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Audio DSP Processing Issue / Metallic Ringing Artifacts when recording acoustic instruments on iPhone 17 Pro Max
Description: I have identified a specific issue when recording acoustic guitar and other instruments on the iPhone 17 Pro Max using native applications (Voice Memos, Camera). The recordings contain an unnatural metallic resonance (ringing artifacts) that should not be present. Testing and Methodology: Hardware Verification: Initially, I suspected a hardware defect in the audio chip or microphone. However, extensive testing with third-party software suggests this is likely a software-level issue. AudioShare Test: I conducted a test using the AudioShare app in "Measurement Mode" (which bypasses standard iOS system-wide audio processing). In this mode, the audio remains perfectly clean, and the metallic ringing disappears entirely. Conclusion: The issue is rooted in the DSP (Digital Signal Processing) algorithms that iOS applies for noise suppression or voice enhancement. These algorithms appear to misinterpret the high-frequency overtones of acoustic instruments as background noise and attempt to "filter" them, resulting in audible digital artifacts. Comparison Results: This issue has not been observed on devices from other brands or on older iPhone models (preliminary tests suggest older versions handle this better). Notably, the problem persists even in GarageBand, as the app still utilizes certain system-level processing layers. Proposed Solution: I suggest adding a "Raw Audio" or "Instrument Mode" toggle within the Microphone/Audio settings for native apps. This mode should disable aggressive DSP processing, similar to how the AVAudioSession.Mode.measurement works in specialized apps. Attachments: I am attaching 4 archives, including a final "Measurement Mode" folder with comparative samples (Measurement Mode vs. Standard Mode). The artifacts are most prominent when monitored through headphones.
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159
Jan ’26
Capture session interrupted randomly
We are facing a strange issue where a small portion of our large userbase can not start the capture session in our app, as it gets interrupted with the following reason: AVCaptureSessionInterruptionReasonVideoDeviceNotAvailableWithMultipleForegroundApps Our users are all from iPhones, no one is using an iPad. Just to be sure we have set session.isMultitaskingCameraAccessEnabled = true but it does not seem to make any difference. Another weird scenario we are seeing on an even smaller number of users is that the following call: AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back) returns nil. A quick look at our error reports show this happening on iPhone XR, 13 and 14 models. They should all support this device type. Any help on investigating these issue would be greatly appreciated!
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128
Jun ’25
Is a Locked Capture Extension allowed to just "open the app" when the device is unlocked?
Hey, Quick question. I noticed that Adobe's new app, Project Indigo, allows you to open the app using the Camera Control button. However, when your device is locked it just shows this screen: Would this normally be approved by the Appstore approval process? I ask because I would like to do something similar with my camera app. I know that this is not the best user experience, but my apps UI is not built in Swift and I don't have the resources to build the UI again. At least this way the user experience would be improved from what it is now, where users cannot even launch the app. I get many requests per week about this feature and would love to improve the UX for my users, even if it's not the best possible. Thanks, Alex
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329
Jun ’25
AVAudioUnitSampler Bug with Consolidated Audio Files
Hello, I've discovered a buffer initialization bug in AVAudioUnitSampler that happens when loading presets with multiple zones referencing different regions in the same audio file (monolith/concatenated samples approach). Almost all zones output silence (i.e. zeros) at the beginning of playback instead of starting with actual audio data. The Problem Setup: Single audio file (monolith) containing multiple concatenated samples Multiple zones in an .aupreset, each with different sample start and sample end values pointing to different regions of the same file All zones load successfully without errors Expected Behavior: All zones should play their respective audio regions immediately from the first sample. Actual Behavior: Last zone in the zone list: Works perfectly - plays audio immediately All other zones: Output [0, 0, 0, 0, ..., _audio_data] instead of [real_audio_data] The number of zeros varies from event to event for each zone. It can be a couple of samples (<30) up to several buffers. After the initial zeros, the correct audio plays normally, so there is no shift in audio playback, just missing samples at the beginning. Minimal Reproduction 1. Create Test Monolith Audio File Create a single Wav file with 3 concatenated 1-second samples (44.1kHz): Sample 1: frames 0-44099 (constant amplitude 0.3) Sample 2: frames 44100-88199 (constant amplitude 0.6) Sample 3: frames 88200-132299 (constant amplitude 0.9) 2. Create Test Preset Create an .aupreset with 3 zones all referencing the same file: Pseudo code <Zone array> <zone 1> start : 0, end: 44099, note: 60, waveform: ref_to_monolith.wav; <zone 2> start sample: 44100, note: 62, end sample: 88199, waveform: ref_to_monolith.wav; <zone 3> start sample: 88200, note: 64, end sample: 132299, waveform: ref_to_monolith.wav; </Zone array> 3. Load and Test // Load preset into AVAudioUnitSampler let sampler = AVAudioUnitSampler() try sampler.loadAudioFiles(from: presetURL) // Play each zone (MIDI notes C4=60, D4=62, E4=64) sampler.startNote(60, withVelocity: 64, onChannel: 0) // Zone 1 sampler.startNote(62, withVelocity: 64, onChannel: 0) // Zone 2 sampler.startNote(64, withVelocity: 64, onChannel: 0) // Zone 3 4. Observed Result Zone 1 (C4): [0, 0, 0, ..., 0.3, 0.3, 0.3] ❌ Zeros at beginning Zone 2 (D4): [0, 0, 0, ..., 0.6, 0.6, 0.6] ❌ Zeros at beginning Zone 3 (E4): [0.9, 0.9, 0.9, ...] ✅ Works correctly (last zone) What I've Extensively Tested What DOES Work Separate files per zone: Each zone references its own individual audio file All zones play correctly without zeros Problem: Not viable for iOS apps with 500+ sample libraries due to file handle limitations What DOESN'T Work (All Tested) 1. Different Audio Formats: CAF (Float32 PCM, Int16 PCM, both interleaved and non-interleaved) M4A (AAC compressed) WAV (uncompressed) SF2 (SoundFont2) Bug persists across all formats 2. CAF Region Chunks: Created CAF files with embedded region chunks defining zone boundaries Set zones with no sampleStart/sampleEnd in preset (nil values) AVAudioUnitSampler completely ignores CAF region metadata Bug persists 3. Unique Waveform IDs: Gave each zone a unique waveform ID (268435456, 268435457, 268435458) Each ID has its own file reference entry (all pointing to same physical file) Hypothesized this might trigger separate buffer initialization Bug persists - no improvement 4. Different Sample Rates: Tested: 44.1kHz, 48kHz, 96kHz Bug occurs at all sample rates 5. Mono vs Stereo: Bug occurs with both mono and stereo files Environment macOS: Sonoma 14.x (tested across multiple minor versions) iOS: Tested on iOS 17.x with same results Xcode: 16.x Frameworks: AVFoundation, AudioToolbox Reproducibility: 100% reproducible with setup described above Impact & Use Case This bug severely impacts professional music applications that need: Small file sizes: Monolith files allow sharing compressed audio data (AAC/M4A) iOS file handle limits: Opening 400+ individual sample files is not viable on iOS Performance: Single file loading is much faster than hundreds of individual files Standard industry practice: Monolith/concatenated samples are used by EXS24, Kontakt, and most professional samplers Current Impact: Cannot use monolith files with AVAudioUnitSampler on iOS Forced to choose between: unusable audio (zeros at start) OR hitting iOS file limits No viable workaround exists Root Cause Hypothesis The bug appears to be in AVAudioUnitSampler's internal buffer initialization when: Multiple zones share the same source audio file Each zone specifies different sampleStart/sampleEnd offsets Key observation: The last zone in the zone array always works correctly. This is NOT related to: File permissions or security-scoped resources (separate files work fine) Audio codec issues (happens with uncompressed PCM too) Preset parsing (preset loads correctly, all zones are valid) Questions Is this a known issue? I couldn't find any documentation, bug reports, or discussions about this. Is there ANY workaround that allows monolith files to work with AVAudioUnitSampler? Alternative APIs? Is there a different API or approach for iOS that properly supports monolith sample files?
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375
Dec ’25
🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device Type? Provide a more reliable way to know “this route is definitely headphones” for A2DP devices, beyond portType and portName string heuristics?
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Feb ’26
Can a Location-Based Audio AR Experience Run in the Background on iOS?
Hi everyone! I’ve developed a location-based Audio AR app in Unity with FMOD &amp; Resonance Audio and AirPods Pro Head-Tracking to create a ubiquitous augmented soundscape experience. Think of it as an audio version of Pokémon Go, but with a more precise location requirement to ensure spatial audio is placed correctly. I want this experience to run in the background on iOS, but from what I’ve gathered, it seems Unity doesn’t support this well. So, I’m considering developing a Swift version instead. Since this is primarily for research purposes, privacy concerns are not a major issue in my case. However, I’ve come across some potential challenges: Real-time precise location updates – Can iOS provide fully instantaneous, high-accuracy location updates in the background? Continuous real-time data processing – Can an app continuously process spatial audio, head-tracking, and location data while running in the background? I’m not sure if newer iOS versions have improved in these areas or if there are workarounds to achieve this. Would this kind of experience be feasible to run in the background on iOS? Any insights or pointers would be greatly appreciated! I’m very new to iOS development, so apologies if this is a basic question. Thanks in advance!
