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Facing issues with response from Fairplay SDK based service
Currently we are building a service based on Fairplay SDK version 26.0. Currently our solution is using version 4.5.4. When we run the below request to get version we get proper response curl http://xx.xx.xx.xx:8080/fps/v Response - V26.0 Our client applications call below two APIs https://GW_HOST:8080/fairplay_cert https://GW_HOST:8080/fairplay_license Within the cert API call, we are returning the fairplay public certificate. Currently we are trying to use the test certificate provided along with Fairplay SDK (test_fps_certificate_v26.bin) Then within the fairplay_license API call, we are trying to reach fairplay service based on Fairplay SDK v26 We are seeing some issues with below request(attaching the request json payload) curl -v -X POST -H "Content-Type: application/json" -d @SDKValidation_NewCert.json http://xx.xx.xx.xx:8080/fps SDKValidation_NewCert.json We are getting below response from SDK {"fairplay-streaming-response":{"create-ckc":[{"id":1,"status":-42605}]}} When we checked the apache error logs in the file "/etc/httpd/logs/error_log" we see below error [DEBUG] ❌ Assertion failure: invalidCertificateErr (-42605) [src/extension.swift:249] This is looks to be some error related to certificate. As mentioned earlier, client application is making a certificate call where we are returning the certificate set up . These certificates are already configured in the credentials path. Also note that the test samples provided with the SDK return valid license response. We had earlier raised a similar ticket mentioned below and we were asked not to use test certs. So we have raise CSR and used new certs for testing. https://developer.apple.com/forums/thread/836652?page=1
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1.2k
Aug ’26
Preserve AirPods Transparency while capturing one AirPod microphone for low latency cross ear audio
I am prototyping an iOS accessibility audio application for people with unilateral hearing loss. The goal is simple. Capture environmental audio using the AirPod on the poor hearing side and route that audio with very low latency into the AirPod on the working hearing side. The core concept is already working on physical AirPods and an iPhone. Our desired signal path is Right AirPod microphone → iPhone audio processing → Left AirPod output The user sets the AirPods microphone in Settings to Always Right AirPod. The app then captures that Bluetooth microphone and routes the signal into the left output channel. Using AVAudioSession and AVAudioEngine we have successfully achieved low latency cross ear audio. The main issue is native AirPods Transparency. When the app activates the AirPods Bluetooth microphone using HFP, the transferred audio continues working correctly, but native Transparency audio on the receiving AirPod effectively disappears. Interestingly, iOS still reports Transparency as enabled in Control Center and AirPods settings. This means the user can hear audio transferred from the poor hearing side, but their working ear loses much of the normal environmental sound that Transparency previously provided. We have tested several configurations. Normal Bluetooth HFP with playAndRecord This provides the best result so far. The AirPods microphone signal is strong. The output route exposes two channels. We can route the microphone signal only to the opposite AirPod. Latency can be reduced enough that conversation feels nearly real time. However, native Transparency on the receiving AirPod effectively stops providing environmental audio. bluetoothHighQualityRecording Microphone quality is noticeably better. However, latency is significantly higher and produces an audible delayed or echo effect during conversation. Transparency has the same general issue. multiRoute with dualRoute This allows the iPhone audio hardware and AirPods to operate simultaneously. It appears to preserve more ambient awareness on the working side. However, the AirPods microphone becomes substantially weaker when used as the secondary Bluetooth HFP input. We measured the incoming AirPods microphone signal at roughly minus 40 dB during normal speech testing. Adding 12 to 18 dB of software gain increases distortion without materially improving intelligibility. farFieldInput with dualRoute We tested the raw AirPods microphone with and without farFieldInput. The microphone levels and practical pickup were very similar. Far field speech processing improved intelligibility somewhat, but did not solve the weak secondary Bluetooth input signal. Our main technical question is Is there a supported AVAudioSession configuration, Core Audio API, AirPods API, or entitlement that allows a third party application to capture an AirPods microphone while preserving the AirPods native Transparency processing on the output AirPod? Ideally we want Right AirPod microphone capture plus native Transparency on the left AirPod plus application generated right to left audio mixed into the left AirPod all operating simultaneously. We do not need access to Apple's Transparency microphone signal itself if native Transparency can simply remain active while our application audio is mixed into the receiving AirPod. If this is not currently possible using public APIs, is this an intentional platform limitation of the AirPods Bluetooth microphone route? We would also appreciate guidance on whether there is another recommended architecture for this accessibility use case. The low latency cross ear routing itself works surprisingly well. Preserving natural environmental audio in the user's working ear while the Bluetooth microphone is active is currently the main technical blocker. Testing has been performed on a physical iPhone running iOS 26.x using Xcode 26.6 and current AirPods hardware, not the Simulator. Thank you for any guidance.
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229
Aug ’26
[iOS 27 DB3] Photos taken with third party apps have photographic styles applied
It's unclear if this is a bug or a new feature but I have noticed that my photos starting coming out looking more stylised than expected and worked out that it was because photographic styles were being applied even tho I was taking photos through a third party app. Is there a way to disable this behaviour if it is intended? I've raised a feedback report #FB23632714 Photographic Styles [OFF] Photographic Styles [ON] My settings:
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897
Aug ’26
Apple Music / MusicKit Commercial Integration Enquiry – Multiplayer Music Game
Hello, Could this please be forwarded to the team responsible for Apple Music / MusicKit commercial integrations, developer partnerships and licensing? I am currently assessing the feasibility of developing a commercial browser-based multiplayer music game and would like to understand whether Apple Music and MusicKit could support the proposed use case. At a high level, players would privately select tracks from the Apple Music catalogue within the game. Once selections are complete, the application would arrange the selected tracks for sequential playback through a shared host account/device. Players would then interact with those tracks through the game. The application would provide the game functionality and would not download, store or independently redistribute full music recordings. Before progressing with development, I would appreciate clarification on the following: Commercial game use: Is integration of the Apple Music catalogue and MusicKit playback functionality into a commercial multiplayer game permitted? If specific approval, licensing or a commercial agreement with Apple is required, what is the appropriate process? Monetisation: Can the game itself be monetised through subscriptions, one-off purchases/party passes or advertising, provided users are paying for the game functionality rather than access to Apple Music or its catalogue? Apple Music subscription requirements: Would the account providing full-track playback need an active Apple Music subscription? If so, would only the host/playback account require a subscription, while other participants could join the game, search/select tracks and vote without having an Apple Music subscription themselves? Commercial playback alternative: If an Apple Music subscription is required for full-track playback, does Apple offer any commercial, licensing or partnership arrangement whereby the game operator could fund the necessary playback rights directly, rather than requiring the host to hold an individual Apple Music subscription? Catalogue access: Can players search the Apple Music catalogue and select tracks from within the application without every participant individually authenticating with Apple Music or holding an Apple Music subscription? Track availability: Can MusicKit/API functionality confirm whether a selected track is available for playback in the host's storefront/territory before accepting the selection? Playback control: Can the application create and manage a temporary playback queue containing the selected tracks and initiate sequential playback through an authorised host account/device without requiring the host to manually locate and play each track in the Apple Music application? Audio previews: Are short audio previews available through Apple Music/MusicKit, and may these be used within a commercial multiplayer game to help users identify a track before selecting it? If so, are there restrictions on preview duration or monetised use? Multi-provider support: Would Apple's terms permit Apple Music to be offered as one of several supported music playback providers within the same application, allowing a host to choose Apple Music or another supported streaming service? Additional licensing: If full recordings continue to be delivered and played through Apple Music/MusicKit, would the game developer require any additional master recording, publishing, public-performance or other music licences directly from rights-holders or collecting societies? Web/browser implementation: As the initial product is intended to be browser-based rather than a native iOS application, can the above catalogue, authentication and playback functionality be implemented through MusicKit on the Web? Are there any material differences in commercial permissions or capabilities compared with a native MusicKit implementation? Scaling: Are there different MusicKit/API access, approval, rate-limit or commercial requirements if the application progresses from development/testing to a publicly available commercial product with a significant user base? At this stage I am primarily trying to establish whether a compliant technical and commercial model exists before investing in development. If this enquiry would be better directed to an Apple Music partnership, MusicKit, licensing or business-development team, I would appreciate being pointed towards the appropriate contact. I would be happy to provide further technical details about the proposed integration if required. Kind regards, Errol Brinkman
