How can I setup correctly AVSampleBufferDisplayLayer for video display when I have input picture format kCVPixelFormatType_32BGRA?
Currently video i visible in simulator, but not iPhone, miss I something?
Render code:
var pixelBuffer: CVPixelBuffer?
let attrs: [String: Any] = [
kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA,
kCVPixelBufferWidthKey as String: width,
kCVPixelBufferHeightKey as String: height,
kCVPixelBufferBytesPerRowAlignmentKey as String: width * 4,
kCVPixelBufferIOSurfacePropertiesKey as String: [:]
]
let status = CVPixelBufferCreateWithBytes(
nil,
width,
height,
kCVPixelFormatType_32BGRA,
img,
width * 4,
nil,
nil,
attrs as CFDictionary,
&pixelBuffer
)
guard status == kCVReturnSuccess, let pb = pixelBuffer else { return }
var formatDesc: CMVideoFormatDescription?
CMVideoFormatDescriptionCreateForImageBuffer(
allocator: nil,
imageBuffer: pb,
formatDescriptionOut: &formatDesc
)
guard let format = formatDesc else { return }
var timingInfo = CMSampleTimingInfo(
duration: .invalid,
presentationTimeStamp: currentTime,
decodeTimeStamp: .invalid
)
var sampleBuffer: CMSampleBuffer?
CMSampleBufferCreateForImageBuffer(
allocator: kCFAllocatorDefault,
imageBuffer: pb,
dataReady: true,
makeDataReadyCallback: nil,
refcon: nil,
formatDescription: format,
sampleTiming: &timingInfo,
sampleBufferOut: &sampleBuffer
)
if let sb = sampleBuffer {
if CMSampleBufferGetPresentationTimeStamp(sb) == .invalid {
print("Invalid video timestamp")
}
if (displayLayer.status == .failed) {
displayLayer.flush()
}
DispatchQueue.main.async { [weak self] in
guard let self = self else {
print("Lost reference to self drawing")
return
}
displayLayer.enqueue(sb)
}
frameIndex += 1
}
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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Dear Apple Developer Forum,
I have a question regarding the AVCaptureDevice on iOS. We're trying to capture photos in the best quality possible along with depth data with the highest accuracy possible. We were delighted when we saw AVCaptureDevice could be initialized with the AVMediaType=.depthData which works as expected (depthData is a part of the AVCapturePhoto). When setting to AVMediaType=.video, we still receive depth data (of same quality according to our own internal tests). That confused us.
Mind you, we set the device format and depth format as well:
private func getDeviceFormat() throws -> AVCaptureDevice.Format {
// Ensures high video format and an appropriate color profile.
let format = camera?.formats.first(where: {
$0.isHighPhotoQualitySupported &&
$0.supportedDepthDataFormats.count > 0 &&
$0.formatDescription.mediaSubType.rawValue == kCVPixelFormatType_420YpCbCr8BiPlanarFullRange
})
// Check and see if it's available.
guard format != nil else {
throw CaptureDeviceError.necessaryFormatNotAvailable
}
return format!
}
private func getDepthDataFormat(for format: AVCaptureDevice.Format) throws -> AVCaptureDevice.Format {
// Access the depth format.
let depthDataFormat = format.supportedDepthDataFormats.first(where: {
$0.formatDescription.mediaSubType.rawValue == kCVPixelFormatType_DepthFloat32
})
// Check if it exists
guard depthDataFormat != nil else {
throw CaptureDeviceError.necessaryFormatNotAvailable
}
// Returns it.
return depthDataFormat!
}
We're wondering, what steps we can take to ensure the best quality photo, along with the most accurate depth data? What properties are the most important, which have an effect, which don't? Are there any ways we can optimize our current configuration? We find it difficult as there's very limited guides and explanations on the media subtypes, for example kCVPixelFormatType_420YpCbCr8BiPlanarFullRange. Is it the best? Is it the best for our use case of high quality photo + most accurate depth data?
Important comment: Our App only runs on iPhone 14 Pro, iPhone 15 Pro, iPhone 16 Pro on the latest iOS versions.