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Apr ’25
Making DataScannerViewController work in the Simulator
Before you post —Camera doesn't work on the Simulator— that's no longer true. I've made a solution that makes the Simulator believe there's an actual hardware device connected, allowing users to stream the macOS camera to the iOS Simulator (see for more info RocketSim's documentation: https://docs.rocketsim.app/features/hzQMSrSga7BGWvxdNVdwYs/simulator-camera-support/58tQ5jvevLNSnyUEA7VgAv) Now, it works for VNDocumentCameraViewController, but when I try opening DataScannerViewController, I directly run into: Failed to start scanning: The operation couldn’t be completed. (VisionKit.DataScannerViewController.ScanningUnavailable error 0.) My question: How does this view controller determine whether scanning is available? Is there a certain capability the available AVCaptureDevice's need to support maybe? Any direction would be helpful for me to make this work for developers, making them build apps faster!
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359
Jul ’25
Windows Apple Music: how to enumerate the local library or export it? Is Library.musicdb documented / API available?
Environment Windows 11 [edition/build]: [e.g., 23H2, 22631.x] Apple Music for Windows version: [e.g., 1.x.x from Microsoft Store] Library folder: C:\Users<user>\Music\Apple Music\Apple Music Library.musiclibrary Summary I need a supported way to programmatically enumerate the local Apple Music library on Windows (track file paths, playlists, etc.) for reconciliation with the on-disk Media folder. On macOS this used to be straightforward via scripting/export; on Windows I can’t find an equivalent. What I’m seeing in the library bundle Library.musicdb → not SQLite. First 4 bytes: 68 66 6D 61 ("hfma"). Library Preferences.musicdb → also starts with "hfma". artwork.sqlite → SQLite but appears to be artwork cache only (no track file paths). Extras.itdb → has SQLite format 3 header but (from a quick scan) not seeing track locations. Genius.itdb → not a SQLite database on this machine. What I’ve tried Attempted to open Library.musicdb with SQLite providers → error: “file is not a database.” Binary/string scans (ASCII, UTF-16LE/BE, null-stripped) of Library.musicdb → did not reveal file paths or obvious plist/XML/JSON blobs. The Windows Apple Music UI doesn’t appear to expose “Export Library / Export Playlist” like legacy iTunes did, and I can’t find a public API for local library enumeration on Windows. What I’m trying to accomplish Read local track entries (absolute or relative paths), detect broken links, and reconcile against the Media folder. A read-only solution is fine; I do not need to modify the library. Questions for Apple Is the Library.musicdb file format documented anywhere, or is there a supported SDK/API to enumerate the local library on Windows? Is there a supported export mechanism (CLI, UI, or API) on Windows Apple Music to dump the local library and/or playlists (XML/CSV/JSON)? Is there a Windows-specific equivalent to the old iTunes COM automation or any MusicKit surface that can return local library items (not streaming catalog) and their file locations? If none of the above exist today, is there a recommended workaround from Apple for library reconciliation on Windows (e.g., documented support for importing M3U/M3U8 to rebuild the local library from disk)? Are there any plans/timeline for adding Windows feature parity with iTunes/Music on macOS for exporting or scripting the local library? Why this matters For large personal libraries, users occasionally end up with orphaned files on disk or broken links in the app. Without an export or API, it’s difficult to audit and fix at scale on Windows. Reference details (in case it helps triage) Library.musicdb header bytes: 68-66-6D-61-A0-00-00-00-10-26-34-00-15-00-01-00 (ASCII shows hfma…). artwork.sqlite is readable but doesn’t contain track file paths (appears limited to artwork). I can supply a minimal repro tool and logs if that’s helpful. Feature request (if no current API) Add an official Export Library/Playlists action on Windows Apple Music, or Provide a read-only Windows API (or schema doc) that surfaces track file locations and playlist membership from the local library. Thanks in advance for any guidance or pointers to docs I might have missed.
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Sep ’25
Creating an initial Now Playing state of paused - impossible?
