Hello Apple Developers,
I’m reaching out to the community with a concept that I truly believe could be a natural fit for the Apple ecosystem:
A privacy-focused, iOS-exclusive dating app designed to enhance connections between Apple users while staying true to Apple’s commitment to security and user privacy.
The idea is to create an iOS-only dating platform that fosters relationships between users who are part of the Apple ecosystem. The app would integrate seamlessly with Apple’s services (iMessage, FaceTime, Siri, etc.) and provide a premium user experience, where privacy is a priority.
Apple users already prefer to communicate using Apple services (iMessage, FaceTime). A dating app designed specifically for iOS users would deepen this ecosystem lock-in, making it easier for Apple customers to connect within a trusted space.
Apple is already known for its privacy focus, and an iOS-exclusive dating app would build upon that reputation. It would ensure secure, private interactions, minimizing the risks associated with data sharing in most dating apps today.
The app could integrate directly with features like iCloud, Apple Pay (for date-night bookings), and Siri (for matchmaking suggestions), offering users a truly native iOS experience.
While the app would remain free to use, here are a few potential monetization methods:
Bundling with Apple One/iCloud+ for premium matchmaking features.
Apple Pay-based date-night deals with local partners.
I’d love to hear your thoughts on whether Apple might be open to this idea. Would there be any challenges from a technical or business perspective in creating a dating app exclusively for iOS users?
I’m looking forward to hearing from you all, and thank you for your time and insights.
Yours Truly,
CapNKirk
P.S. This is an idea. But I do not care who uses, implements, or executes this idea. I just want to see Apple take advantage of it.
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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I have a SwiftUI app - (https://youtu.be/VbAfUk_eYl0?si=JxUBh0Bpb-vc1E1U) - which I thought was almost ready for release - a manager for airdropped audio files from Logic Pro or other music creation applications. It uses AVAudioEngine and AVAudioPlayerNode to play audio, and the MediaPlayer API to integrate with car audio and similar, all of which works well.
It does not currently have an explicit CarPlay integration (and I'm slightly horrified at the amount of work that is going to require).
I had the good or bad luck of getting a loaner car with carplay while mine is being repaired yesterday, and lo and behold, when connected to the vehicle via CarPlay, there is no audio output in the vehicle at all. The now playing panel correctly shows the information my app provides about the currently playing song; the player node believes it is playing, the AVAudioSession is configured as it should be. But there is no sound.
Obviously I cannot ship it in this state.
I've tried fiddling with the parameters the AVAudioSession is configured with, in case there was some parameter that was preventing audio output, to no avail - currently:
var options = AVAudioSession.CategoryOptions()
options.insert(.allowAirPlay)
options.insert(.allowBluetooth)
options.insert(.allowBluetoothA2DP)
try session.setCategory(.playback, mode: .default, options: options)
try? session.setPreferredIOBufferDuration(0.002) // ~96 samples at 44.1kHz
try? session.setPrefersNoInterruptionsFromSystemAlerts(true)
try? session.setPrefersInterruptionOnRouteDisconnect(false)
try session.setActive(true, options: [.notifyOthersOnDeactivation])
All diagnostics within the app show the player operating correctly - files are played and flushed; AVAudioPlayerNodeCompletionCallbacks are called when they should be. But the output is not audible in the vehicle.
I would much prefer to ship this app without full-blown CarPlay integration, but with working audio when connected via CarPlay, and work on full CarPlay integration for the next release.
Is there some secret handshake I am just missing to make this work?
I was advised to post here by a Code-Level Support representative. Below will be a copy of my initial issue report, and my minimally reproductive test project can be found at the following GitHub repository URL...
https://github.com/PierceLBrooks/vtUudSeiNalCmake
DESCRIPTION OF PROBLEM
When encoding H264 video codec data using the VTCompressionSession API facilities available through the VideoToolbox framework on MacOS, the resultant bitstream will invariably include Unregistered User Data SEI NAL units that carry the UUID "47564adc-5c4c-433f-94ef-c5113cd143a8".
The proprietary decoders we are working with currently struggle with filtering out these NAL units.
Can you explain what purpose this serves, what the meaning of the byte-wise unit payloads are, and which configuration settings the VideoToolbox encoder instance specifically depends upon for triggering the insertion of them?
STEPS TO REPRODUCE
1. Invoke the instantiation of a new VideoToolbox H264 encoder object by calling VTCompressionSessionCreate with appropriate configuration flags.
