Expected Behavior
Torch should be able to work when Ultra-Wide is active, just like the iPhone Camera app does.
The camera should not freeze when switching between Wide and Ultra-Wide with the torch ON.
AVCaptureSession should not crash when toggling the torch while Ultra-Wide is active.
Questions & Help Needed
Is this a known issue with AVFoundation?
How does the iPhone Camera app allow using the torch while recording in Ultra-Wide?
What’s the correct way to switch between Wide and Ultra-Wide cameras without freezing when the torch is active?
Info
Device tested: iPhone 13 Pro / iPhone 15 Pro / Iphone 15
iOS Version: iOS 17.3 / iOS 18.0
Xcode Version: 16.2
I have an SCStreamDelegate for capturing frames from applications. On recent point releases of macOS Sonoma, I've noticed that the stream is being cancelled with no user action being taken. I started trying to debug it and when my on error method is called, the error parameter being passed is null:
func stream(_ stream: SCStream, didStopWithError error: Error) {
/*debugger shows this and segfaults if I try to print "\(error)"
error (Error)
> error = (Builtin.RawPointer) 0x0
*/
From what I can tell, error should be a valid NSError so I can check the error code, based on similar code I've seen in, for example OBS (https://github.com/obsproject/obs-studio/blob/265239d4174f8d291b0de437088c5b78f8e27687/plugins/mac-capture/mac-sck-common.m#L29)
Usually when this happens, the menubar icon for screen sharing (where I would click to change sharing window, etc) stays there even after my app has closed an no apps are doing sharing stuff.
Has anyone come across this before? Am I misinterpreting what the debugger is saying about the error parameter?
I'm running macos 14.7.3, but I just updated from 14.7.2 earlier and had basically the same issue on both macos versions
Hi, I have a problem when I want to attach my grayscale depth map image into the real image. The produced depth map doesn't have the cameraCalibration value which should responsible to align the depth data to the image. How do I align the depth map? I saw an article about it but it is not really detailed so I might be missing some process.
I tried to:
convert my depth map into pixel buffer
create image destination ref and add the image there.
add the auxData (depth map dict)
This is the output:
There is some black space there and my RGB image colour changes
I am developing an iOS application that supports screen mirroring to Google TV (or Chromecast with Google TV). My goal is to mirror the iPhone/iPad screen in real time to a Google TV device.
What I Have Tried So Far
I have explored multiple approaches but haven't found a direct way to achieve low-latency screen mirroring. Here are some of my findings:
Google Cast SDK:
Google Cast SDK is primarily designed for casting media (videos, images, audio) rather than real-time mirroring. It supports custom receiver applications, but there are no direct APIs for full screen mirroring. Casting a recorded video is possible, but it introduces latency and is not real-time.
ReplayKit for Screen Capture:
RPScreenRecorder.shared().startCapture(handler: ...) allows capturing the iPhone screen as a video stream. However, sending this stream to Google TV in real time is a challenge. I could potentially encode the video as HLS and stream it, but the delay is significant.
RTSP/UDP Streaming:
Some third-party libraries support RTSP/UDP streaming for real-time screen sharing. Google TV does not natively support RTSP, making this approach difficult.
My Questions:
Is it possible to achieve real-time screen mirroring on Google TV using Google Cast SDK? Does Google TV support WebRTC or any low-latency streaming protocol that can be used from iOS? Are there any alternative approaches to mirror an iOS screen to Google TV with minimal latency? I would appreciate any guidance, code examples, or references to relevant documentation.
Issue:
Under certain conditions, using CallKit does not automatically enable the microphone.
Steps to Reproduce:
1.Start an outgoing call, then the user manually mutes the audio.
2.Receive a native incoming call, end the current call, then answer the new incoming call.(This order is important.)
3.End the incoming call.
4.Start another outgoing call and observe the microphone; do not manually mute or unmute.
Actual Behavior:
The audio icon indicates that the audio is unmuted, but the microphone remains off, and the small yellow dot in the top status bar (which represents the microphone) does not appear.
Expected Behavior:
The microphone should be on, consistent with the audio icon display, and the small yellow dot should appear in the top status bar.
Device:
iPhone 16 pro & iPhone 15 pro, iOS 18.0+
Can it be reproduced using speakerbox(CallKit Demo)?