I am working on an app which plays audio - https://youtu.be/VbAfUk_eYl0?si=nJg5ayy2faWE78-g - and one of the features is, on restart, if you had paused playback of a file at the time the app was previously shut down (or were playing one at the time of shutdown), the paused state and position in the file is restored exactly as it was, on restart. The functionality works. However, it seems impossible to get the "now playing" information in iOS into the right state to reflect that via the MediaPlayer API. On restart, handlers are attached to the play/pause/togglePlayPause actions on MPRemoteCommandCenter.shared(), and the map of media info is updated on MPNowPlayingInfoCenter.default().nowPlayingInfo. What happens is that iOS's media view shows the audio as playing and offers a pause button - even though the play action is enabled and the pause action is disabled. Once playback has been initiated (my workaround is to have the pause action toggle the play state, since otherwise you wouldn't be able to initiate playback from controls in a car without initiating it once from a device first). I've created a simplified white-noise-player demo to illustrate the problem - simply build and deploy it, and then start the app, lock your device and look at the playback controls on the lock screen. It will show a pause button - same behavior I've described. https://github.com/timboudreau/ios-play-pause-demo I've tried a few things to narrow down the source of the issue - for example, thinking that not MPNowPlayingInfoPropertyPlaybackProgress and MPMediaItemPropertyPlaybackDuration might be the culprit (since the system interpolates elapsed time and it's recommended to update those properties infrequently) on startup might do the trick, but the result is the same, just without a duration or progress shown. What governs this behavior, and is there some way to explicitly tell the media player API your current state is paused?
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Apr ’25
【溦N51888M】腾龙公司会员申请流程步骤
【溦N51888M】腾龙公司会员申请流程步骤【罔纸 211239.com 】输入官惘到浏览器打开联系24小时在线业务人员办理上下,打开公司官网. 二、点击主页右上角注册按钮. 三、填写账号信息. 四、输入手机号,验证码,密码. 五、勾选用户协议,完成注册协议,完成注册. 注意:若出现账号已存在」提示,需重新设置唯一账号名称
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tvOS AVQueuePlayer Now Playing Info in Control Center?
I have a music app I'm developing and having a weird issue where I can see now playing info for every other platform than tvOS. As far as I can tell I have correctly configured the MPNowPlayingInfoCenter MPNowPlayingInfoCenter.default().nowPlayingInfo = nowPlayingInfo MPNowPlayingInfoCenter.default().playbackState = .playing Are there any extra requirements to get my app's now-playing info showing in control center on tvOS? Another strange issue that might be related is I can use the apple TV remote to pause audio but not resume playback, so I feel like there's something I'm missing about registering audio playback on tvOS specifically.
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102
Jun ’25
How to Get Device Orientation in Background (PiP) Mode?
My app is a camera app that supports Picture-in-Picture (PiP) mode. Normally, when the device rotates, I get the device orientation from iOS and use it to rotate the camera feed so that the preview stays correctly aligned. However, when the app enters PiP mode, it is considered to be in the background, and I can no longer receive orientation updates from the system. As a result, I can’t apply rotation corrections to the camera video in PiP mode. Is there any way to retrieve device orientation while the app is in the background (specifically during PiP mode)? Any guidance would be greatly appreciated. Thank you!
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May ’25
Unable to capture only the cursor in macOS Tahoe
Precondition: In system settings, scale the pointer size up to the max. Our SCScreenshotManager code currently works in macOS 15 and earlier to capture the cursor at it's larger size, but broke in one of the minor releases of macOS Tahoe. The error it produces now is "Failed to start stream due to audio/video capture failure". This only seems to happen with the cursor window, not any others. Another way to get the cursor is with https://developer.apple.com/documentation/appkit/nscursor/currentsystem, but that is now deprecated, which makes me think the capture of the cursor is being blocked deliberately. We see this as a critical loss of functionality for our apps, and could use guidance on what to use instead.