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453
Aug ’26
watchOS: Network framework WebSocket loses its path ~35 s in, while URLSession keeps working
Following up on TN3135 and the resolution in https://developer.apple.com/forums/thread/773362 — that thread solved establishing a low-level connection on watchOS (the asynchronous AVAudioSession.activate(options:completionHandler:) instead of the synchronous setActive()). This question is about a connection staying established, which I could not find discussed anywhere. Environment: Apple Watch, watchOS 26.6 (23U67). Audio app, WKBackgroundModes = ["self-care"]. Real device, TestFlight build, not the simulator. What works Opening an NWConnection WebSocket to my own server is reliable — 8 attempts out of 8 reached .ready in 0.28–0.98 s, and an echo frame round-tripped in 27–89 ms. Interestingly, in my measurements it opens under BOTH activation variants: the asynchronous activate(options:completionHandler:) AND the synchronous setActive(true). The two are within ~0.2 s of each other. I mention it only because the thread above concluded the synchronous one is insufficient; on 26.6 I cannot reproduce that difference for establishment. What fails The connection goes quiet after roughly half a minute, and an NWPathMonitor running alongside it shows why: the path transitions to .unsatisfied. Four runs: +34.0 s (cellular) +34.6 s (cellular) +36.0 s (Wi-Fi) +34.3 s (companion link only — availableInterfaces ["other", "other"]) The server sends a heartbeat frame every 5 s and closes the socket on a schedule, so I can tell "the peer closed" from "we stopped receiving". The client receives beats 1–6 (5 s … 30 s) and then nothing; the scheduled close never arrives. What I ruled out Server side. The same client construction run on macOS against the same endpoint receives all 8 heartbeats and the scheduled close at 45.1 s. Both audio-session activation variants — no difference, as above. Network type — cellular, Wi-Fi and companion-link-only all drop at ~35 s. The app being suspended. The app keeps logging densely throughout, and in the last run it held a WKExtendedRuntimeSession (delegate reported extendedRuntimeSessionDidStart) and was actively playing audio through AVAudioEngine from the first second — i.e. the audio-streaming condition TN3135 describes — for the entire window. The path dropped anyway, at +34.3 s. An idle socket. Server traffic arrives every 5 s until the drop. The comparison that puzzles me The same app, on the same watch, the same afternoon, relays the same realtime audio session over plain HTTPS (URLSession) instead — and that runs for 64 s continuously without a stall, including straight through a WatchConnectivity "reachability settled: unreachable" transition. So a high-level URLSession request stream survives a period in which a low-level NWConnection's path is reported unsatisfied. That is consistent with the note in thread 773362 that "on watchOS every session is kinda like a background session, where the actual work is done out of process" — but it leaves me unsure what the intended behaviour is. Questions Is a ~35 s path lifetime the expected behaviour for low-level networking on watchOS, or does it indicate something wrong on my side? Does the TN3135 audio-streaming exception cover only the establishment of a low-level connection, or is it also supposed to keep the path available for the duration of the audio streaming? If it is supposed to persist: is there something beyond an active audio session, flowing audio and a WKExtendedRuntimeSession that an app must do to keep the path alive? If ~35 s is the expected ceiling, is a WebSocket a supported transport for a multi-minute conversational audio session on watchOS at all — or is relaying over URLSession the intended approach despite the guidance to prefer Network framework? Happy to file a bug with a sysdiagnose and a reduced sample project if that is more useful — please say the word and I will attach the numbers above.
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1.5k
Aug ’26
API vs Accessibility
I’m developing a small macOS workflow utility for Final Cut Pro and I’d like to confirm whether there is a supported API for a particular project-management workflow before relying on macOS Accessibility automation. The utility is intended to take an existing Final Cut Pro project and create multiple native duplicates at different custom frame sizes — for example: 1920 × 1080 1080 × 1920 1080 × 1350 1080 × 1080 custom banner dimensions The desired operation is essentially the equivalent of Final Cut Pro’s Duplicate Project As… command: duplicate the selected project, assign a new name, set a custom video resolution, and optionally enable or disable Smart Conform. It is important that Final Cut Pro itself performs a native project duplication so that all existing project data is retained, including effects, grades, plug-ins, keyframes, compound clips, retiming and Magnetic Masks. I initially prototyped the workflow using FCPXML, which works very well for creating the differently sized projects. However, Apple’s documentation notes that Magnetic Masks are not included in XML exports, so an FCPXML round-trip is not suitable for this use case. I’ve reviewed the documentation for FCPXML, Workflow Extensions / ProExtensionHost, and programmatic communication with Final Cut Pro using Apple Events, but I haven’t found a documented API that allows an application to: Duplicate the currently selected Final Cut Pro project natively. Rename the duplicated project. Change its video format to an arbitrary custom width and height. Optionally control Smart Conform. I currently have a working proof of concept using the macOS Accessibility API to invoke and operate Final Cut Pro’s native Duplicate Project As… interface. Before developing that approach further, I’d like to confirm that I’m not overlooking a supported Final Cut Pro API or Workflow Extension capability that would accomplish the same thing more directly and robustly. Is there a supported public API for this workflow, either through the Workflow Extension SDK, ProExtensionHost, Apple Events, scripting support, or another Professional Video Applications framework? If not, is using macOS Accessibility to automate Final Cut Pro’s native project-duplication interface an appropriate approach for a third-party macOS workflow utility? Many thanks, James
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368
Aug ’26
AVCustomRoutingController and background audio
Hi, I have implemented a custom audio streaming protocol in my iOS app using AVCustomRoutingController to select my custom device. Playback and streaming works. However when the app is the background, it gets killed in a couple of seconds, like if it was not playing audio. My app has the Audio/AirPlay/PIP background mode and can play audio from the background when the route is a normal AVRoute from the system (Speaker/AirPlay/Bluetooth, etc). I tried starting an AVAudioSession (playback category, activated, with and without MPRemoteCommandCenter bindings and with and without populating NowPlayingInfoCenter) was hoping that if that is active, my app won't be killed. But it seems like it does get killed if the app is not producing audio using AudioOutputUnit/AVAudioEngine/AVPlayer. How does one supposed to stream audio from an app in the background using a custom protocol? The infamous "let's play silence to not get killed" solution works, but obviously that can't be the answer.
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366
Aug ’26
Testing L4S with Apple FaceTime
I would like to understand how the L4S feature works with videocalls, specially with FaceTime, since it has been improved and made compatible with this capability. Even if it's just a qualitative comparison, I'd like to compare a video call under network congestion conditions between an iPhone with L4S enabled and one without (on a network that supports L4S). To do this: I would like to know if I could conduct this test using a single device with L4S enabled (in developer mode) and another without L4S, with the server located on the internet. Or both devices would need to have L4S enabled, because the client and server for L4S would then be the two devices themselves (point-to-point). Thank you.
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376
Aug ’26
Camer pink tint issue
i began journey with ipad 9th gen and then with iphone13, now upgraded to iphone 17 4-5months back. excelent phone but there is an issue iritating me. Camera processing both in photos and videos are overdone and it creates a pinkish tint on human subject. though its not a issue when we take tea humans but pencil charcoal portait artist me faces issue when there comes a pinkish tint on every photos and videos of our drawing and need editing to remove it. there wasnt any issue for iphone13 and i regret changing it, though battery storage or processing speed was low. there should be an option to turnoff overprocessing or beautification or the processing engine should detect the subject whether its a photograph or drawing rather than live human. any others feels same issues ?
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646
Aug ’26
Do FairPlay Streaming credentials remain valid if the issuing team's membership expires?
Our app was transferred to a different Apple Developer Program team. Our FairPlay Streaming deployment package (Application Certificate and ASk) was issued under the original team, whose membership has since expired. FairPlay playback continues to work normally. We understand from these threads that FPS does not enforce the Application Certificate's own expiration date: https://developer.apple.com/forums/thread/74831 https://developer.apple.com/forums/thread/763861 Our question is a different one — about the team's membership status rather than the certificate's validity period: Does the validity of an FPS deployment package depend in any way on the membership status of the team it was issued under, or are the credentials independent of that once issued? This is not a bug report. We would like to confirm the expected behaviour rather than rely on our own assumptions.