2. Push frames through the encoder, receiving their encoded byte buffer counterparts through an asynchronous callback.
3. Write that encoded data to some buffer which will contain the totality of the encoder's output.
4. Inspect the NAL units of the initial portion of this output bitstream buffer.
5. Observe the presence of at least one Unregistered User Data SEI NAL unit carrying the "47564adc-5c4c-433f-94ef-c5113cd143a8" UUID near the beginning of the output segment.
when I get results from picker: PHPickerViewController, didFinishPicking results: [PHPickerResult])
and I load the image using itemProvider .loadFileRepresentation (the itemProvider is the NSItemProvider provided by the PHPickerResult)
will the url that's returned by this method be guaranteed to have the file extension ie, "file://image.jpeg" not "file://image"
I want to know if i need to just check the extension to know its file type.
(FYI in case this makes a difference, im only interested in user screenshots and screenrecordings)
Hi all,
I'm using Apple Sample Code below to create application using dockkit.
"Controlling a DockKit accessory using your camera app"
https://developer.apple.com/documentation/dockkit/controlling-a-dockkit-accessory-using-your-camera-app?changes=_8
I used vision hand recognition and put the observation data to dockAccessory.track, but Belkin or Insta360 devices never move on iPhone 16 Pro Max with iOS 18.3.
If I use other functions like face search (system tracking) in the app, those work ok.
I used Belkin and Insta360 Flow 2 Pro to reproduce the problem.
My friend is also saying that the custom tracking feature was working fine on the OS 18 beta, but on recent iOS 18.3 that feature does not work.
If I can get the iOS 18.0 beta then we can test that feature. But I cannot revert my iOS from 18.3 to the iOS 18.0 Beta.
Regards,
TO
Dear Developers and DTS team,
This is writing to seek your expert guidance on a persistent memory leak issue I've discovered while implementing video playback in a SwiftUI application.
Environment Details:
iOS 17+, Swift (SwiftUI, AVKit), Xcode 16.2
Target Devices:
iPhone 15 Pro (iOS 18.3.2)
iPhone 16 Plus (iOS 18.3.2)
Detailed Issue Description:
I am experiencing consistent memory leaks when using UIViewControllerRepresentable with AVPlayerViewController for FullscreenVideoPlayer and native VideoPlayer during video playback termination.
Code Context:
I have implemented the following approaches:
Added static func dismantleUIViewController(: coordinator:)
Included deinit in Coordinator
Utilized both UIViewControllerRepresentable and native VideoPlayer
/// A custom AVPlayer integrated with AVPlayerViewController for fullscreen video playback.
///
/// - Parameters:
/// - videoURL: The URL of the video to be played.
struct FullscreenVideoPlayer: UIViewControllerRepresentable {
// @Binding something for controlling fullscreen
let videoURL: URL?
func makeUIViewController(context: Context) -> AVPlayerViewController {
let controller = AVPlayerViewController()
controller.delegate = context.coordinator
print("AVPlayerViewController created: \(String(describing: controller))")
return controller
}
/// Updates the `AVPlayerViewController` with the provided video URL and playback state.
///
/// - Parameters:
/// - uiViewController: The `AVPlayerViewController` instance to update.
/// - context: The SwiftUI context for updates.
func updateUIViewController(_ uiViewController: AVPlayerViewController, context: Context) {
guard let videoURL else {
print("Invalid videoURL")
return
}
// Initialize AVPlayer if it's not already set
if uiViewController.player == nil || uiViewController.player?.currentItem == nil {
uiViewController.player = AVPlayer(url: videoURL)
print("AVPlayer updated: \(String(describing: uiViewController.player))")
}
// Handle playback state
}
func makeCoordinator() -> Coordinator {
Coordinator(parent: self)
}
static func dismantleUIViewController(_ uiViewController: AVPlayerViewController, coordinator: Coordinator) {
uiViewController.player?.pause()
uiViewController.player?.replaceCurrentItem(with: nil)
uiViewController.player = nil
print("dismantleUIViewController called for \(String(describing: uiViewController))")
}
}
extension FullscreenVideoPlayer {
class Coordinator: NSObject, AVPlayerViewControllerDelegate {
var parent: FullscreenVideoPlayer
init(parent: FullscreenVideoPlayer) {
self.parent = parent
}
deinit {
print("Coordinator deinitialized")
}
}
}
struct ContentView: View {
private let videoURL: URL? = URL(string: "https://interactive-examples.mdn.mozilla.net/media/cc0-videos/flower.mp4")
var body: some View {
NavigationStack {
Text("My Userful View")
List {
Section("VideoPlayer") {
NavigationLink("FullscreenVideoPlayer") {
FullscreenVideoPlayer(videoURL: videoURL)
.frame(height: 500)
}
NavigationLink("Native VideoPlayer") {
VideoPlayer(player: .init(url: videoURL!))