YES
According to the docs:
The first time your app performs an operation that requires [photo library] authorization, the system automatically and asynchronously prompts the user for it.
(https://developer.apple.com/documentation/photokit/delivering-an-enhanced-privacy-experience-in-your-photos-app)
I.e. it's not necessary for the app to call PHPhotoLibrary.requestAuthorization.
This does seem to be what happens when my app runs on an iPhone or iPad; the prompt is shown. But when it runs on a Mac in "designed for iPad" mode, the permission dialog is not presented. Instead the code continues to see status == .notDetermined.
That's today, on macOS 15.3. It may have worked in the past.
Is anyone else seeing issues with this? Should I call requestAuthorization explicitly? (Would that actually work?)
I've been having issues with authorization after switching from v1 to v3, have tried some of the suggestions provided by someone in a reply to a post of mine. Have tried to reach out to Apple Support a few times as well, though I haven't received any support that has helped me to move forward.
I have tested my token at https://jwt.io and I'm getting a "Signature Verified", tried multiple browsers in private/incognito mode, now when I try to sign into my Apple Account to test my player I am receiving an error that stats "There is a Problem Connecting. There May be an Issue with Your Network." (which is not the case).
I have tried everything I can think of, I'm at a loss and would appreciate any help to get my project moving forward. This is what I am seeing in the browser developer console (using Firefox):
Authorization failed: AUTHORIZATION_ERROR: Unauthorized
MKError https://js-cdn.music.apple.com/musickit/v3/musickit.js:13
authorize https://js-cdn.music.apple.com/musickit/v3/musickit.js:28
asyncGeneratorStep$w https://js-cdn.music.apple.com/musickit/v3/musickit.js:28
_next https://js-cdn.music.apple.com/musickit/v3/musickit.js:28
media.mydomain.com:398:19
https://media.mydomain.com/:398
It's only occurs on iOS 18+. Backtrace attached below.
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: SIGNAL 6 Abort trap: 6
Terminating Process: NoteKeys [24384]
Triggered by Thread: 0
Last Exception Backtrace:
0 CoreFoundation 0x1a2d4c7cc __exceptionPreprocess + 164 (NSException.m:249)
1 libobjc.A.dylib 0x1a001f2e4 objc_exception_throw + 88 (objc-exception.mm:356)
2 CoreFoundation 0x1a2e47748 +[NSException raise:format:] + 128 (NSException.m:0)
3 AVFAudio 0x1bd41f4c8 -[AVMIDIPlayer play:] + 300 (AVMIDIPlayer.mm:145)
4 NoteKeys 0x1023c0670 SoundGenerator.playData() + 20 (SoundGenerator.swift:170)
5 NoteKeys 0x1023c0670 EditViewController.playBtnTapped(startIndex:) + 940 (EditViewController.swift:2034)
6 NoteKeys 0x1024497fc specialized Keyboard.playBtnTapped(sender:) + 1904 (Keyboard.swift:1249)
7 NoteKeys 0x10244631c Keyboard.playBtnTapped(sender:) + 4 (<compiler-generated>:0)
8 NoteKeys 0x10244631c @objc Keyboard.playBtnTapped(sender:) + 48
9 UIKitCore 0x1a58739cc -[UIApplication sendAction:to:from:forEvent:] + 100 (UIApplication.m:5816)
10 UIKitCore 0x1a58738a4 -[UIControl sendAction:to:forEvent:] + 112 (UIControl.m:942)
11 UIKitCore 0x1a58736f4 -[UIControl _sendActionsForEvents:withEvent:] + 324 (UIControl.m:1013)
12 UIKitCore 0x1a5fe8d8c -[UIButton _sendActionsForEvents:withEvent:] + 124 (UIButton.m:4198)
13 UIKitCore 0x1a5fea5a0 -[UIControl touchesEnded:withEvent:] + 400 (UIControl.m:692)
14 UIKitCore 0x1a57bb9ac -[UIWindow _sendTouchesForEvent:] + 852 (UIWindow.m:3318)