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768
Aug ’26
Setting appEntityIdentifiers on Now Playing content from a RemoteMediaSessionExtension
I'm using the new RemoteMediaSession API (iOS 27) to surface a remote device's playback (network speakers) on the Lock Screen / Control Center. I'd like to link the presented MusicContent to my App Intents entities so Siri can answer "what's playing?" / "tell me more about this artist," using appEntityIdentifiers. The problem: that property is unavailable in extensions. @available(iOSApplicationExtension, unavailable) extension MediaContentRepresentable { public var appEntityIdentifiers: [EntityIdentifier] { get set } } Result: an extension-hosted remote session seems to have no supported way to attach App Intents entity identifiers to its content. A local MediaSession can set it, but only while the app is running. Questions: Is there a supported way to associate appEntityIdentifiers with RemoteMediaSession content that I'm missing? If not, is this an intentional limitation? I've filed an enhancement request — FB24301827. Any guidance appreciated. Thanks!
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494
Aug ’26
FairPlay Streaming Credentials Approval — no response after 5 days
Hi, I submitted a FairPlay Streaming credentials approval request 5 days ago (through the "Request FairPlay Streaming credentials approval" form) and haven't received any response yet. Could someone from the Security Engineering team please check the status? Team ID: US7RGQX775 We're an online education platform and use a third-party DRM/video hosting provider (VdoCipher) that already operates a working, tested FairPlay Streaming KSM on our behalf — we just need the certificate to hand over to them. Thanks in advance!
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431
Aug ’26
MacOS Music App Returning 404 to Play Next Commands from iTunes Remote app
MacOS Music App No Longer Accepts "Play Next" and "Add to Up Next" from iTunes Remote app. Connect to your library through the iTunes Remote App. Navigate to a song within the iOS iTunes Remote App and press and hold on the song and when the action sheet comes up select "Play Next" or "Add to Up Next". View the MacOS Music App's Playing Next queue to discover that the additions were not made. Thanks for any help you can provide on this. I'd really love to see this working again. I captured network traffic (tcpdump) between the iTunes Remote iOS app and Music.app on macOS 26 (Tahoe). When tapping "Play Next" on a track, the Remote app sends: GET /ctrl-int/1/playqueue-edit?command=add&query='dmap.itemid:27387'&sort=album&mode=3 Music.app responds with HTTP 404 Not Found. "Add to Up Next" sends the same endpoint with mode=0 and also receives 404 Not Found. Other Remote app functions work correctly over the same connection (play/pause, skip), browsing the library, and viewing the queue all return successful responses. Only the queue-add operation returns 404.
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601
Aug ’26
.longFormAudio and USB mic input
I am trying to stream audio from a USB input to a set of AirPlay speakers. I can get this to work to a single AirPlay speaker when I use .playAndRecord and don't use .longFormAudio in the AVAudioSession setup but I hear some audio glitches. I believe these glitches to be audio under-run at the speaker due to differences in clock rates, etc. As I understand the API, to get rid of the audio glitches, I need to use .longFormAudio to enable AirPlay2 and get the speaker to deal with tracking the audio sample timing and have the speaker do any re-sampling when the clocks drift. But if I turn on .longFormAudio, the API will not allow me to use .playAndRecord. Is there a way to get AirPlay2 re-timing behaviors and also enable mic input in the same IOS app?
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555
Aug ’26
[FairPlay] Attack AVContentKey to CMSampleBuffer results in "NSLocalizedFailureReason=This app is not authorized to play this file"
I implemented an AVContentKeySessionDelegate that after calling processContentKeyRequest succeeds in producing a contentKey in the callback func contentKeySession(_: AVContentKeySession, didProvide _contentKey: AVContentKey) of the AVContentKeyRecipient that manages the decoding of CMSampleBuffers. However, when I store the AVContentKey from the contentKeySession callback and try to attach it to the CMSampleBuffer with AVSampleBufferAttachContentKey, I get the error: Error Domain=AVFoundationErrorDomain Code=-11836 "Cannot Open" UserInfo={NSLocalizedFailureReason=This app is not authorized to play this file., NSLocalizedDescription=Cannot Open, NSUnderlyingError=0x28303a220 {Error Domain=NSOSStatusErrorDomain Code=-12161 "(null)"}} Does anyone have some insight on why this is happening and how to solve it?
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2.0k
Aug ’26
flashMode .on overrides locked focus — AF scan runs and refocuses before the strobe
I'm building a fixed-focus camera app (Bayer RAW, manual exposure, focus permanently locked at a known lens position) and need a full-power flash still that keeps that locked focus. On iPhone 17 Pro, iOS 26, any capture with flashMode = .on runs an autofocus-assist scan — visible lens hunt, assist lamp in low light — and the exposure happens at whatever the scan converged on (usually the far background), not my locked position. In low light it reproduces every time; bright-scene behavior varied by configuration (see matrix), and in my current build it hunts in daylight too. This follows https://developer.apple.com/forums/thread/724897 where DTS confirmed locked lens position + flash "is possible" in a test app, but the differentiating configuration was never identified. I've now exhausted every documented lever, with instrumentation, and would like guidance on whether this stage is bypassable at all. Session configuration session.sessionPreset = .photo // Plain wide camera (also reproduced on .builtInLiDARDepthCamera). let camera = AVCaptureDevice.default( .builtInWideAngleCamera, for: .video, position: .back )! session.addInput(try AVCaptureDeviceInput(device: camera)) session.addOutput(photoOutput) photoOutput.maxPhotoQualityPrioritization = .speed photoOutput.isZeroShutterLagEnabled = false photoOutput.isResponsiveCaptureEnabled = true // Pre-allocate flash capture resources up front. photoOutput.setPreparedPhotoSettingsArray( [makeFlashRawSettings()], completionHandler: nil ) Device configuration (before any capture) try camera.lockForConfiguration() camera.isSubjectAreaChangeMonitoringEnabled = false camera.isSmoothAutoFocusEnabled = false camera.autoFocusRangeRestriction = .near camera.automaticallyEnablesLowLightBoostWhenAvailable = false camera.automaticallyAdjustsFaceDrivenAutoFocusEnabled = false camera.isFaceDrivenAutoFocusEnabled = false // true is worse; see matrix camera.automaticallyAdjustsFaceDrivenAutoExposureEnabled = false camera.isFaceDrivenAutoExposureEnabled = false camera.setFocusModeLocked(lensPosition: 0.60) // ~1 m on this device let gains = camera.deviceWhiteBalanceGains( for: .init(temperature: 4000, tint: 0) ) camera.setWhiteBalanceModeLocked(with: gains) camera.setExposureModeCustom( duration: CMTime(value: 1, timescale: 125), iso: 400 ) camera.unlockForConfiguration() Capture func makeFlashRawSettings() -> AVCapturePhotoSettings { let bayer = photoOutput.availableRawPhotoPixelFormatTypes.first { AVCapturePhotoOutput.isBayerRAWPixelFormat($0) }! let settings = AVCapturePhotoSettings(rawPixelFormatType: bayer) settings.flashMode = .on settings.isAutoRedEyeReductionEnabled = false settings.isAutoStillImageStabilizationEnabled = false settings.isAutoVirtualDeviceFusionEnabled = false settings.isAutoContentAwareDistortionCorrectionEnabled = false settings.photoQualityPrioritization = .speed return settings } // Right before the request, exposure flips .custom → .locked (same // duration/ISO), one preview frame presents, then: photoOutput.capturePhoto(with: makeFlashRawSettings(), delegate: self) What I measure (KVO during the capture window) isAdjustingFocus goes true after the request: a scan runs despite focusMode == .locked (assist lamp on in low light). lensPosition moves from the locked 0.60 to a far position and stays there through willCapturePhotoFor — the exposure uses the scan's answer. When isAdjustingFocus falls back to false (before the metering preflash) I issue one setFocusModeLocked(lensPosition: 0.60). The call succeeds, yet the exposure still happens at the far position — something re-asserts the scan's focus before the strobe. With flashMode = .off, locked focus and custom exposure are honored perfectly (my app's normal path). Tried, all reproduced focusMode = .locked + setFocusModeLocked(lensPosition:): scan still runs. Exposure .custom → .locked for the flash window: no change. Plain wide vs LiDAR wide device: no change. Subject-area / smooth AF / face-driven AF+AE / low-light boost all off: scan still runs in low light. isFaceDrivenAutoFocusEnabled = true (steer scan toward faces): worse — scans in daylight too. Red-eye reduction, fusion, distortion correction off: no change. autoFocusRangeRestriction = .near: still converges far. photoQualityPrioritization = .speed everywhere: no change. Prepared photo settings (flash RAW): no change. Re-lock lens mid-scan: fights the scan; worse convergence. Re-lock lens after scan, before strobe: succeeds; exposure still at the scan's position. Torch lit at request time: scans even in bright daylight. The last two items seem diagnostic: the gate is not scene brightness. A torch adding no visible light in daylight still arms the scan, and face-driven AF arms it in bright scenes — the AF-assist stage runs whenever the sequence sees any reason to focus, and a client's .locked focus mode is never treated as that reason being absent. Questions Is the flash AF-assist stage skippable when focusMode == .locked? The earlier thread's DTS reply achieved a locked-focus flash photo — what configuration makes that true on current hardware/iOS? If not skippable: is there a supported way for the final exposure to honor the locked lens position — run the scan but not apply its result? Why does a successful setFocusModeLocked(lensPosition:) issued between scan end and strobe not stick? Is the sequence re-asserting its own focus at exposure time? Are the observed triggers (torch active at request; face-driven AF enabled — each arming the scan regardless of brightness) expected for flashMode = .on? Goal: full-power flash still + fixed focus + manual exposure, which flashMode = .off already delivers minus the flash. Any guidance — including "file a feedback, here's the rdar to duplicate" — appreciated. Happy to attach a focused sample project and sysdiagnose.