.frame(height: 500)
}
}
}
}
}
}
Reproducibility Steps:
Run application on target devices
Scenario A - FullscreenVideoPlayer:
Tap FullscreenVideoPlayer
Play video to completion
Repeat process 5 times
Scenario B - VideoPlayer:
Navigate back to main screen
Tap Video Player
Play video to completion
Repeat process 5 times
Observed Memory Leak Characteristics:
Per Iteration (Debug Memory Graph):
4 instances of NSMutableDictionary (Storage) leaked
4 instances of __NSDictionaryM leaked
4 × 112-byte malloc blocks leaked
Cumulative Effects:
Debug console prints: "dismantleUIViewController called for <AVPlayerViewController: 0x{String}> Coordinator deinitialized" when navigate back to main screen
After multiple iterations, leak instances double
Specific Questions:
What underlying mechanisms are causing these memory leaks in UIViewControllerRepresentable and VideoPlayer?
What are the recommended strategies to comprehensively prevent and resolve these memory management issues?
Hello, hope everybody is doing well. I have some reels (of aspect ratio 9X16) content, which I want to playback on iOS phones.
My question is does AV player support out of box playback of encrypted Mp4. Please note, this is not HLS fMp4, rather unfragmented Mp4 content.
If it is supported, what algorithm of encryption shall be used? Please let me know.
Topic:
Media Technologies
SubTopic:
Streaming
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image.
I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off.
I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors.
On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues.
My code for the conversion is also attached.
If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it.
Many Thanks
Conversion_Logs.txt
ConversionCode.swift
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image.
I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off.
I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors.
On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues.
My code for the conversion is also attached.
If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it.
Many Thanks
Conversion_Logs.txt
ConversionCode.swift
Does an artist similarity station broaden selection variety compared to a song similarity station?
You don't have to answer if it is against nondisclosure terms.
I'm able to get text to speech to audio file using the following code for iOS 12 iPhone 8 to create a car file:
audioFile = try AVAudioFile(
forWriting: saveToURL,
settings: pcmBuffer.format.settings,
commonFormat: .pcmFormatInt16,
interleaved: false)
where pcmBuffer.format.settings is:
[AVAudioFileTypeKey: kAudioFileMP3Type,
AVSampleRateKey: 48000,
AVEncoderBitRateKey: 128000,
AVNumberOfChannelsKey: 2,
AVFormatIDKey: kAudioFormatLinearPCM]
However, this code does not work when I run the app in iOS 18 on iPhone 13 Pro Max. The audio file is created, but it doesn't sound right. It has a lot of static and it seems the speech is very low pitch.
Can anyone give me a hint or an answer?
On some devices, loadFileRepresentation(forTypeIdentifier: completionHandler) take a loong time(about two minute) to callback result for some large video(about 200 MB, take by device camera).
environment:
Model: iPhone 12
Model Number: MGGM3CH/A
iOS Version: 18.3.2
PHPickerResult.NSItemProvider.loadFileRepresentation()
// import PhotosUI
func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) {
picker.dismiss(animated: true, completion: nil)
guard let provider = results.last?.itemProvider else { return }
guard provider.hasItemConformingToTypeIdentifier(UTType.movie.identifier) else {
return
}
Task {
provider.loadFileRepresentation(forTypeIdentifier: UTType.movie.identifier) { url, error in
guard let url = url else {
return
}
// Do some stuff...
}
}
}
ps: I also try some other function, eg: provide.loadItem(forTypeIdentifier:), but not work too.
On some devices, when i select the same media multiple times, the data by` loadFileRepresentation(forTypeIdentifier: completionHandler) ` returned is different(data.count is not equal).
environment:
* Model: iPhone 12
* Model Number: MGGM3CH/A
* iOS Version: 18.3.2
```Swift
// import PhotosUI
func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) {
picker.dismiss(animated: true, completion: nil)
guard let provider = results.last?.itemProvider else { return }
guard provider.hasItemConformingToTypeIdentifier(UTType.movie.identifier) else {
return
}
Task {
provider.loadFileRepresentation(forTypeIdentifier: UTType.movie.identifier) { url, error in
guard let url = url else {
return
}
if let data = try? Data(contentsOf: url) {
print("data count is: \(data.count)")
}
}
}
}
```
ps: I also try some other function, eg: ` provide.loadItem(forTypeIdentifier:)`, but not work too.
I have a memory leak, when using AVAudioPlayer. I managed to narrow down the issue into a very simple app, which code I paste in at the end.
The memory leak start immediately when I start playing sound, but only in the emylator. On the real iPhone there is no memory leak.