15 UIKitCore 0x1a57bb3d8 -[UIWindow sendEvent:] + 2964 (UIWindow.m:3641)
16 UIKitCore 0x1a564fb70 -[UIApplication sendEvent:] + 376 (UIApplication.m:12972)
17 UIKitCore 0x1a565009c __dispatchPreprocessedEventFromEventQueue + 1048 (UIEventDispatcher.m:2686)
18 UIKitCore 0x1a5659f3c __processEventQueue + 5696 (UIEventDispatcher.m:3044)
19 UIKitCore 0x1a5552c60 updateCycleEntry + 160 (UIEventDispatcher.m:133)
20 UIKitCore 0x1a55509d8 _UIUpdateSequenceRun + 84 (_UIUpdateSequence.mm:136)
21 UIKitCore 0x1a5550628 schedulerStepScheduledMainSection + 172 (_UIUpdateScheduler.m:1171)
22 UIKitCore 0x1a555159c runloopSourceCallback + 92 (_UIUpdateScheduler.m:1334)
23 CoreFoundation 0x1a2d20328 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 (CFRunLoop.c:1970)
24 CoreFoundation 0x1a2d202bc __CFRunLoopDoSource0 + 176 (CFRunLoop.c:2014)
25 CoreFoundation 0x1a2d1ddc0 __CFRunLoopDoSources0 + 244 (CFRunLoop.c:2051)
26 CoreFoundation 0x1a2d1cfbc __CFRunLoopRun + 840 (CFRunLoop.c:2969)
27 CoreFoundation 0x1a2d1c830 CFRunLoopRunSpecific + 588 (CFRunLoop.c:3434)
28 GraphicsServices 0x1eecfc1c4 GSEventRunModal + 164 (GSEvent.c:2196)
29 UIKitCore 0x1a5882eb0 -[UIApplication _run] + 816 (UIApplication.m:3844)
30 UIKitCore 0x1a59315b4 UIApplicationMain + 340 (UIApplication.m:5496)
31 NoteKeys 0x10254bc10 main + 68 (AppDelegate.swift:15)
32 dyld 0x1c870aec8 start + 2724 (dyldMain.cpp:1334)
Thanks very much for any help: )
Topic:
Media Technologies
SubTopic:
Audio
Hello,
I have a CarPlay Navigation app and utilize the AVSpeechSynthesizer to speak directions to a user. Everything works great on my CarPlay simulator as well as when plugged into my GMC truck. However, I found out yesterday that one of my users with a Ford truck the audio would cut in an out.
After much troubleshooting, I was able to replicate this on my own truck when using Bluetooth to connect to CarPlay. My user was also utilizing Bluetooth. Has anyone else experienced this? Is there a fix to the problem?
import SwiftUI
import AVFoundation
class TextToSpeechService: NSObject, ObservableObject, AVSpeechSynthesizerDelegate {
private var speechSynthesizer = AVSpeechSynthesizer()
static let shared = TextToSpeechService()
override init() {
super.init()
speechSynthesizer.delegate = self
}
func configureAudioSession() {
speechSynthesizer.delegate = self
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .voicePrompt, options: [.mixWithOthers, .allowBluetooth])
} catch {
print("Failed to set audio session category: \(error.localizedDescription)")
}
}
func speak(_ text: String) {
Task(priority: .high) {
let speechUtterance = AVSpeechUtterance(string: text)
speechUtterance.voice = AVSpeechSynthesisVoice(language: AVSpeechSynthesisVoice.currentLanguageCode())
try AVAudioSession.sharedInstance().setActive(true, options: .notifyOthersOnDeactivation)
speechSynthesizer.speak(speechUtterance)
}
}
func speechSynthesizer(_ synthesizer: AVSpeechSynthesizer, didFinish utterance: AVSpeechUtterance) {
Task {
stopSpeech()
try AVAudioSession.sharedInstance().setActive(false)
}
}
func stopSpeech() {
speechSynthesizer.stopSpeaking(at: .immediate)
}
}
We have application using PTT Framework to record audio messages when app is backgrounded. Right now we are using AVAudioRecorder for that purpose. And problem is one specific user has frequent issue - recorded audio contains only silence.
I've checked almost everything I can imagine but didn't find any possible reason of issue.