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613
Aug ’26
Turning AutoFocus off while flash is on.
Hello, I am creating a simple camere app where I want to turn OFF the autofocus (and set the focus within the app) then take a picture with the flash. The only problem is as soon as i set the flash and take a photo, it auto focuses even though i have set the focus mode locked and lens position? Is this even possible? My av capture output settings:     photoOutput.isHighResolutionCaptureEnabled = true     photoOutput.isLivePhotoCaptureEnabled = false;     photoOutput.isDepthDataDeliveryEnabled = false;     photoOutput.isPortraitEffectsMatteDeliveryEnabled = false     photoOutput.isAppleProRAWEnabled = false;     photoOutput.setPreparedPhotoSettingsArray([buildPhotoSettings(flash: flash)]); my AVCapturePhoto Settings     let photoSettings = AVCapturePhotoSettings(rawPixelFormatType: availbleRaw[0]);     photoSettings.isAutoStillImageStabilizationEnabled = false;     photoSettings.flashMode = flash ?.on :.off;     photoSettings.isHighResolutionPhotoEnabled = true;     photoSettings.isAutoRedEyeReductionEnabled = false; my device input settings           //--white balance     let whiteBalanceValues = AVCaptureDevice.WhiteBalanceTemperatureAndTintValues(temperature: settings.whiteBalanceTemp, tint: settings.whiteBalanceTint);     let newWhiteBalance = videoDeviceInput.device.deviceWhiteBalanceGains(for:whiteBalanceValues);     let maxGain = videoDeviceInput.device.maxWhiteBalanceGain           if(newWhiteBalance.redGain > maxGain || newWhiteBalance.greenGain > maxGain || newWhiteBalance.blueGain > maxGain){       videoDeviceInput.device.unlockForConfiguration();       return (false, "WhiteBalance values are invalid (over maximum gain allowed)");     }           videoDeviceInput.device.setWhiteBalanceModeLocked(with: newWhiteBalance);           //--iso and exposure     let exposure = Float64(settings.exposure/1000);     let exposureTime = CMTime(seconds: exposure, preferredTimescale: 1000)     let iso = Float(settings.iso)           if(exposureTime > videoDeviceInput.device.activeFormat.maxExposureDuration || exposureTime < videoDeviceInput.device.activeFormat.minExposureDuration){       videoDeviceInput.device.unlockForConfiguration();       return (false, "Exposure out of bounds");     }           if(iso > videoDeviceInput.device.activeFormat.maxISO || iso < videoDeviceInput.device.activeFormat.minISO){       videoDeviceInput.device.unlockForConfiguration();       return (false, "ISO out of bounds");     }           videoDeviceInput.device.setExposureModeCustom(duration: exposureTime, iso: iso);           //--Lens focus     if(settings.lensPosition < 0 || settings.lensPosition>1){       videoDeviceInput.device.unlockForConfiguration();       return (false, "Lens position out of bounds");     }               if(videoDeviceInput.device.isFocusModeSupported(.locked)){       videoDeviceInput.device.focusMode = .locked;       videoDeviceInput.device.setFocusModeLocked(lensPosition: settings.lensPosition);             }           if #available(iOS 15.4, *) {       if(videoDeviceInput.device.isFaceDrivenAutoFocusEnabled){         videoDeviceInput.device.automaticallyAdjustsFaceDrivenAutoFocusEnabled = false;                 }               if(videoDeviceInput.device.isFaceDrivenAutoExposureEnabled){         videoDeviceInput.device.automaticallyAdjustsFaceDrivenAutoExposureEnabled = false;       }               if(videoDeviceInput.device.isLowLightBoostSupported){         videoDeviceInput.device.automaticallyEnablesLowLightBoostWhenAvailable = false;       }     } else {       // Fallback on earlier versions     }           //--Torch ON     videoDeviceInput.device.torchMode = settings.torch ? AVCaptureDevice.TorchMode.on :AVCaptureDevice.TorchMode.off;           if(settings.torch){       if(settings.torchLevel<0 || settings.torchLevel>1){         return (false, "Flash out of bounds");       }               try? videoDeviceInput.device.setTorchModeOn(level: Float(settings.torchLevel));     }                       //--Finish     videoDeviceInput.device.unlockForConfiguration();
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Aug ’26
Apple-supported alternative to MusicKit JS authorization for child accounts
I’m developing a dedicated children’s audio player using MusicKit JS. Ideally, a child would have access to their own Apple Music library and listening history while remaining managed through Family Sharing. Apple Developer Support confirmed that MusicKit cannot be authorized for an under-13 Apple Account due to age restrictions. Is there an Apple-supported alternative, such as parent authorization with access to a child’s library through any other SDK/API path?
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572
Aug ’26
Why isn’t Audio Output a per-app permission, like Microphone?
iOS already gives users a simple per-app Microphone permission: Settings → Apps → [App] → Microphone: On/Off Why isn’t there an equivalent permission in the other direction? Settings → Apps → [App] → Audio Output: On/Off This would solve a surprisingly common problem: I may deliberately be listening to Spotify, an audiobook or a podcast, then open another app which suddenly produces audio from an advertisement or autoplaying video. That audio may mix with, duck, or even interrupt what I actually chose to listen to. As I understand the current architecture, apps use AVAudioSession to describe how their audio should interact with other audio. But much of that policy is therefore controlled by the application producing the unwanted audio, rather than by the device owner. The simplest solution wouldn’t require a per-app mixer or complicated audio controls. Just one user-controlled permission: Allow Audio Output: On / Off When disabled, iOS would prevent that app from producing audible media output, while audio sessions belonging to other apps would continue normally. Conceptually, this seems very similar to the existing Microphone permission: Microphone: Can this app receive audio from my device? Audio Output: Can this app produce audio on my device? More advanced controls — per-app volume, permission to interrupt other audio, ducking policy, etc. — could potentially come later. But they aren’t necessary to solve the fundamental problem. I’m curious from an AVAudioSession perspective: Is there a technical reason why iOS could not enforce an OS-level per-app Audio Output permission in the same way it already enforces Microphone access? And if there isn’t, would others find this useful?