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RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
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117
Jun ’25
macOS Tahoe: Can't setup AVAudioEngine with playthrough
Hi, I'm trying to setup a AVAudioEngine for USB Audio recording and monitoring playthrough. As soon as I try to setup playthough I get an error in the console: AVAEInternal.h:83 required condition is false: [AVAudioEngineGraph.mm:1361:Initialize: (IsFormatSampleRateAndChannelCountValid(outputHWFormat))] Any ideas how to fix it? // Input-Device setzen try? setupInputDevice(deviceID: inputDevice) let input = audioEngine.inputNode // Stereo-Format erzwingen let inputHWFormat = input.inputFormat(forBus: 0) let stereoFormat = AVAudioFormat(commonFormat: inputHWFormat.commonFormat, sampleRate: inputHWFormat.sampleRate, channels: 2, interleaved: inputHWFormat.isInterleaved) guard let format = stereoFormat else { throw AudioError.deviceSetupFailed(-1) } print("Input format: \(inputHWFormat)") print("Forced stereo format: \(format)") audioEngine.attach(monitorMixer) audioEngine.connect(input, to: monitorMixer, format: format) // MonitorMixer -> MainMixer (Output) // Problem here, format: format also breaks. audioEngine.connect(monitorMixer, to: audioEngine.mainMixerNode, format: nil)
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202
Oct ’25
AVAssetWriterInput.PixelBufferReceiver.append hangs indefinitely (suspends and never resumes)
I’ve been struggling with a very frustrating issue using the new iOS 26 Swift Concurrency APIs for video processing. My pipeline reads frames using AVAssetReader, processes them via CIContext (Lanczos upscale), and then appends the result to an AVAssetWriter using the new PixelBufferReceiver. The Problem: The execution randomly stops at the ]await append(...)] call. The task suspends and never resumes. It is completely unpredictable: It might hang on the very first run, or it might work fine for 4-5 runs and then hang on the next one. It is independent of video duration: It happens with 5-second clips just as often as with long videos. No feedback from the system: There is no crash, no error thrown, and CPU usage drops to zero. The thread just stays in the suspended state indefinitely. If I manually cancel the operation and restart the VideoEngine, it usually starts working again for a few more attempts, which makes me suspect some internal resource exhaustion or a deadlock between the GPU context and the writer's input. The Code: Here is a simplified version of my processing loop: private func proccessVideoPipeline( readerOutputProvider: AVAssetReaderOutput.Provider<CMReadySampleBuffer<CMSampleBuffer.DynamicContent>>, pixelBufferReceiver: AVAssetWriterInput.PixelBufferReceiver, nominalFrameRate: Float, targetSize: CGSize ) async throws { while !Task.isCancelled, let payload = try await readerOutputProvider.next() { let sampleBufferInfo: (imageBuffer: CVPixelBuffer?, presentationTimeStamp: CMTime) = payload.withUnsafeSampleBuffer { sampleBuffer in return (sampleBuffer.imageBuffer, sampleBuffer.presentationTimeStamp) } guard let currentPixelBuffer = sampleBufferInfo.imageBuffer else { throw AsyncFrameProcessorError.missingImageBuffer } guard let pixelBufferPool = pixelBufferReceiver.pixelBufferPool else { throw NSError(domain: "PixelBufferPool", code: -1, userInfo: [NSLocalizedDescriptionKey: "No pixel buffer pool available"]) } let newPixelBuffer = try pixelBufferPool.makeMutablePixelBuffer() let newCVPixelBuffer = newPixelBuffer.withUnsafeBuffer({ $0 }) try upscale(currentPixelBuffer, outputPixelBuffer: newCVPixelBuffer, targetSize: targetSize ) let presentationTime = sampleBufferInfo.presentationTimeStamp try await pixelBufferReceiver.append(.init(unsafeBuffer: newCVPixelBuffer), with: presentationTime) } } Does anyone know how to fix it?
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142
Jan ’26
Notification interruptions
My app Balletrax is a music player for people to use while they teach ballet. Used to be you could silence notifications during use, but now the customer seems to have to know how to use Focus mode, remember to turn it on and off, and have to check the notifications one does and doesn't want to use. Is there no way to silence all notifications when the app is in use?