Conditions:
AVAudioRecorder uses following configuration:
[
AVEncoderAudioQualityKey: AVAudioQuality.low.rawValue,
AVFormatIDKey : kAudioFormatMPEG4AAC,
AVNumberOfChannelsKey: 1,
AVSampleRateKey: 16000.0
]
App waits both didBeginTransmitting and didActivate audioSession from PTChannelManager (audio session has playback category at that moment)
App does AVAudioSession category change to playAndRecord
App gets routeChangeNotification with categoryChange and category = playAndRecord
There is no any interruption notifications from AVAudioSession during recording
There is no any error notification from AVAudioRecorder
Any idea what exactly I do wrong? Is there anything else I should check?
Thanks in advance.
P.S. it looks like recording audio with AudioUnit has the same issue, but let's exclude it from question atm for simplicity.
I have created an app where you can speak using SFSpeechRecognizer and it will recognize you speech into text, translate it and then return it back using speech synthesis. All locales for SFSpeechRecognizer and switching between them work fine when the app is in the foreground but after I turn off my screen(the app is still running I just turned off the screen) and try to create new recognitionTask it it receives this error inside the recognition task: User denied access to speech recognition. The weird thing about this is it only happens with some languages. The error happens with Croatian or Hungarian locale for speech recognition but doesn't with English or Spanish locale.
I want to modify the photo's exif information, which means putting the original image in through CGImageDestinationAddImageFromSource, and then adding the modified exif information to a place called properties.
Here is the complete process:
static func setImageMetadata(asset: PHAsset, exif: [String: Any]) {
let options = PHContentEditingInputRequestOptions()
options.canHandleAdjustmentData = { (adjustmentData) -> Bool in
return true
}
asset.requestContentEditingInput(with: options, completionHandler: { input, map in
guard let inputNN = input else {
return
}
guard let url = inputNN.fullSizeImageURL else {
return
}
let output = PHContentEditingOutput(contentEditingInput: inputNN)
let adjustmentData = PHAdjustmentData(formatIdentifier: AppInfo.appBundleId(), formatVersion: AppInfo.appVersion(), data: Data())
output.adjustmentData = adjustmentData
let outputURL = output.renderedContentURL
guard let source = CGImageSourceCreateWithURL(url as CFURL, nil) else {
return
}
guard let dest = CGImageDestinationCreateWithURL(outputURL as CFURL, UTType.jpeg.identifier as CFString, 1, nil) else {
return
}
CGImageDestinationAddImageFromSource(dest, source, 0, exif as CFDictionary)
let d = CGImageDestinationFinalize(dest)
// d is true, and I checked the content of outputURL, image has been write correctly, it could be convert to UIImage and image is ok.
PHPhotoLibrary.shared().performChanges {
let changeReq = PHAssetChangeRequest(for: asset)
changeReq.contentEditingOutput = output
} completionHandler: { succ, err in
if !succ {
print(err) // 3303 here, always!
}
}
})
}
I am creating an app that decodes H.265 elementary streams on iOS.
I use VideoToolBox to decode from H.265 to NV12.
The decoded data is enqueued in the CMSampleBufferDisplayLayer as a CMSampleBuffer.
However, nothing is displayed in the VideoPlayerView. It remains black.
The decoding in VideoToolBox is successful. I confirmed this by saving the NV12 data in the CMSampleBuffer to a file and displaying it using a tool.
Why is nothing displayed in the VideoPlayerView?
I can provide other source code as well.
//
// VideoPlayerView.swift
// H265Decoder
//
// Created by Kohshin Tokunaga on 2025/02/15.
//
import SwiftUI
import AVFoundation
struct VideoPlayerView: UIViewRepresentable {
// Return an H265Player as the coordinator, and start playback there.
func makeCoordinator() -> H265Player {
H265Player()
}
func makeUIView(context: Context) -> UIView {
let uiView = UIView(frame: .zero)
// Base layer for attaching sublayers
uiView.backgroundColor = .black // Screen background color (for iOS)
// Create the display layer and add it to uiView.layer
let displayLayer = context.coordinator.displayLayer
displayLayer.frame = uiView.bounds
displayLayer.backgroundColor = UIColor.clear.cgColor
uiView.layer.addSublayer(displayLayer)
// Start playback
context.coordinator.startPlayback()
return uiView
}
func updateUIView(_ uiView: UIView, context: Context) {
// Reset the frame of the AVSampleBufferDisplayLayer when the view's size changes.
let displayLayer = context.coordinator.displayLayer
displayLayer.frame = uiView.layer.bounds
// Optionally update the layer's background color, etc.
uiView.backgroundColor = .black
displayLayer.backgroundColor = UIColor.clear.cgColor
// Flush transactions if necessary
CATransaction.flush()
}
}
//
// H265Player.swift
// H265Decoder
//
// Created by Kohshin Tokunaga on 2025/02/15.