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488
Aug ’26
Facing issues with response from Fairplay SDK based service
Currently we are building a service based on Fairplay SDK version 26.0. Currently our solution is using version 4.5.4. When we run the below request to get version we get proper response curl http://xx.xx.xx.xx:8080/fps/v Response - V26.0 Our client applications call below two APIs https://GW_HOST:8080/fairplay_cert https://GW_HOST:8080/fairplay_license Within the cert API call, we are returning the fairplay public certificate. Currently we are trying to use the test certificate provided along with Fairplay SDK (test_fps_certificate_v26.bin) Then within the fairplay_license API call, we are trying to reach fairplay service based on Fairplay SDK v26 We are seeing some issues with below request(attaching the request json payload) curl -v -X POST -H "Content-Type: application/json" -d @SDKValidation_NewCert.json http://xx.xx.xx.xx:8080/fps SDKValidation_NewCert.json We are getting below response from SDK {"fairplay-streaming-response":{"create-ckc":[{"id":1,"status":-42605}]}} When we checked the apache error logs in the file "/etc/httpd/logs/error_log" we see below error [DEBUG] ❌ Assertion failure: invalidCertificateErr (-42605) [src/extension.swift:249] This is looks to be some error related to certificate. As mentioned earlier, client application is making a certificate call where we are returning the certificate set up . These certificates are already configured in the credentials path. Also note that the test samples provided with the SDK return valid license response. We had earlier raised a similar ticket mentioned below and we were asked not to use test certs. So we have raise CSR and used new certs for testing. https://developer.apple.com/forums/thread/836652?page=1
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1.2k
Activity
Aug ’26
Preserve AirPods Transparency while capturing one AirPod microphone for low latency cross ear audio
I am prototyping an iOS accessibility audio application for people with unilateral hearing loss. The goal is simple. Capture environmental audio using the AirPod on the poor hearing side and route that audio with very low latency into the AirPod on the working hearing side. The core concept is already working on physical AirPods and an iPhone. Our desired signal path is Right AirPod microphone → iPhone audio processing → Left AirPod output The user sets the AirPods microphone in Settings to Always Right AirPod. The app then captures that Bluetooth microphone and routes the signal into the left output channel. Using AVAudioSession and AVAudioEngine we have successfully achieved low latency cross ear audio. The main issue is native AirPods Transparency. When the app activates the AirPods Bluetooth microphone using HFP, the transferred audio continues working correctly, but native Transparency audio on the receiving AirPod effectively disappears. Interestingly, iOS still reports Transparency as enabled in Control Center and AirPods settings. This means the user can hear audio transferred from the poor hearing side, but their working ear loses much of the normal environmental sound that Transparency previously provided. We have tested several configurations. Normal Bluetooth HFP with playAndRecord This provides the best result so far. The AirPods microphone signal is strong. The output route exposes two channels. We can route the microphone signal only to the opposite AirPod. Latency can be reduced enough that conversation feels nearly real time. However, native Transparency on the receiving AirPod effectively stops providing environmental audio. bluetoothHighQualityRecording Microphone quality is noticeably better. However, latency is significantly higher and produces an audible delayed or echo effect during conversation. Transparency has the same general issue. multiRoute with dualRoute This allows the iPhone audio hardware and AirPods to operate simultaneously. It appears to preserve more ambient awareness on the working side. However, the AirPods microphone becomes substantially weaker when used as the secondary Bluetooth HFP input. We measured the incoming AirPods microphone signal at roughly minus 40 dB during normal speech testing. Adding 12 to 18 dB of software gain increases distortion without materially improving intelligibility. farFieldInput with dualRoute We tested the raw AirPods microphone with and without farFieldInput. The microphone levels and practical pickup were very similar. Far field speech processing improved intelligibility somewhat, but did not solve the weak secondary Bluetooth input signal. Our main technical question is Is there a supported AVAudioSession configuration, Core Audio API, AirPods API, or entitlement that allows a third party application to capture an AirPods microphone while preserving the AirPods native Transparency processing on the output AirPod? Ideally we want Right AirPod microphone capture plus native Transparency on the left AirPod plus application generated right to left audio mixed into the left AirPod all operating simultaneously. We do not need access to Apple's Transparency microphone signal itself if native Transparency can simply remain active while our application audio is mixed into the receiving AirPod. If this is not currently possible using public APIs, is this an intentional platform limitation of the AirPods Bluetooth microphone route? We would also appreciate guidance on whether there is another recommended architecture for this accessibility use case. The low latency cross ear routing itself works surprisingly well. Preserving natural environmental audio in the user's working ear while the Bluetooth microphone is active is currently the main technical blocker. Testing has been performed on a physical iPhone running iOS 26.x using Xcode 26.6 and current AirPods hardware, not the Simulator. Thank you for any guidance.
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229
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Aug ’26
[iOS 27 DB3] Photos taken with third party apps have photographic styles applied
It's unclear if this is a bug or a new feature but I have noticed that my photos starting coming out looking more stylised than expected and worked out that it was because photographic styles were being applied even tho I was taking photos through a third party app. Is there a way to disable this behaviour if it is intended? I've raised a feedback report #FB23632714 Photographic Styles [OFF] Photographic Styles [ON] My settings:
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897
Activity
Aug ’26
Apple Music / MusicKit Commercial Integration Enquiry – Multiplayer Music Game
Hello, Could this please be forwarded to the team responsible for Apple Music / MusicKit commercial integrations, developer partnerships and licensing? I am currently assessing the feasibility of developing a commercial browser-based multiplayer music game and would like to understand whether Apple Music and MusicKit could support the proposed use case. At a high level, players would privately select tracks from the Apple Music catalogue within the game. Once selections are complete, the application would arrange the selected tracks for sequential playback through a shared host account/device. Players would then interact with those tracks through the game. The application would provide the game functionality and would not download, store or independently redistribute full music recordings. Before progressing with development, I would appreciate clarification on the following: Commercial game use: Is integration of the Apple Music catalogue and MusicKit playback functionality into a commercial multiplayer game permitted? If specific approval, licensing or a commercial agreement with Apple is required, what is the appropriate process? Monetisation: Can the game itself be monetised through subscriptions, one-off purchases/party passes or advertising, provided users are paying for the game functionality rather than access to Apple Music or its catalogue? Apple Music subscription requirements: Would the account providing full-track playback need an active Apple Music subscription? If so, would only the host/playback account require a subscription, while other participants could join the game, search/select tracks and vote without having an Apple Music subscription themselves? Commercial playback alternative: If an Apple Music subscription is required for full-track playback, does Apple offer any commercial, licensing or partnership arrangement whereby the game operator could fund the necessary playback rights directly, rather than requiring the host to hold an individual Apple Music subscription? Catalogue access: Can players search the Apple Music catalogue and select tracks from within the application without every participant individually authenticating with Apple Music or holding an Apple Music subscription? Track availability: Can MusicKit/API functionality confirm whether a selected track is available for playback in the host's storefront/territory before accepting the selection? Playback control: Can the application create and manage a temporary playback queue containing the selected tracks and initiate sequential playback through an authorised host account/device without requiring the host to manually locate and play each track in the Apple Music application? Audio previews: Are short audio previews available through Apple Music/MusicKit, and may these be used within a commercial multiplayer game to help users identify a track before selecting it? If so, are there restrictions on preview duration or monetised use? Multi-provider support: Would Apple's terms permit Apple Music to be offered as one of several supported music playback providers within the same application, allowing a host to choose Apple Music or another supported streaming service? Additional licensing: If full recordings continue to be delivered and played through Apple Music/MusicKit, would the game developer require any additional master recording, publishing, public-performance or other music licences directly from rights-holders or collecting societies? Web/browser implementation: As the initial product is intended to be browser-based rather than a native iOS application, can the above catalogue, authentication and playback functionality be implemented through MusicKit on the Web? Are there any material differences in commercial permissions or capabilities compared with a native MusicKit implementation? Scaling: Are there different MusicKit/API access, approval, rate-limit or commercial requirements if the application progresses from development/testing to a publicly available commercial product with a significant user base? At this stage I am primarily trying to establish whether a compliant technical and commercial model exists before investing in development. If this enquiry would be better directed to an Apple Music partnership, MusicKit, licensing or business-development team, I would appreciate being pointed towards the appropriate contact. I would be happy to provide further technical details about the proposed integration if required. Kind regards, Errol Brinkman