We hope someone with greater knowledge at Apple can help us and guide us on how we can have the photos of best quality and depth data with most accuracy.
Thank you very much!
Kind regards.
How can I implement the same custom CIFilter as a Lightroom Color Grading tool for shadows, midtones, highlights and global areas?
I've been working with MusicKit without enrolling for a developer account and I haven't run into any issues until I noticed nil on the SysteyMusicPlayer item for some songs and I don't understand why. Are some songs blocked from the framework? Or is it somehow a limitation to not having registered MusicKit to the bundle ID? I am planning on using MusicKit properly in prod and this is just a test app for a package I'm working on.
These are the nil songs which I got from the Discovery Station: https://music.apple.com/ca/album/okay/950816298?i=950816304
https://music.apple.com/ca/album/youre-so-cool/1670485433?i=1670485446
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!
I am working on an app which plays audio - https://youtu.be/VbAfUk_eYl0?si=nJg5ayy2faWE78-g - and one of the features is, on restart, if you had paused playback of a file at the time the app was previously shut down (or were playing one at the time of shutdown), the paused state and position in the file is restored exactly as it was, on restart.
The functionality works. However, it seems impossible to get the "now playing" information in iOS into the right state to reflect that via the MediaPlayer API. On restart, handlers are attached to the play/pause/togglePlayPause actions on MPRemoteCommandCenter.shared(), and the map of media info is updated on MPNowPlayingInfoCenter.default().nowPlayingInfo.
What happens is that iOS's media view shows the audio as playing and offers a pause button - even though the play action is enabled and the pause action is disabled.
Once playback has been initiated (my workaround is to have the pause action toggle the play state, since otherwise you wouldn't be able to initiate playback from controls in a car without initiating it once from a device first).
I've created a simplified white-noise-player demo to illustrate the problem - simply build and deploy it, and then start the app, lock your device and look at the playback controls on the lock screen. It will show a pause button - same behavior I've described.
https://github.com/timboudreau/ios-play-pause-demo
I've tried a few things to narrow down the source of the issue - for example, thinking that not MPNowPlayingInfoPropertyPlaybackProgress and MPMediaItemPropertyPlaybackDuration might be the culprit (since the system interpolates elapsed time and it's recommended to update those properties infrequently) on startup might do the trick, but the result is the same, just without a duration or progress shown.
What governs this behavior, and is there some way to explicitly tell the media player API your current state is paused?
Hi everyone!
I’ve developed a location-based Audio AR app in Unity with FMOD & Resonance Audio and AirPods Pro Head-Tracking to create a ubiquitous augmented soundscape experience. Think of it as an audio version of Pokémon Go, but with a more precise location requirement to ensure spatial audio is placed correctly.
I want this experience to run in the background on iOS, but from what I’ve gathered, it seems Unity doesn’t support this well. So, I’m considering developing a Swift version instead.
Since this is primarily for research purposes, privacy concerns are not a major issue in my case. However, I’ve come across some potential challenges:
Real-time precise location updates – Can iOS provide fully instantaneous, high-accuracy location updates in the background?
Continuous real-time data processing – Can an app continuously process spatial audio, head-tracking, and location data while running in the background?
I’m not sure if newer iOS versions have improved in these areas or if there are workarounds to achieve this.
Would this kind of experience be feasible to run in the background on iOS? Any insights or pointers would be greatly appreciated!
I’m very new to iOS development, so apologies if this is a basic question. Thanks in advance!
HLS live streaming 4k is not displaying any video, but is streaming audio.
Getting the following errors in the console where it shows that it is failing to decode every frame.
Can I get some help as to what these error codes refer to and why it would fail to decode?
