The new iPhone 16 supports spatial audio recordings in the camera app when recording videos. Is it possible to also record spatial audio without video, and is it possible for 3rd party developers to do so? If so, how do I need to configure AVAudioSession and/or AVAudioEngine to record spatial audio in my audio recording app on iPhone 16?
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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I am making an app that can two two videos, and then stitch them together on the screen (one video on top half and the other on bottom half).
This is achieved with AVMutableComposition, and then I am using AVAssetExportSession to export a mp4 file out:
guard let export = AVAssetExportSession(asset: composition, presetName: AVAssetExportPreset1920x1080) else {
return
}
export.exportAsynchronously {
....
When the two input videos are around 1GB each, starting the export session immediately increases memory usage by ~2GB, as if it moves the input files into memory immediately (my guess), and at some point my app is killed for using too much memory.
Is there a way to avoid this upfront memory usage and/or avoid getting killed?
AVAudioRecorder leaves a completely useless chunk of file if a crash happens while recording.
I need to be able to recover. I'm thinking of streaming the recording to disk. I know that is possible with AVAudioEngine but I also know that API is a headache that will lead to unexpected crashes unless you're lucky and the person who built it.
Does Apple have a recommended strategy for failsafe audio recordings? I'm thinking of chunking recordings using many instances of AVAudioRecorder and then stitching those chunks together.
I'm working on a little light and sound controller in Swift, driving DMX lights and audio.
For the audio portion, I need to play a bunch of looping sounds (long-duration MP3s), and occasionally play sound effects (short-duration sounds, varying formats). I want all of this mixed into selected channels on specific devices. That is, I might have one audio stream going to the left channel, and a completely different one going to the right channel.
What's the right API to do this from Swift? Core Audio? AVPlayer stuff?
I'm running into an issue where in some cases, when the AUHostingServiceXPC_arrow process is shut down by Logic, the process is terminated abruptly without calling AP_Close on all of the plugins hosted in the process. In our case, we have filesystem resources we need to clean up, and having stale files around from the last run can cause issues in new sessions, so this leak is having some pretty gnarly effects.
I can reproduce the issue using only Apple sample plugins, and it seems to be triggered by a timeout. If I have two different AU plugins in the session, and I add a 1 second sleep to the destructor of one of the sample plugins, Logic will force terminate the process and the remaining destructors are not called (even for the plugins without the 1 second sleep).
Is there a way to avoid this behavior? Or to safely clean up our plugin even if other plugins in the session take a second to tear down?
I have an app that gets data from Music.app with both the iTunesLibrary and MusicKit.
iTunesLibrary has ITLibArtist.sortName and ITLibAlbum.sortTitle and ITLibAlbum.sortAlbumArtist.
I can’t seem to find an equivalent in MusicKit. How are those properties obtained using MusicKit? Thanks.
FYI I have filed FB15554956 on this. You also may see my code at https://github.com/bolsinga/itunes_json
iOS18 Added support for WebRTC HEVC RFC 7789 RTP Payload Format. (112001659),How can i determine whether iOS 18 WebRTC uses hardware or software decoding for HEVC?
I have noticed a problem when a PHAsset creation request is made with the resource type PHAssetResourceType.photoProxy.
let creationRequest = PHAssetCreationRequest.forAsset()
creationRequest.addResource(with: .photoProxy, data: photoData, options: nil)
creationRequest.location = location
creationRequest.isFavorite = true
After successfully saving the resulting asset through PHPhotoLibrary.shared().performChanges, I could verify it in the Photos app.
I noticed that the created photo was initially marked as Favorite and that the location was added to the info as expected. The title of the image changes from "Today" to "" too.
Next, the photo was refreshed, and location data was purged. However, the title remains unchanged and displays the .
This refresh was also observed in the code. PHPhotoLibraryChangeObserver protocols func photoLibraryDidChange(_ changeInstance: PHChange) receives a change notification. The same asset has been changed, and there is no location information anymore. isFavorite information persists correctly.
After debugging for a few hours, I discovered that changing the resource type to .photo fixes this issue. Location data is not removed in the Photos app, and no refresh callback is seen in func photoLibraryDidChange(_ changeInstance: PHChange).
I initially used .photoProxy because in the AVCapturePhotoCaptureDelegate implementation class, I always get the call in func photoOutput(_ output: AVCapturePhotoOutput, didFinishCapturingDeferredPhotoProxy deferredPhotoProxy: AVCaptureDeferredPhotoProxy?, error: Error?). So here is where I am capturing the photo data as photoData = deferredPhotoProxy?.fileDataRepresentation().
Good afternoon
since I’ve installed ios 18 on me iphone 15 pro I have problems using Apple car play with my Ford Puma with Sync 3. More in detail, problems with audio commands, selecting audio track, bluetooth, etc..
Are you aware about it?
Thanks a lot
Regards
Alberto
I think I have the simplest possible Mac app trying to see if I can have VideoPlayer work in an Xcode Preview. It works in an iOS app project. In a Mac app project it builds and runs. But if I preview in Xcode it crashes.
The diagnostic says:
| [Remote] Unknown Error: The operation couldn’t be completed. XPC error received on message reply handler
|
| BSServiceConnectionErrorDomain (3):
| ==NSLocalizedFailureReason: XPC error received on message reply handler
| ==BSErrorCodeDescription: OperationFailed
The code I'm using is the exact code from the VideoPlayer documentation page. See this link.
Any ideas about this XPC error, and how to work around?
I'm using Xcode 16.0 on macOS 14.6.1
After investing more than a week into getting a bunch of audio unit projects converted into app + appex + framework, they all are now correctly loaded in-process in the demo host app that is part of Xcode's template.
However, Logic Pro adamantly refuses to load them in-process.