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117
Apr ’25
Xcode 26.3: Simulators incorrectly shown as "build only device" — Run (Cmd+R) fails while Build (Cmd+B) and command-line build/deploy succeed
Product Xcode Version 26.3 (26C5131e) Platform macOS / iOS Simulator / iOS Device Classification Bug / Incorrect UI Behaviour Reproducibility Always (persists across restarts, scheme recreation, DerivedData clearing) Date Encountered February 20, 2026 Hardware Mac mini (M2) running macOS Test Device iPhone SE (2nd generation), iOS 26.3 Summary In Xcode 26.3, attempting to run an iOS app on any simulator destination using Cmd+R fails with the error: "A build only device cannot be used to run this target. Please select an available device or choose a simulated device as the destination." This occurs despite the selected destination being a valid iOS Simulator (not a "build only" device). The same project builds successfully using Cmd+B within Xcode and builds, installs, and runs correctly via the command line using xcodebuild, xcrun simctl, and xcrun devicectl. Steps to Reproduce Open a valid iOS project in Xcode 26.3. The project in question has target name "h", product name "DiabetesHbA1cPrediction", bundle identifier "com.diabeteshba1c.DiabetesHbA1cPrediction", with IPHONEOS_DEPLOYMENT_TARGET set to 26.0. In the scheme/destination picker toolbar, select any iOS Simulator destination (e.g. iPhone 16, iPhone 17 Pro, or any other available simulator). The destination name appears correctly in the toolbar without any "build only" annotation. Press Cmd+R (Product > Run). Xcode immediately displays the error: "A build only device cannot be used to run this target." Press Cmd+B (Product > Build) instead. The build succeeds with no errors. Expected Behaviour Cmd+R should build and launch the application on the selected simulator, just as it does in previous Xcode versions. The user had been running simulators successfully for the prior week before this issue appeared. Actual Behaviour Xcode refuses to run the app, treating every simulator destination as a "build only device." The error appears instantly upon pressing Cmd+R, before any build activity begins. Cmd+B succeeds normally, confirming the project and scheme configuration are valid. Workarounds Attempted (All Failed) The following troubleshooting steps were performed, none of which resolved the Xcode UI issue: Changed IPHONEOS_DEPLOYMENT_TARGET across multiple values (26.2, 18.0, 26.0) in all build settings within project.pbxproj. Deleted and recreated the Xcode scheme (removed .xcscheme files from xcshareddata and xcuserdata, let Xcode auto-create a new scheme). Deleted the entire DerivedData folder (rm -rf ~/Library/Developer/Xcode/DerivedData). Selected multiple different simulator destinations (iPhone 16, iPhone 16 Pro, iPhone 17 Pro) — all produced the same error. Verified the scheme’s Executable setting (confirmed it was set to the correct .app target). Changed "Show Run Destination" setting between Automatic and Always. Quit and restarted Xcode completely. Confirmed that simulator device names in the destination dropdown appeared normally, without any "build only" suffix. Working Workaround: Command-Line Build and Deploy The project builds, installs, and runs correctly when using command-line tools, confirming the project configuration is valid: Simulator deployment: xcodebuild -scheme h -destination 'platform=iOS Simulator,name=iPhone 16' build xcrun simctl boot 7F0DF8DA-E4A3-41B2-A2E4-B1F528753189 xcrun simctl install booted xcrun simctl launch booted com.diabeteshba1c.DiabetesHbA1cPrediction Result: App launched and ran correctly in the simulator. Physical device deployment (iPhone SE 2020, iOS 26.3): xcodebuild -scheme h -destination 'id=00008030-001128DC2E51402E' build xcrun devicectl device install app --device xcrun devicectl device process launch --device com.diabeteshba1c.DiabetesHbA1cPrediction Result: BUILD SUCCEEDED, app installed and launched on the physical device without issue. Key Observations The disconnect between Xcode’s UI-based Run (Cmd+R) failing and the command-line build/deploy succeeding with identical configuration strongly suggests this is an Xcode IDE bug in the run destination resolution logic, not a project configuration issue. Cmd+B succeeds in Xcode itself, meaning the build system correctly recognises the project, scheme, and destination. The failure occurs specifically in the “run” pathway where Xcode evaluates whether the destination supports execution. The simulator dropdown shows destination names without any "build only" label, yet Xcode internally treats them as build-only when the Run action is invoked. This behaviour started occurring in Xcode 26.3. The same project and simulators worked correctly in the preceding week under the same Xcode installation. Environment Xcode version: 26.3 (26C5131e) macOS: Running on Mac mini (M2) iOS SDK: 26.3 Available simulator runtimes: iOS 18.6, iOS 26.2 Physical test device: iPhone SE (2nd generation), iOS 26.3 Project type: SwiftUI iOS app with HealthKit integration Signing: Automatic, with valid provisioning for both simulator and device
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Background audio player issue
I am work an app development on an app which request an audio function in background as an alert sound. during debug testing , the function work fine, but once I testing standalone without debugging , The function not work , it will play out the sound when I back to app. does any way to trace the issues ?