08:30:42.675879-0800 videocodecd AppleAVD: AppleAVDDecodeFrameInternal(): avdDec - Frame# 3588, DecodeFrame failed with error: 0x196
08:30:42.675908-0800 videocodecd AppleAVD: AppleAVDDisplayCallback(): Asking fig to drop frame # 3588 with err -12909 - internalStatus: 315
08:30:42.697412-0800 videocodecd AppleAVD: AppleAVDDecodeFrameResponse(): Frame# 3589 DecodeFrame failed with error 0x00000196
08:30:42.697876-0800 videocodecd AppleAVD: AppleAVDDecodeFrameInternal(): failed - error: 406
Hello,
i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method :
suspend fun processAudioFileInBackground(
filePath: String,
developerTokenProvider: DeveloperTokenProvider
) = withContext(Dispatchers.IO) {
val bufferSize = 1024 * 1024
val audioFile = FileInputStream(filePath)
val byteBuffer = ByteBuffer.allocate(bufferSize)
byteBuffer.order(ByteOrder.LITTLE_ENDIAN)
var bytesRead: Int
while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) {
val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data
signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis())
val signature = signatureGenerator.generateSignature()
println("Signature: ${signature.durationInMs}")
val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH)
val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data
val matchResult = session.match(signature)
println("MatchResult : $matchResult")
setMatchResult(matchResult)
byteBuffer.clear()
}
audioFile.close()
}
I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this? Do i need to create a custom catalog?
Hello Apple Developer Community,
We are developing a music management platform for restaurants and cafes in Saudi Arabia. Our app enables businesses to schedule playlists and allows visitors to request songs via barcodes. Music playback is powered by Apple Music, and users must have their own Apple Music subscriptions to access the music. Our service charges a monthly subscription fee for these management features, not for music access itself.
Project Overview and MusicKit Role
Our app integrates MusicKit to leverage Apple Music’s catalog and playback capabilities. Users log in with their Apple Music accounts, ensuring they have an active subscription for music playback. Our platform’s value lies in its tools—playlist scheduling and song requests—which are built on top of MusicKit’s APIs. We offer these features exclusively in Saudi Arabia.
Legal Context in Saudi Arabia
In Saudi Arabia, to our understanding, no special licenses are required for playing music in commercial venues like restaurants and cafes. This means our clients can use Apple Music subscriptions for playback without additional performance rights licenses. While this aligns with local laws, we recognize that Apple’s global policies may impose stricter requirements, prompting our need for clarification.
Subscription Model and Monetization Concerns
We charge a monthly subscription fee for access to our app’s features (e.g., scheduling playlists and managing song requests). This fee is separate from the Apple Music subscription, which users must maintain for playback. However, Apple’s MusicKit terms state: "You agree not to require payment for or indirectly monetize access to the Apple Music service." We’re concerned whether our subscription model might be interpreted as indirectly monetizing Apple Music access, given its reliance on MusicKit for functionality.
Scheduling Feature and Synchronization Rights
Our app allows businesses to schedule playlists for general time slots (e.g., “play this playlist from 6 PM to 8 PM”). It does not support precise scheduling, such as playing a specific song at an exact moment (e.g., “play this song at 7:30 PM”). Apple’s guidelines mention that “deeper or more complex music integration” may require additional licenses, like synchronization rights. We’re unsure if our general scheduling feature crosses this threshold or remains within MusicKit’s standard usage.
Questions for Clarification
We’d greatly appreciate expert input on the following:
Monetization: Does our subscription fee for management features (scheduling and song requests) violate Apple’s policy against indirectly monetizing Apple Music access?
Local Context: Given that Saudi Arabia requires no additional licenses for commercial music playback, does this impact our compliance with Apple’s global terms?
Scheduling: Does our playlist scheduling for general time slots (not exact moments) fall within MusicKit’s permitted scope, or does it require further licensing?
Thank you in advance for any insights or guidance to ensure our app aligns with Apple’s policies!
Topic:
Media Technologies
SubTopic:
General
Tags:
Apple Music API
MusicKit
MusicKit JS
Apple Music Feed
t has been quite some time since I requested the Apple FPS package, yet I haven’t received it. I haven’t received any email either. Is there a developer support inquiry center where I can check the status of the process? Alternatively, could you share approximately how long it took for you to receive a response email?
Topic:
Media Technologies
SubTopic:
Streaming
Tags:
Accounts
FairPlay Streaming
Video
HTTP Live Streaming
I have an iPad app that I want to run on Apple Silicon macs.