Does Logic Pro simply not do that ever, or is there some hint or configuration my plugins need to provide to enable that? If it is unsupported, will it be supported in some future version of Logic?
The entire point of investing that week was performance, which is moot if it is impossible to test the impact of loading in-process in a real-world usage scenario.
Hi Apple Engineer,
My App is using ImageCapture Framwork to connect DSLR Camera, Before iOS 18 this method is effective,but When I upgraded my iPhone and iPad, found my app can`t connect DSLR Camera, open Setting -> Privacy & Security -> Files and Folders permission, can‘t found my app, I swear it worked before iOS 18.
I find other developers have the same problem.
https://forums.developer.apple.com/forums/thread/756960 .
https://developer.apple.com/forums/thread/765768.
I also found a process for reproducing this problem in ios 18,
Do reset all settings.
Can you help me with this problem? Or tell me how to use the API properly.Look forward to your reply. Thank you very much.
We have a new photo sharing app (https://photodare.ca).
We've had no issues with photos loading in North America and Caribbean, but so far 2 users (Germany, Netherlands) are saying they can't load photos even though they've proven they have permissions for photos enabled.
I can't reproduce this in Canada.
Anyone know about other permissions we need to setup for european countries, or is anyone in GDPR countries willing to try this for us?
They were on 17.6.1.
Thanks either way
I feel that IOS18 camera filters are over complicated and generate lower level results than iOS18 filters. I am really missing the Vivid filter.
It was perfect on ios17.
Hi community,
I'm trying to setup an AVAudioFormat with AVAudioPCMFormatInt16. But, i've an error :
AVAEInternal.h:125 [AUInterface.mm:539:SetFormat: ([[busArray objectAtIndexedSubscript:(NSUInteger)element] setFormat:format error:&nsErr])] returned false, error Error Domain=NSOSStatusErrorDomain Code=-10868 "(null)"
If i understand the error code 10868, the format is not correct. But, how i can use PCM Int16 format ? Here is my method :
- (void)setupAudioDecoder:(double)sampleRate audioChannels:(double)audioChannels {
if (self.isRunning) {
return;
}
self.audioEngine = [[AVAudioEngine alloc] init];
self.audioPlayerNode = [[AVAudioPlayerNode alloc] init];
[self.audioEngine attachNode:self.audioPlayerNode];
AVAudioChannelCount channelCount = (AVAudioChannelCount)audioChannels;
self.audioFormat = [[AVAudioFormat alloc] initWithCommonFormat:AVAudioPCMFormatInt16
sampleRate:sampleRate
channels:channelCount
interleaved:YES];
NSLog(@"Audio Format: %@", self.audioFormat);
NSLog(@"Audio Player Node: %@", self.audioPlayerNode);
NSLog(@"Audio Engine: %@", self.audioEngine);
// Error on this line
[self.audioEngine connect:self.audioPlayerNode to:self.audioEngine.mainMixerNode format:self.audioFormat];
/**NSError *error = nil;
if (![self.audioEngine startAndReturnError:&error]) {
NSLog(@"Erreur lors de l'initialisation du moteur audio: %@", error);
return;
}
[self.audioPlayerNode play];
self.isRunning = YES;*/
}
Also, i see the audioEngine seem not running ?
Audio Engine:
________ GraphDescription ________
AVAudioEngineGraph 0x600003d55fe0: initialized = 0, running = 0, number of nodes = 1
Anyone have already use this format with AVAudioFormat ?
Thank you !
Is anyone developing a way for users to control an iOS or PadOS device playing Apple Music to a DAC via USB to amp from another iOS or PadOS device wirelessly? Specifically, full control. Not Accessibility, not to Apple TV, not HomePods, not firmware downgraded Airport Expresses to a DAC or other hacks mentioned for the past decade this “connect” like feature has been desired by audiophiles seeking exclusive mode on a device with that (iOS/PadOS) but — control it while sitting on a couch or in a wheel chair across the room. Exclusive mode being the key feature iOS and PadOS offer that is desired with full or nearly full Apple Music control.
Task {
for await update in LockedCameraCaptureManager.shared.sessionContentUpdates {
switch update {
case .initial(let urls):
print("frank: init \(urls)")
await MainActor.run {
let label = UILabel(frame: CGRect(x: 100, y: 100, width: 100, height: 30))
label.text = "frank test"
label.textColor = .black
UIViewController.getTop().view.addSubview(label)
}
case .added(let url):
print("frank: add \(url)")
case .removed(let url):
print("frank: removed \(url)")
default:
break
}
}
}
why 'case .initial(let urls)': never never be executed? Can some one provide a sample code?
I am a developer working on iOS apps.
In the demo, I planned to replace the local images with Heic format instead of PNG format, but the actual test results showed abnormalities on this device, while the other test devices displayed normally
Heic images are converted by the built-in image conversion function on Mac. I tested multiple Heic images, but none of them were displayed and the image information returned nil,,but PNG images can be displayed normally.
device information:
I’m working on real-time object detection using YOLOv8, but I only need to detect objects in approximately 40% of the screen area. Is it possible to limit the captureOut method to focus solely on that specific region of the screen?
If this isn’t feasible, I’m considering an approach where the full-screen pixel buffer is captured and then cropped to the target area before running detection. However, I’m concerned about how this might affect real-time performance.
I’d appreciate any insights on how to maintain real-time performance or suggestions for better alternatives. Thank you!
I am currently developing an application that requires access to GPS coordinates from photos on iOS. However, with the recent update to iOS 18 beta, I have encountered a challenge: I can only view photos within maps, and I am unable to access the GPS coordinates directly.
Could you please provide guidance on how to enable or retrieve GPS coordinates from photos in the current iOS 18 beta version? Any insights or resources you could share would be greatly appreciated.
Thank you for your assistance!