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453
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Aug ’26
watchOS: Network framework WebSocket loses its path ~35 s in, while URLSession keeps working
Following up on TN3135 and the resolution in https://developer.apple.com/forums/thread/773362 — that thread solved establishing a low-level connection on watchOS (the asynchronous AVAudioSession.activate(options:completionHandler:) instead of the synchronous setActive()). This question is about a connection staying established, which I could not find discussed anywhere. Environment: Apple Watch, watchOS 26.6 (23U67). Audio app, WKBackgroundModes = ["self-care"]. Real device, TestFlight build, not the simulator. What works Opening an NWConnection WebSocket to my own server is reliable — 8 attempts out of 8 reached .ready in 0.28–0.98 s, and an echo frame round-tripped in 27–89 ms. Interestingly, in my measurements it opens under BOTH activation variants: the asynchronous activate(options:completionHandler:) AND the synchronous setActive(true). The two are within ~0.2 s of each other. I mention it only because the thread above concluded the synchronous one is insufficient; on 26.6 I cannot reproduce that difference for establishment. What fails The connection goes quiet after roughly half a minute, and an NWPathMonitor running alongside it shows why: the path transitions to .unsatisfied. Four runs: +34.0 s (cellular) +34.6 s (cellular) +36.0 s (Wi-Fi) +34.3 s (companion link only — availableInterfaces ["other", "other"]) The server sends a heartbeat frame every 5 s and closes the socket on a schedule, so I can tell "the peer closed" from "we stopped receiving". The client receives beats 1–6 (5 s … 30 s) and then nothing; the scheduled close never arrives. What I ruled out Server side. The same client construction run on macOS against the same endpoint receives all 8 heartbeats and the scheduled close at 45.1 s. Both audio-session activation variants — no difference, as above. Network type — cellular, Wi-Fi and companion-link-only all drop at ~35 s. The app being suspended. The app keeps logging densely throughout, and in the last run it held a WKExtendedRuntimeSession (delegate reported extendedRuntimeSessionDidStart) and was actively playing audio through AVAudioEngine from the first second — i.e. the audio-streaming condition TN3135 describes — for the entire window. The path dropped anyway, at +34.3 s. An idle socket. Server traffic arrives every 5 s until the drop. The comparison that puzzles me The same app, on the same watch, the same afternoon, relays the same realtime audio session over plain HTTPS (URLSession) instead — and that runs for 64 s continuously without a stall, including straight through a WatchConnectivity "reachability settled: unreachable" transition. So a high-level URLSession request stream survives a period in which a low-level NWConnection's path is reported unsatisfied. That is consistent with the note in thread 773362 that "on watchOS every session is kinda like a background session, where the actual work is done out of process" — but it leaves me unsure what the intended behaviour is. Questions Is a ~35 s path lifetime the expected behaviour for low-level networking on watchOS, or does it indicate something wrong on my side? Does the TN3135 audio-streaming exception cover only the establishment of a low-level connection, or is it also supposed to keep the path available for the duration of the audio streaming? If it is supposed to persist: is there something beyond an active audio session, flowing audio and a WKExtendedRuntimeSession that an app must do to keep the path alive? If ~35 s is the expected ceiling, is a WebSocket a supported transport for a multi-minute conversational audio session on watchOS at all — or is relaying over URLSession the intended approach despite the guidance to prefer Network framework? Happy to file a bug with a sysdiagnose and a reduced sample project if that is more useful — please say the word and I will attach the numbers above.
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1.5k
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Aug ’26
API vs Accessibility
I’m developing a small macOS workflow utility for Final Cut Pro and I’d like to confirm whether there is a supported API for a particular project-management workflow before relying on macOS Accessibility automation. The utility is intended to take an existing Final Cut Pro project and create multiple native duplicates at different custom frame sizes — for example: 1920 × 1080 1080 × 1920 1080 × 1350 1080 × 1080 custom banner dimensions The desired operation is essentially the equivalent of Final Cut Pro’s Duplicate Project As… command: duplicate the selected project, assign a new name, set a custom video resolution, and optionally enable or disable Smart Conform. It is important that Final Cut Pro itself performs a native project duplication so that all existing project data is retained, including effects, grades, plug-ins, keyframes, compound clips, retiming and Magnetic Masks. I initially prototyped the workflow using FCPXML, which works very well for creating the differently sized projects. However, Apple’s documentation notes that Magnetic Masks are not included in XML exports, so an FCPXML round-trip is not suitable for this use case. I’ve reviewed the documentation for FCPXML, Workflow Extensions / ProExtensionHost, and programmatic communication with Final Cut Pro using Apple Events, but I haven’t found a documented API that allows an application to: Duplicate the currently selected Final Cut Pro project natively. Rename the duplicated project. Change its video format to an arbitrary custom width and height. Optionally control Smart Conform. I currently have a working proof of concept using the macOS Accessibility API to invoke and operate Final Cut Pro’s native Duplicate Project As… interface. Before developing that approach further, I’d like to confirm that I’m not overlooking a supported Final Cut Pro API or Workflow Extension capability that would accomplish the same thing more directly and robustly. Is there a supported public API for this workflow, either through the Workflow Extension SDK, ProExtensionHost, Apple Events, scripting support, or another Professional Video Applications framework? If not, is using macOS Accessibility to automate Final Cut Pro’s native project-duplication interface an appropriate approach for a third-party macOS workflow utility? Many thanks, James
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368
Activity
Aug ’26
AVCustomRoutingController and background audio
Hi, I have implemented a custom audio streaming protocol in my iOS app using AVCustomRoutingController to select my custom device. Playback and streaming works. However when the app is the background, it gets killed in a couple of seconds, like if it was not playing audio. My app has the Audio/AirPlay/PIP background mode and can play audio from the background when the route is a normal AVRoute from the system (Speaker/AirPlay/Bluetooth, etc). I tried starting an AVAudioSession (playback category, activated, with and without MPRemoteCommandCenter bindings and with and without populating NowPlayingInfoCenter) was hoping that if that is active, my app won't be killed. But it seems like it does get killed if the app is not producing audio using AudioOutputUnit/AVAudioEngine/AVPlayer. How does one supposed to stream audio from an app in the background using a custom protocol? The infamous "let's play silence to not get killed" solution works, but obviously that can't be the answer.
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366
Activity
Aug ’26
Testing L4S with Apple FaceTime
I would like to understand how the L4S feature works with videocalls, specially with FaceTime, since it has been improved and made compatible with this capability. Even if it's just a qualitative comparison, I'd like to compare a video call under network congestion conditions between an iPhone with L4S enabled and one without (on a network that supports L4S). To do this: I would like to know if I could conduct this test using a single device with L4S enabled (in developer mode) and another without L4S, with the server located on the internet. Or both devices would need to have L4S enabled, because the client and server for L4S would then be the two devices themselves (point-to-point). Thank you.
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376
Activity
Aug ’26
Camer pink tint issue
i began journey with ipad 9th gen and then with iphone13, now upgraded to iphone 17 4-5months back. excelent phone but there is an issue iritating me. Camera processing both in photos and videos are overdone and it creates a pinkish tint on human subject. though its not a issue when we take tea humans but pencil charcoal portait artist me faces issue when there comes a pinkish tint on every photos and videos of our drawing and need editing to remove it. there wasnt any issue for iphone13 and i regret changing it, though battery storage or processing speed was low. there should be an option to turnoff overprocessing or beautification or the processing engine should detect the subject whether its a photograph or drawing rather than live human. any others feels same issues ?
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646
Activity
Aug ’26
Do FairPlay Streaming credentials remain valid if the issuing team's membership expires?
Our app was transferred to a different Apple Developer Program team. Our FairPlay Streaming deployment package (Application Certificate and ASk) was issued under the original team, whose membership has since expired. FairPlay playback continues to work normally. We understand from these threads that FPS does not enforce the Application Certificate's own expiration date: https://developer.apple.com/forums/thread/74831 https://developer.apple.com/forums/thread/763861 Our question is a different one — about the team's membership status rather than the certificate's validity period: Does the validity of an FPS deployment package depend in any way on the membership status of the team it was issued under, or are the credentials independent of that once issued? This is not a bug report. We would like to confirm the expected behaviour rather than rely on our own assumptions.