Everything works fine except for VNDocumentCameraViewController. According to the docs this class is available on:
iOS 13.0+ iPadOS 13.0+ Mac Catalyst 13.1+ visionOS 1.0+
yet when I try using it I get Document camera is not available on my Mac Studio running macOS 15.2
Is this expected behaviour?
Thanks
hi,
i need to read wether the transport is playing or stopped but my current method that works for vst does not work for au.
is there a lpx resource available for developers anywhere?
if (auto* playHead = processor->getPlayHead())
{
juce::AudioPlayHead::CurrentPositionInfo posInfo;
if (playHead->getCurrentPosition(posInfo))
{
bool isCurrentlyPlaying = posInfo.isPlaying;
if (isCurrentlyPlaying != wasTransportPlaying)
{
if (isCurrentlyPlaying)
{
wasTransportPlaying = isCurrentlyPlaying;
startAllTimers();
}
else
{
wasTransportPlaying = isCurrentlyPlaying;
stopAllTimers();
}
}
}
}
thanks :)
I'm trying to write 16-bit interleaved 2-channel data captured from a LiveSwitch audio source to a AVAudioFile. The buffer and file formats match but I get a bad parameter error from the API. Does this API not support the specified format or is there some other issue?
Here is the debugger output.
(lldb) po audioFile.url
▿ file:///private/var/mobile/Containers/Data/Application/1EB14379-0CF2-41B6-B742-4C9A80728DB3/tmp/Heart%20Sounds%201
- _url : file:///private/var/mobile/Containers/Data/Application/1EB14379-0CF2-41B6-B742-4C9A80728DB3/tmp/Heart%20Sounds%201
- _parseInfo : nil
- _baseParseInfo : nil
(lldb) po error
Error Domain=com.apple.coreaudio.avfaudio Code=-50 "(null)" UserInfo={failed call=ExtAudioFileWrite(_impl->_extAudioFile, buffer.frameLength, buffer.audioBufferList)}
(lldb) po buffer.format
<AVAudioFormat 0x302a12b20: 2 ch, 44100 Hz, Int16, interleaved>
(lldb) po audioFile.fileFormat
<AVAudioFormat 0x302a515e0: 2 ch, 44100 Hz, Int16, interleaved>
(lldb) po buffer.frameLength
882
(lldb) po buffer.audioBufferList
▿ 0x0000000300941e60
- pointerValue : 12894608992
This code handles the details of converting the Live Switch frame into an AVAudioPCMBuffer.
extension FMLiveSwitchAudioFrame {
func convertedToPCMBuffer() -> AVAudioPCMBuffer {
Self.convertToAVAudioPCMBuffer(from: self)!
}
static func convertToAVAudioPCMBuffer(from frame: FMLiveSwitchAudioFrame) -> AVAudioPCMBuffer? {
// Retrieve the audio buffer and format details from the FMLiveSwitchAudioFrame
guard
let buffer = frame.buffer(),
let format = buffer.format() as? FMLiveSwitchAudioFormat else { return nil }
// Extract PCM format details from FMLiveSwitchAudioFormat
let sampleRate = Double(format.clockRate())
let channelCount = AVAudioChannelCount(format.channelCount())
// Determine bytes per sample based on bit depth
let bitsPerSample = 16
let bytesPerSample = bitsPerSample / 8
let bytesPerFrame = bytesPerSample * Int(channelCount)
let frameLength = AVAudioFrameCount(Int(buffer.dataBuffer().length()) / bytesPerFrame)
// Create an AVAudioFormat from the FMLiveSwitchAudioFormat
guard let avAudioFormat = AVAudioFormat(commonFormat: .pcmFormatInt16, sampleRate: sampleRate, channels: channelCount, interleaved: true) else {
return nil
}
// Create an AudioBufferList to wrap the existing buffer
let audioBufferList = UnsafeMutablePointer<AudioBufferList>.allocate(capacity: 1)
audioBufferList.pointee.mNumberBuffers = 1
audioBufferList.pointee.mBuffers.mNumberChannels = channelCount
audioBufferList.pointee.mBuffers.mDataByteSize = UInt32(buffer.dataBuffer().length())
audioBufferList.pointee.mBuffers.mData = buffer.dataBuffer().data().mutableBytes // Directly use LiveSwitch buffer
// Transfer ownership of the buffer to AVAudioPCMBuffer
let pcmBuffer = AVAudioPCMBuffer(pcmFormat: avAudioFormat, bufferListNoCopy: audioBufferList) /* { buffer in
// Ensure the buffer is freed when AVAudioPCMBuffer is deallocated
buffer.deallocate() // Only call this if LiveSwitch allows manual deallocation
} */
pcmBuffer?.frameLength = frameLength
return pcmBuffer
}
}
This is the handler that is invoked with every frame in order to convert it for use with AVAudioFile and optionally update a scrolling signal display on the screen.