//
import Foundation
import AVFoundation
import CoreMedia
class H265Player: NSObject, VideoDecoderDelegate {
let displayLayer = AVSampleBufferDisplayLayer()
private var decoder: H265Decoder?
override init() {
super.init()
// Initial configuration for the display layer
displayLayer.videoGravity = .resizeAspect
// Initialize the decoder (delegate = self)
decoder = H265Decoder(delegate: self)
// For simple playback, set isBaseline to true
decoder?.isBaseline = true
}
func startPlayback() {
// Load the file "cars_320x240.h265"
guard let url = Bundle.main.url(forResource: "temp2", withExtension: "h265") else {
print("File not found")
return
}
do {
let data = try Data(contentsOf: url)
// Set FPS and video size as needed
let packet = VideoPacket(data: data,
type: .h265,
fps: 30,
videoSize: CGSize(width: 1080, height: 1920))
// Decode as a single packet
decoder?.decodeOnePacket(packet)
} catch {
print("Failed to load file: \(error)")
}
}
// MARK: - VideoDecoderDelegate
func decodeOutput(video: CMSampleBuffer) {
// When decoding is complete, send the output to AVSampleBufferDisplayLayer
displayLayer.enqueue(video)
}
func decodeOutput(error: DecodeError) {
print("Decoding error: \(error)")
}
}
Topic:
Media Technologies
SubTopic:
Video
I am creating an app that decodes H.265 elementary streams on iOS.
I use VideoToolBox to decode from H.265 to NV12.
The decoded data is enqueued in the CMSampleBufferDisplayLayer as a CMSampleBuffer.
However, nothing is displayed in the VideoPlayerView. It remains black.
The decoding in VideoToolBox is successful. I confirmed this by saving the NV12 data in the CMSampleBuffer to a file and displaying it using a tool.
Why is nothing displayed in the VideoPlayerView?
I can provide other source code as well.
//
// ContentView.swift
// H265Decoder
//
// Created by Kohshin Tokunaga on 2025/02/15.
//
import SwiftUI
struct ContentView: View {
var body: some View {
VStack {
Text("H.265 Player (temp.h265)")
.font(.headline)
VideoPlayerView()
.frame(width: 360, height: 640) // Adjust or make it responsive for iOS
}
.padding()
}
}
#Preview {
ContentView()
}
//
// VideoPlayerView.swift
// H265Decoder
//
// Created by Kohshin Tokunaga on 2025/02/15.
//
import SwiftUI
import AVFoundation
struct VideoPlayerView: UIViewRepresentable {
// Return an H265Player as the coordinator, and start playback there.
func makeCoordinator() -> H265Player {
H265Player()
}
func makeUIView(context: Context) -> UIView {
let uiView = UIView(frame: .zero)
// Base layer for attaching sublayers
uiView.backgroundColor = .black // Screen background color (for iOS)
// Create the display layer and add it to uiView.layer
let displayLayer = context.coordinator.displayLayer
displayLayer.frame = uiView.bounds
displayLayer.backgroundColor = UIColor.clear.cgColor
uiView.layer.addSublayer(displayLayer)
// Start playback
context.coordinator.startPlayback()
return uiView
}
func updateUIView(_ uiView: UIView, context: Context) {
// Reset the frame of the AVSampleBufferDisplayLayer when the view's size changes.
let displayLayer = context.coordinator.displayLayer
displayLayer.frame = uiView.layer.bounds
// Optionally update the layer's background color, etc.
uiView.backgroundColor = .black
displayLayer.backgroundColor = UIColor.clear.cgColor
// Flush transactions if necessary
CATransaction.flush()
}
}
//
// H265Player.swift
// H265Decoder
//
// Created by Kohshin Tokunaga on 2025/02/15.