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768
Activity
Aug ’26
Setting appEntityIdentifiers on Now Playing content from a RemoteMediaSessionExtension
I'm using the new RemoteMediaSession API (iOS 27) to surface a remote device's playback (network speakers) on the Lock Screen / Control Center. I'd like to link the presented MusicContent to my App Intents entities so Siri can answer "what's playing?" / "tell me more about this artist," using appEntityIdentifiers. The problem: that property is unavailable in extensions. @available(iOSApplicationExtension, unavailable) extension MediaContentRepresentable { public var appEntityIdentifiers: [EntityIdentifier] { get set } } Result: an extension-hosted remote session seems to have no supported way to attach App Intents entity identifiers to its content. A local MediaSession can set it, but only while the app is running. Questions: Is there a supported way to associate appEntityIdentifiers with RemoteMediaSession content that I'm missing? If not, is this an intentional limitation? I've filed an enhancement request — FB24301827. Any guidance appreciated. Thanks!
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494
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Aug ’26
Is there any supported API for a third party app to access live audio from a call it isn't itself carrying?
Is there any supported API for a third party app to access live audio from a call it isn't itself carrying?
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Aug ’26
FairPlay Streaming Credentials Approval — no response after 5 days
Hi, I submitted a FairPlay Streaming credentials approval request 5 days ago (through the "Request FairPlay Streaming credentials approval" form) and haven't received any response yet. Could someone from the Security Engineering team please check the status? Team ID: US7RGQX775 We're an online education platform and use a third-party DRM/video hosting provider (VdoCipher) that already operates a working, tested FairPlay Streaming KSM on our behalf — we just need the certificate to hand over to them. Thanks in advance!
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431
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Aug ’26
MacOS Music App Returning 404 to Play Next Commands from iTunes Remote app
MacOS Music App No Longer Accepts "Play Next" and "Add to Up Next" from iTunes Remote app. Connect to your library through the iTunes Remote App. Navigate to a song within the iOS iTunes Remote App and press and hold on the song and when the action sheet comes up select "Play Next" or "Add to Up Next". View the MacOS Music App's Playing Next queue to discover that the additions were not made. Thanks for any help you can provide on this. I'd really love to see this working again. I captured network traffic (tcpdump) between the iTunes Remote iOS app and Music.app on macOS 26 (Tahoe). When tapping "Play Next" on a track, the Remote app sends: GET /ctrl-int/1/playqueue-edit?command=add&query='dmap.itemid:27387'&sort=album&mode=3 Music.app responds with HTTP 404 Not Found. "Add to Up Next" sends the same endpoint with mode=0 and also receives 404 Not Found. Other Remote app functions work correctly over the same connection (play/pause, skip), browsing the library, and viewing the queue all return successful responses. Only the queue-add operation returns 404.
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601
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Aug ’26
.longFormAudio and USB mic input
I am trying to stream audio from a USB input to a set of AirPlay speakers. I can get this to work to a single AirPlay speaker when I use .playAndRecord and don't use .longFormAudio in the AVAudioSession setup but I hear some audio glitches. I believe these glitches to be audio under-run at the speaker due to differences in clock rates, etc. As I understand the API, to get rid of the audio glitches, I need to use .longFormAudio to enable AirPlay2 and get the speaker to deal with tracking the audio sample timing and have the speaker do any re-sampling when the clocks drift. But if I turn on .longFormAudio, the API will not allow me to use .playAndRecord. Is there a way to get AirPlay2 re-timing behaviors and also enable mic input in the same IOS app?
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555
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Aug ’26
[FairPlay] Attack AVContentKey to CMSampleBuffer results in "NSLocalizedFailureReason=This app is not authorized to play this file"
I implemented an AVContentKeySessionDelegate that after calling processContentKeyRequest succeeds in producing a contentKey in the callback func contentKeySession(_: AVContentKeySession, didProvide _contentKey: AVContentKey) of the AVContentKeyRecipient that manages the decoding of CMSampleBuffers. However, when I store the AVContentKey from the contentKeySession callback and try to attach it to the CMSampleBuffer with AVSampleBufferAttachContentKey, I get the error: Error Domain=AVFoundationErrorDomain Code=-11836 "Cannot Open" UserInfo={NSLocalizedFailureReason=This app is not authorized to play this file., NSLocalizedDescription=Cannot Open, NSUnderlyingError=0x28303a220 {Error Domain=NSOSStatusErrorDomain Code=-12161 "(null)"}} Does anyone have some insight on why this is happening and how to solve it?
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2.0k
Activity
Aug ’26
flashMode .on overrides locked focus — AF scan runs and refocuses before the strobe
I'm building a fixed-focus camera app (Bayer RAW, manual exposure, focus permanently locked at a known lens position) and need a full-power flash still that keeps that locked focus. On iPhone 17 Pro, iOS 26, any capture with flashMode = .on runs an autofocus-assist scan — visible lens hunt, assist lamp in low light — and the exposure happens at whatever the scan converged on (usually the far background), not my locked position. In low light it reproduces every time; bright-scene behavior varied by configuration (see matrix), and in my current build it hunts in daylight too. This follows https://developer.apple.com/forums/thread/724897 where DTS confirmed locked lens position + flash "is possible" in a test app, but the differentiating configuration was never identified. I've now exhausted every documented lever, with instrumentation, and would like guidance on whether this stage is bypassable at all. Session configuration session.sessionPreset = .photo // Plain wide camera (also reproduced on .builtInLiDARDepthCamera). let camera = AVCaptureDevice.default( .builtInWideAngleCamera, for: .video, position: .back )! session.addInput(try AVCaptureDeviceInput(device: camera)) session.addOutput(photoOutput) photoOutput.maxPhotoQualityPrioritization = .speed photoOutput.isZeroShutterLagEnabled = false photoOutput.isResponsiveCaptureEnabled = true // Pre-allocate flash capture resources up front. photoOutput.setPreparedPhotoSettingsArray( [makeFlashRawSettings()], completionHandler: nil ) Device configuration (before any capture) try camera.lockForConfiguration() camera.isSubjectAreaChangeMonitoringEnabled = false camera.isSmoothAutoFocusEnabled = false camera.autoFocusRangeRestriction = .near camera.automaticallyEnablesLowLightBoostWhenAvailable = false camera.automaticallyAdjustsFaceDrivenAutoFocusEnabled = false camera.isFaceDrivenAutoFocusEnabled = false // true is worse; see matrix camera.automaticallyAdjustsFaceDrivenAutoExposureEnabled = false camera.isFaceDrivenAutoExposureEnabled = false camera.setFocusModeLocked(lensPosition: 0.60) // ~1 m on this device let gains = camera.deviceWhiteBalanceGains( for: .init(temperature: 4000, tint: 0) ) camera.setWhiteBalanceModeLocked(with: gains) camera.setExposureModeCustom( duration: CMTime(value: 1, timescale: 125), iso: 400 ) camera.unlockForConfiguration() Capture func makeFlashRawSettings() -> AVCapturePhotoSettings { let bayer = photoOutput.availableRawPhotoPixelFormatTypes.first { AVCapturePhotoOutput.isBayerRAWPixelFormat($0) }! let settings = AVCapturePhotoSettings(rawPixelFormatType: bayer) settings.flashMode = .on settings.isAutoRedEyeReductionEnabled = false settings.isAutoStillImageStabilizationEnabled = false settings.isAutoVirtualDeviceFusionEnabled = false settings.isAutoContentAwareDistortionCorrectionEnabled = false settings.photoQualityPrioritization = .speed return settings } // Right before the request, exposure flips .custom → .locked (same // duration/ISO), one preview frame presents, then: photoOutput.capturePhoto(with: makeFlashRawSettings(), delegate: self) What I measure (KVO during the capture window) isAdjustingFocus goes true after the request: a scan runs despite focusMode == .locked (assist lamp on in low light). lensPosition moves from the locked 0.60 to a far position and stays there through willCapturePhotoFor — the exposure uses the scan's answer. When isAdjustingFocus falls back to false (before the metering preflash) I issue one setFocusModeLocked(lensPosition: 0.60). The call succeeds, yet the exposure still happens at the far position — something re-asserts the scan's focus before the strobe. With flashMode = .off, locked focus and custom exposure are honored perfectly (my app's normal path). Tried, all reproduced focusMode = .locked + setFocusModeLocked(lensPosition:): scan still runs. Exposure .custom → .locked for the flash window: no change. Plain wide vs LiDAR wide device: no change. Subject-area / smooth AF / face-driven AF+AE / low-light boost all off: scan still runs in low light. isFaceDrivenAutoFocusEnabled = true (steer scan toward faces): worse — scans in daylight too. Red-eye reduction, fusion, distortion correction off: no change. autoFocusRangeRestriction = .near: still converges far. photoQualityPrioritization = .speed everywhere: no change. Prepared photo settings (flash RAW): no change. Re-lock lens mid-scan: fights the scan; worse convergence. Re-lock lens after scan, before strobe: succeeds; exposure still at the scan's position. Torch lit at request time: scans even in bright daylight. The last two items seem diagnostic: the gate is not scene brightness. A torch adding no visible light in daylight still arms the scan, and face-driven AF arms it in bright scenes — the AF-assist stage runs whenever the sequence sees any reason to focus, and a client's .locked focus mode is never treated as that reason being absent. Questions Is the flash AF-assist stage skippable when focusMode == .locked? The earlier thread's DTS reply achieved a locked-focus flash photo — what configuration makes that true on current hardware/iOS? If not skippable: is there a supported way for the final exposure to honor the locked lens position — run the scan but not apply its result? Why does a successful setFocusModeLocked(lensPosition:) issued between scan end and strobe not stick? Is the sequence re-asserting its own focus at exposure time? Are the observed triggers (torch active at request; face-driven AF enabled — each arming the scan regardless of brightness) expected for flashMode = .on? Goal: full-power flash still + fixed focus + manual exposure, which flashMode = .off already delivers minus the flash. Any guidance — including "file a feedback, here's the rdar to duplicate" — appreciated. Happy to attach a focused sample project and sysdiagnose.