private func onRaisedFrame(obj: Any!) -> Void {
// Bail out early if no one is interested in the data.
guard isMonitoring else { return }
// Convert LS frame to AVAudioPCMBuffer (no-copy)
let frame = obj as! FMLiveSwitchAudioFrame
let buffer = frame.convertedToPCMBuffer()
// Hand subscribers a reference to the buffer for rendering to display.
bufferPublisher?.send(buffer)
// If we have and output file, store the data there, as well.
guard let audioFile = self.audioFile else { return }
do {
try audioFile.write(from: buffer) // FIXME: This call is throwing error -50
} catch {
FMLiveSwitchLog.error(withMessage: "Failed to write buffer to audio file at \(audioFile.url): \(error)")
self.audioFile = nil
}
}
This is how the audio file is being setup.
static var recordingFormat: AVAudioFormat = {
AVAudioFormat(commonFormat: .pcmFormatInt16, sampleRate: 44_100, channels: 2, interleaved: true)!
}()
let audioFile = try AVAudioFile(forWriting: outputURL, settings: Self.recordingFormat.settings)
We noticed the behaviour of expiration of FairPlay license changed from iOS 16.x to some version iOS 17 and the latest iOS 18.3.2 and Safari.
On iOS 16.x, the video playback will stop when the license expires, but on iOS 17.x + the video continues but no audio and no error fired.
On latest Safari the video and audio all continues.
Any changes for the latest FairPlay and how we adapt this from the license server?
Thanks
I have an app that allows the user to change a photo’s EXIF metadata. To do this, I request a content editing input, get the full size image, modify its properties, create a content editing output, write the output image to the rendered content URL, then call performChanges on the PHPhotoLibrary creating an asset change request for that asset setting its content editing output. This works as expected for regular photos but Live Photos get turned off converted to a regular photo.
To address this, I’m doing something similar by changing the properties of the .photo image in the Live Photo. I detect when the content editing input has a Live Photo, create a Live Photo editing context, set a frame processor that returns the frame’s image after setting its properties to the updated properties when the frame type is photo, then I create the content editing output and save the Live Photo to that output. It modifies the Live Photo successfully, but the metadata is not updated. If you get the full size image again the properties are the original properties. If you look at the EXIF metadata using an app like Metapho it remains unchanged. What am I doing wrong here? Thanks!
let imageURL = contentEditingInput.fullSizeImageURL!
let inputImage = CIImage(contentsOf: imageURL, options: [.applyOrientationProperty: true])!
var metadata: [AnyHashable: Any] = inputImage.properties
// Edit the metadata as desired...
let editingContext = PHLivePhotoEditingContext(livePhotoEditingInput: contentEditingInput)!
editingContext.frameProcessor = { frame, error -> CIImage? in
// Edit only the still photo
if frame.type == .photo {
return frame.image.settingProperties(metadata)
}
return frame.image
}
let contentEditingOutput = try await withCheckedThrowingContinuation { continuation in
let editingOutput = PHContentEditingOutput(contentEditingInput: contentEditingInput)
editingOutput.adjustmentData = adjustmentData
editingContext.saveLivePhoto(to: editingOutput) { success, error in
if success {
continuation.resume(returning: editingOutput)
} else {
continuation.resume(throwing: error!)
}
}
}
try await PHPhotoLibrary.shared().performChanges {
let request = PHAssetChangeRequest(for: asset)
request.contentEditingOutput = contentEditingOutput
}
I have an app that has a WKWebView for watching YouTube videos. When the videos are windowed the audio seems fine, positionally as well. All perfectly.