The memory leak on the Simulator looks like this:
import SwiftUI
import AVFoundation
struct ContentView_Audio: View {
var sound: AVAudioPlayer?
init() {
guard let path = Bundle.main.path(forResource: "cd201", ofType: "mp3") else { return }
let url = URL(fileURLWithPath: path)
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: [.mixWithOthers])
} catch {
return
}
do {
try AVAudioSession.sharedInstance().setActive(true)
} catch {
return
}
do {
sound = try AVAudioPlayer(contentsOf: url)
} catch {
return
}
}
var body: some View {
HStack {
Button {
playSound()
} label: {
ZStack {
Circle()
.fill(.mint.opacity(0.3))
.frame(width: 44, height: 44)
.shadow(radius: 8)
Image(systemName: "play.fill")
.resizable()
.frame(width: 20, height: 20)
}
}
.padding()
Button {
stopSound()
} label: {
ZStack {
Circle()
.fill(.mint.opacity(0.3))
.frame(width: 44, height: 44)
.shadow(radius: 8)
Image(systemName: "stop.fill")
.resizable()
.frame(width: 20, height: 20)
}
}
.padding()
}
}
private func playSound() {
guard sound != nil else { return }
sound?.volume = 1
// sound?.numberOfLoops = -1
sound?.play()
}
func stopSound() {
sound?.stop()
}
}
We are developing an apple music app on phone, the developed web works fine on chrome, but when i load it on webivew on my phone, i can't play the first song,
We doubt that the drm init, key exchange, session creation was on the music.play() function, while we trigger the play, the drm or session was not ok for play a real song, so it got an error
so we may wanna know:
what about the realative process of drm, key, session, etc in the play() function?
are there some state detect function to show weather the drm is ok?
Topic:
Media Technologies
SubTopic:
Audio
Tags:
Apple Music API
MusicKit
MusicKit JS
Apple Music Feed
I’m building a professional camera app where users can customize the video recording format and color grading. In the func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) method, I handle video frames and use Metal for real-time color grading. This works well when device.activeColorSpace is sRGB or P3, and the results are great. However, when the color space is HLG_BT2020 or appleLog, the MTKTextureLoader.newTexture(cgImage: cgImage, options: options) method throws an error. After researching, I found that the video frame in these color spaces has a bit-per-channel (bpc) greater than 8 after being converted to CGImage, causing the texture creation to fail. I tried converting the CGImage to a lower bpc to successfully create the texture, but the final output image is garbled and not as expected. Is there a solution to this issue?
Hi all,
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?
Topic:
Media Technologies
SubTopic:
Audio
According to the documentation (https://developer.apple.com/documentation/avfoundation/avplayeritem/externalmetadata), AVPlayerItem should have an externalMetadata property. However it does not appear to be visible to my app. When I try, I get:
Value of type 'AVPlayerItem' has no member 'externalMetadata'
Documentation states iOS 12.2+; I am building with a minimum deployment target of iOS 18.
Code snippet:
import Foundation
import AVFoundation
/// ... in function ...
// create metadata as described in https://developer.apple.com/videos/play/wwdc2022/110338
var title = AVMutableMetadataItem()
title.identifier = .commonIdentifierAlbumName
title.value = "My Title" as NSString?
title.extendedLanguageTag = "und"
var playerItem = await AVPlayerItem(asset: composition)
playerItem.externalMetadata = [ title ]
I have integrated the ShazamKit SDK into my iOS app and would like to implement the same functionality in my Android app.
My question is: Can I use the Android version of the ShazamKit SDK for commercial purposes?
After extensive research, I could not find any official information regarding the license of the Android version of the ShazamKit SDK.
Could you please provide a formal license statement?
Some users reported that their images are not loading correctly in our app. After a lot of debugging we identified the following:
This only happens when the app is build for Mac Catalyst. Not on iOS, iPadOS, or “real” macOS (AppKit).
The images in question have unusual color spaces. We observed the issue for uRGB and eciRGB v2.
Those images are rendered correctly in Photos and Preview on all platforms.
When displaying the image inside of a UIImageView or in a SwiftUI Image, they render correctly.
The issue only occurs when loading the image via Core Image.
When comparing the different Core Image render graphs between AppKit (working) and Catalyst (faulty) builds, they look identical—except for the result.
Mac (AppKit):
Catalyst:
Something seems to be off when Core Image tries to load an image with foreign color space in Catalyst.
We identified a workaround: By using a CGImageDestination to transcode the image using the kCGImageDestinationOptimizeColorForSharing option, Image I/O will convert the image to sRGB (or similar) and Core Image is able to load the image correctly. However, one potentially loses fidelity this way.
Or might there be a better workaround?
Topic:
Media Technologies
SubTopic:
Photos & Camera
Tags:
Image I/O
Photos and Imaging
Core Image
Core Graphics