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Aug ’26
Turning AutoFocus off while flash is on.
Hello, I am creating a simple camere app where I want to turn OFF the autofocus (and set the focus within the app) then take a picture with the flash. The only problem is as soon as i set the flash and take a photo, it auto focuses even though i have set the focus mode locked and lens position? Is this even possible? My av capture output settings:     photoOutput.isHighResolutionCaptureEnabled = true     photoOutput.isLivePhotoCaptureEnabled = false;     photoOutput.isDepthDataDeliveryEnabled = false;     photoOutput.isPortraitEffectsMatteDeliveryEnabled = false     photoOutput.isAppleProRAWEnabled = false;     photoOutput.setPreparedPhotoSettingsArray([buildPhotoSettings(flash: flash)]); my AVCapturePhoto Settings     let photoSettings = AVCapturePhotoSettings(rawPixelFormatType: availbleRaw[0]);     photoSettings.isAutoStillImageStabilizationEnabled = false;     photoSettings.flashMode = flash ?.on :.off;     photoSettings.isHighResolutionPhotoEnabled = true;     photoSettings.isAutoRedEyeReductionEnabled = false; my device input settings           //--white balance     let whiteBalanceValues = AVCaptureDevice.WhiteBalanceTemperatureAndTintValues(temperature: settings.whiteBalanceTemp, tint: settings.whiteBalanceTint);     let newWhiteBalance = videoDeviceInput.device.deviceWhiteBalanceGains(for:whiteBalanceValues);     let maxGain = videoDeviceInput.device.maxWhiteBalanceGain           if(newWhiteBalance.redGain > maxGain || newWhiteBalance.greenGain > maxGain || newWhiteBalance.blueGain > maxGain){       videoDeviceInput.device.unlockForConfiguration();       return (false, "WhiteBalance values are invalid (over maximum gain allowed)");     }           videoDeviceInput.device.setWhiteBalanceModeLocked(with: newWhiteBalance);           //--iso and exposure     let exposure = Float64(settings.exposure/1000);     let exposureTime = CMTime(seconds: exposure, preferredTimescale: 1000)     let iso = Float(settings.iso)           if(exposureTime > videoDeviceInput.device.activeFormat.maxExposureDuration || exposureTime < videoDeviceInput.device.activeFormat.minExposureDuration){       videoDeviceInput.device.unlockForConfiguration();       return (false, "Exposure out of bounds");     }           if(iso > videoDeviceInput.device.activeFormat.maxISO || iso < videoDeviceInput.device.activeFormat.minISO){       videoDeviceInput.device.unlockForConfiguration();       return (false, "ISO out of bounds");     }           videoDeviceInput.device.setExposureModeCustom(duration: exposureTime, iso: iso);           //--Lens focus     if(settings.lensPosition < 0 || settings.lensPosition>1){       videoDeviceInput.device.unlockForConfiguration();       return (false, "Lens position out of bounds");     }               if(videoDeviceInput.device.isFocusModeSupported(.locked)){       videoDeviceInput.device.focusMode = .locked;       videoDeviceInput.device.setFocusModeLocked(lensPosition: settings.lensPosition);             }           if #available(iOS 15.4, *) {       if(videoDeviceInput.device.isFaceDrivenAutoFocusEnabled){         videoDeviceInput.device.automaticallyAdjustsFaceDrivenAutoFocusEnabled = false;                 }               if(videoDeviceInput.device.isFaceDrivenAutoExposureEnabled){         videoDeviceInput.device.automaticallyAdjustsFaceDrivenAutoExposureEnabled = false;       }               if(videoDeviceInput.device.isLowLightBoostSupported){         videoDeviceInput.device.automaticallyEnablesLowLightBoostWhenAvailable = false;       }     } else {       // Fallback on earlier versions     }           //--Torch ON     videoDeviceInput.device.torchMode = settings.torch ? AVCaptureDevice.TorchMode.on :AVCaptureDevice.TorchMode.off;           if(settings.torch){       if(settings.torchLevel<0 || settings.torchLevel>1){         return (false, "Flash out of bounds");       }               try? videoDeviceInput.device.setTorchModeOn(level: Float(settings.torchLevel));     }                       //--Finish     videoDeviceInput.device.unlockForConfiguration();
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Apple-supported alternative to MusicKit JS authorization for child accounts
I’m developing a dedicated children’s audio player using MusicKit JS. Ideally, a child would have access to their own Apple Music library and listening history while remaining managed through Family Sharing. Apple Developer Support confirmed that MusicKit cannot be authorized for an under-13 Apple Account due to age restrictions. Is there an Apple-supported alternative, such as parent authorization with access to a child’s library through any other SDK/API path?
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Aug ’26
Why isn’t Audio Output a per-app permission, like Microphone?
iOS already gives users a simple per-app Microphone permission: Settings → Apps → [App] → Microphone: On/Off Why isn’t there an equivalent permission in the other direction? Settings → Apps → [App] → Audio Output: On/Off This would solve a surprisingly common problem: I may deliberately be listening to Spotify, an audiobook or a podcast, then open another app which suddenly produces audio from an advertisement or autoplaying video. That audio may mix with, duck, or even interrupt what I actually chose to listen to. As I understand the current architecture, apps use AVAudioSession to describe how their audio should interact with other audio. But much of that policy is therefore controlled by the application producing the unwanted audio, rather than by the device owner. The simplest solution wouldn’t require a per-app mixer or complicated audio controls. Just one user-controlled permission: Allow Audio Output: On / Off When disabled, iOS would prevent that app from producing audible media output, while audio sessions belonging to other apps would continue normally. Conceptually, this seems very similar to the existing Microphone permission: Microphone: Can this app receive audio from my device? Audio Output: Can this app produce audio on my device? More advanced controls — per-app volume, permission to interrupt other audio, ducking policy, etc. — could potentially come later. But they aren’t necessary to solve the fundamental problem. I’m curious from an AVAudioSession perspective: Is there a technical reason why iOS could not enforce an OS-level per-app Audio Output permission in the same way it already enforces Microphone access? And if there isn’t, would others find this useful?
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