When I fullscreen the video and it goes into the native visionOS video player the audio messes up.
It will suddenly sound like it is in your ears, or maybe even just one ear channel, or the position will be wrong. It might be fine for a moment but the second I touch the controls or move the window the sound jumps across the room, away from the window, or switches to stereo.
Sometimes exiting windows entirely you will still hear the videos playing. Even if you open the window back up and go to another screen and open another video, now you hear 2 videos playing at the same time with no way to stop the first one in the background, requiring to force restart the app.
It is all sorts of glitchy. I haven't the slightest clue what is happening here. I am strongly feeling this is a visionOS bug.
I tried using AVAudioSession to change some of the sound settings, and that makes zero difference in behavior.
Multiple testers have also reported this behavior and it has been seen on both visionOS 2.3 and 2.4 betas.
Thanks for the help! This is driving me mad! It is extremely consistent behavior!
I'm using an AUGraph to mix audio from different sources for a real time streaming application.
Whenever the audio device used as the graph's output device is also the Mac's default output device, the measured latency increases by about 35 milliseconds for wired devices.
Any idea why this is?
Is there a way around this besides nagging the user to not the use the system output in our app?
Topic:
Media Technologies
SubTopic:
Audio
I am following the Apple sample code and trying to add a manual focus lens position slider:
@available(iOS 18.0, *)
private func addCameraControls() {
if !self.session.controls.isEmpty {
for control in self.session.controls {
self.session.removeControl(control)
}
}
self.cameraControlFocusSlider = nil
//Focus Slider
if self.videoDevice!.isLockingFocusWithCustomLensPositionSupported {
self.cameraControlFocusSlider = AVCaptureSlider("Focus", symbolName: "dot.square", in: 0.0...1.0)
self.cameraControlFocusSlider!.setActionQueue(self.sessionQueue) { focusValue in
//Do manual focus
}
if self.session.canAddControl(self.cameraControlFocusSlider!) {
self.session.addControl(self.cameraControlFocusSlider!)
}
}
}
So there are these AVCaptureSessionControlsDelegate methods:
final func sessionControlsDidBecomeActive(_ session: AVCaptureSession) {
print ("sessionControlsDidBecomeActive")
}
final func sessionControlsWillEnterFullscreenAppearance(_ session: AVCaptureSession) {
print ("sessionControlsWillEnterFullscreenAppearance")
}
final func sessionControlsWillExitFullscreenAppearance(_ session: AVCaptureSession) {
print ("sessionControlsWillExitFullscreenAppearance")
}
final func sessionControlsDidBecomeInactive(_ session: AVCaptureSession) {
print ("sessionControlsDidBecomeInactive")
}
So when self.cameraControlFocusSlider is presented, I have to show the current value of the lense position. Lens position can change from auto focus and also from manual focus by the user using the app UI. Is there a way to see if self.cameraControlFocusSlider is active or being used?
Please note that I will have more than one AVCaptureSlider in the final code.
Hello! I am trying to determine the best approach with AVPlayer for implementing auto-play, that is, playback that automatically starts without user initiation. Ideally this would work for both local and streaming audio.
My current approach is using KVO and the status on an AVPlayerItem equal to readyToPlay to do this, but I was wondering if there was a better property or state to use, or, alternatively, whether this use case may already be handled when automaticallyWaitsToMinimizeStalling is true, so that I could simply write:
player.replaceCurrentItem(with: AVPlayerItem(url: streamingUrl))
player.rate = 1
or
let playerItem = AVPlayerItem(url: streamingUrl)
player = AVPlayer(playerItem: playerItem)
player.rate = 1
and expect the item to be auto-played when ready.
In the context of user-initiated playback, I've typically seen code that makes a button's enabled state contingent on player.currentItem.duration, e.g. in AVFoundationSimplePlayer-iOS. On the other hand, AVAutoWait, which utilizes automaticallyWaitsToMinimizeStalling, does not seem to do this.
As a side note, I am not using an AVQueuePlayer.
Topic:
Media Technologies
SubTopic:
Streaming