//
import Foundation
import AVFoundation
import CoreMedia
class H265Player: NSObject, VideoDecoderDelegate {
let displayLayer = AVSampleBufferDisplayLayer()
private var decoder: H265Decoder?
override init() {
super.init()
// Initial configuration for the display layer
displayLayer.videoGravity = .resizeAspect
// Initialize the decoder (delegate = self)
decoder = H265Decoder(delegate: self)
// For simple playback, set isBaseline to true
decoder?.isBaseline = true
}
func startPlayback() {
// Load the file "cars_320x240.h265"
guard let url = Bundle.main.url(forResource: "temp2", withExtension: "h265") else {
print("File not found")
return
}
do {
let data = try Data(contentsOf: url)
// Set FPS and video size as needed
let packet = VideoPacket(data: data,
type: .h265,
fps: 30,
videoSize: CGSize(width: 1080, height: 1920))
// Decode as a single packet
decoder?.decodeOnePacket(packet)
} catch {
print("Failed to load file: \(error)")
}
}
// MARK: - VideoDecoderDelegate
func decodeOutput(video: CMSampleBuffer) {
// When decoding is complete, send the output to AVSampleBufferDisplayLayer
displayLayer.enqueue(video)
}
func decodeOutput(error: DecodeError) {
print("Decoding error: \(error)")
}
}
We are planning to develop an application using the Apple Music API.
We would like to design our system based on the details of the rate limits mentioned below and have a few questions:
https://developer.apple.com/documentation/applemusicapi/generating-developer-tokens#Request-Rate-Limiting
Regarding the Catalog API (/v1/catalog/*), we understand that server-side caching is enabled, making it less likely to reach the rate limit. Is this understanding correct? (Excluding the search API)
For APIs like the Library API (/v1/me/library/*), where responses vary by user, we assume they are more likely to reach the rate limit. Is this correct?
We plan to implement optimizations to minimize unnecessary API calls. Given this, would the current Music API be able to handle a significant increase in users? (Assuming a DAU of around 100,000 to 1,000,000)
If the API cannot support this scale, would it be allowed under Apple’s policy to cache responses from the Catalog API (/v1/catalog/*) via our proxy server to avoid hitting the rate limit?
The third question is the one we most want to confirm.
I am developing an iOS app that needs to play spoken audio on demand from a server, while ducking the audio of background music from another app (e.g., SoundtrackYourBrand or Apple Music). This must work even when the app is in the background, and the server dictates when and what audio is played. Ideally, the message should be played within a minute of the server requesting it.
Current Attempt & Observations
I initially tried using Firebase Cloud Messaging (FCM) silent notifications to send a URL to an audio file, which the app would then play using AVPlayer.
This works consistently when the app is active, but in the background, it only works about 60% of the time.
In cases where it fails, iOS ducks the background music (e.g., from SoundtrackYourBrand) but never plays the spoken audio.
Interestingly, when I play the audio without enabling audio ducking, it seems to work 100% of the time from my limited testing, even in the background.
The app has background modes enabled for Audio, Background Fetch, and Remote Notifications.
Best Approach to Achieve This?
I’d like guidance on the best Apple-compliant approach to reliably play audio on command from the server, even when the app is in the background. Some possible paths:
Ensuring the app remains active in the background – Are there recommended ways to prevent the app from getting suspended, such as background tasks, a special background mode, or a persistent connection to the server?
Alternative triggering mechanisms – Would something like VoIP, Push-to-Talk, or another background service be better suited for this use case?
Built-in iOS speech synthesis (AVSpeechSynthesizer) – If playing external audio is unreliable, would generating speech dynamically from text be a more robust approach?
Streaming audio instead of sending a URL – Could continuous streaming from the server keep the app active and allow playback at the right moment?
I want to ensure the solution is reliable and works 100% of the time when needed. Any recommendations on the best approach for this would be greatly appreciated.
Thank you for your time and guidance.
Hello,
Our users have started to see a new fatal AVPlayer error during playback starting with iOS/tvOS 18.0. The error is defined as "CoreMediaErrorDomain Code=-15486".
We have not been able to reproduce this issue locally within our development team.
Is there any documentation on the cause of this error or steps to recover from this error?
Thank you,
Howard
Topic:
Media Technologies
SubTopic:
Streaming
Tags:
FairPlay Streaming
HTTP Live Streaming
AVFoundation