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161
Activity
May ’25
Audio DSP Processing Issue / Metallic Ringing Artifacts when recording acoustic instruments on iPhone 17 Pro Max
Description: I have identified a specific issue when recording acoustic guitar and other instruments on the iPhone 17 Pro Max using native applications (Voice Memos, Camera). The recordings contain an unnatural metallic resonance (ringing artifacts) that should not be present. Testing and Methodology: Hardware Verification: Initially, I suspected a hardware defect in the audio chip or microphone. However, extensive testing with third-party software suggests this is likely a software-level issue. AudioShare Test: I conducted a test using the AudioShare app in "Measurement Mode" (which bypasses standard iOS system-wide audio processing). In this mode, the audio remains perfectly clean, and the metallic ringing disappears entirely. Conclusion: The issue is rooted in the DSP (Digital Signal Processing) algorithms that iOS applies for noise suppression or voice enhancement. These algorithms appear to misinterpret the high-frequency overtones of acoustic instruments as background noise and attempt to "filter" them, resulting in audible digital artifacts. Comparison Results: This issue has not been observed on devices from other brands or on older iPhone models (preliminary tests suggest older versions handle this better). Notably, the problem persists even in GarageBand, as the app still utilizes certain system-level processing layers. Proposed Solution: I suggest adding a "Raw Audio" or "Instrument Mode" toggle within the Microphone/Audio settings for native apps. This mode should disable aggressive DSP processing, similar to how the AVAudioSession.Mode.measurement works in specialized apps. Attachments: I am attaching 4 archives, including a final "Measurement Mode" folder with comparative samples (Measurement Mode vs. Standard Mode). The artifacts are most prominent when monitored through headphones.
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159
Activity
Jan ’26
Capture session interrupted randomly
We are facing a strange issue where a small portion of our large userbase can not start the capture session in our app, as it gets interrupted with the following reason: AVCaptureSessionInterruptionReasonVideoDeviceNotAvailableWithMultipleForegroundApps Our users are all from iPhones, no one is using an iPad. Just to be sure we have set session.isMultitaskingCameraAccessEnabled = true but it does not seem to make any difference. Another weird scenario we are seeing on an even smaller number of users is that the following call: AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back) returns nil. A quick look at our error reports show this happening on iPhone XR, 13 and 14 models. They should all support this device type. Any help on investigating these issue would be greatly appreciated!
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128
Activity
Jun ’25
Is a Locked Capture Extension allowed to just "open the app" when the device is unlocked?
Hey, Quick question. I noticed that Adobe's new app, Project Indigo, allows you to open the app using the Camera Control button. However, when your device is locked it just shows this screen: Would this normally be approved by the Appstore approval process? I ask because I would like to do something similar with my camera app. I know that this is not the best user experience, but my apps UI is not built in Swift and I don't have the resources to build the UI again. At least this way the user experience would be improved from what it is now, where users cannot even launch the app. I get many requests per week about this feature and would love to improve the UX for my users, even if it's not the best possible. Thanks, Alex
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329
Activity
Jun ’25
AVAudioUnitSampler Bug with Consolidated Audio Files
Hello, I've discovered a buffer initialization bug in AVAudioUnitSampler that happens when loading presets with multiple zones referencing different regions in the same audio file (monolith/concatenated samples approach). Almost all zones output silence (i.e. zeros) at the beginning of playback instead of starting with actual audio data. The Problem Setup: Single audio file (monolith) containing multiple concatenated samples Multiple zones in an .aupreset, each with different sample start and sample end values pointing to different regions of the same file All zones load successfully without errors Expected Behavior: All zones should play their respective audio regions immediately from the first sample. Actual Behavior: Last zone in the zone list: Works perfectly - plays audio immediately All other zones: Output [0, 0, 0, 0, ..., _audio_data] instead of [real_audio_data] The number of zeros varies from event to event for each zone. It can be a couple of samples (<30) up to several buffers. After the initial zeros, the correct audio plays normally, so there is no shift in audio playback, just missing samples at the beginning. Minimal Reproduction 1. Create Test Monolith Audio File Create a single Wav file with 3 concatenated 1-second samples (44.1kHz): Sample 1: frames 0-44099 (constant amplitude 0.3) Sample 2: frames 44100-88199 (constant amplitude 0.6) Sample 3: frames 88200-132299 (constant amplitude 0.9) 2. Create Test Preset Create an .aupreset with 3 zones all referencing the same file: Pseudo code <Zone array> <zone 1> start : 0, end: 44099, note: 60, waveform: ref_to_monolith.wav; <zone 2> start sample: 44100, note: 62, end sample: 88199, waveform: ref_to_monolith.wav; <zone 3> start sample: 88200, note: 64, end sample: 132299, waveform: ref_to_monolith.wav; </Zone array> 3. Load and Test // Load preset into AVAudioUnitSampler let sampler = AVAudioUnitSampler() try sampler.loadAudioFiles(from: presetURL) // Play each zone (MIDI notes C4=60, D4=62, E4=64) sampler.startNote(60, withVelocity: 64, onChannel: 0) // Zone 1 sampler.startNote(62, withVelocity: 64, onChannel: 0) // Zone 2 sampler.startNote(64, withVelocity: 64, onChannel: 0) // Zone 3 4. Observed Result Zone 1 (C4): [0, 0, 0, ..., 0.3, 0.3, 0.3] ❌ Zeros at beginning Zone 2 (D4): [0, 0, 0, ..., 0.6, 0.6, 0.6] ❌ Zeros at beginning Zone 3 (E4): [0.9, 0.9, 0.9, ...] ✅ Works correctly (last zone) What I've Extensively Tested What DOES Work Separate files per zone: Each zone references its own individual audio file All zones play correctly without zeros Problem: Not viable for iOS apps with 500+ sample libraries due to file handle limitations What DOESN'T Work (All Tested) 1. Different Audio Formats: CAF (Float32 PCM, Int16 PCM, both interleaved and non-interleaved) M4A (AAC compressed) WAV (uncompressed) SF2 (SoundFont2) Bug persists across all formats 2. CAF Region Chunks: Created CAF files with embedded region chunks defining zone boundaries Set zones with no sampleStart/sampleEnd in preset (nil values) AVAudioUnitSampler completely ignores CAF region metadata Bug persists 3. Unique Waveform IDs: Gave each zone a unique waveform ID (268435456, 268435457, 268435458) Each ID has its own file reference entry (all pointing to same physical file) Hypothesized this might trigger separate buffer initialization Bug persists - no improvement 4. Different Sample Rates: Tested: 44.1kHz, 48kHz, 96kHz Bug occurs at all sample rates 5. Mono vs Stereo: Bug occurs with both mono and stereo files Environment macOS: Sonoma 14.x (tested across multiple minor versions) iOS: Tested on iOS 17.x with same results Xcode: 16.x Frameworks: AVFoundation, AudioToolbox Reproducibility: 100% reproducible with setup described above Impact & Use Case This bug severely impacts professional music applications that need: Small file sizes: Monolith files allow sharing compressed audio data (AAC/M4A) iOS file handle limits: Opening 400+ individual sample files is not viable on iOS Performance: Single file loading is much faster than hundreds of individual files Standard industry practice: Monolith/concatenated samples are used by EXS24, Kontakt, and most professional samplers Current Impact: Cannot use monolith files with AVAudioUnitSampler on iOS Forced to choose between: unusable audio (zeros at start) OR hitting iOS file limits No viable workaround exists Root Cause Hypothesis The bug appears to be in AVAudioUnitSampler's internal buffer initialization when: Multiple zones share the same source audio file Each zone specifies different sampleStart/sampleEnd offsets Key observation: The last zone in the zone array always works correctly. This is NOT related to: File permissions or security-scoped resources (separate files work fine) Audio codec issues (happens with uncompressed PCM too) Preset parsing (preset loads correctly, all zones are valid) Questions Is this a known issue? I couldn't find any documentation, bug reports, or discussions about this. Is there ANY workaround that allows monolith files to work with AVAudioUnitSampler? Alternative APIs? Is there a different API or approach for iOS that properly supports monolith sample files?
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375
Activity
Dec ’25
🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device Type? Provide a more reliable way to know “this route is definitely headphones” for A2DP devices, beyond portType and portName string heuristics?
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101
Activity
Feb ’26
Can a Location-Based Audio AR Experience Run in the Background on iOS?
Hi everyone! I’ve developed a location-based Audio AR app in Unity with FMOD &amp; Resonance Audio and AirPods Pro Head-Tracking to create a ubiquitous augmented soundscape experience. Think of it as an audio version of Pokémon Go, but with a more precise location requirement to ensure spatial audio is placed correctly. I want this experience to run in the background on iOS, but from what I’ve gathered, it seems Unity doesn’t support this well. So, I’m considering developing a Swift version instead. Since this is primarily for research purposes, privacy concerns are not a major issue in my case. However, I’ve come across some potential challenges: Real-time precise location updates – Can iOS provide fully instantaneous, high-accuracy location updates in the background? Continuous real-time data processing – Can an app continuously process spatial audio, head-tracking, and location data while running in the background? I’m not sure if newer iOS versions have improved in these areas or if there are workarounds to achieve this. Would this kind of experience be feasible to run in the background on iOS? Any insights or pointers would be greatly appreciated! I’m very new to iOS development, so apologies if this is a basic question. Thanks in advance!
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110
Activity
Apr ’25
Making DataScannerViewController work in the Simulator
Before you post —Camera doesn't work on the Simulator— that's no longer true. I've made a solution that makes the Simulator believe there's an actual hardware device connected, allowing users to stream the macOS camera to the iOS Simulator (see for more info RocketSim's documentation: https://docs.rocketsim.app/features/hzQMSrSga7BGWvxdNVdwYs/simulator-camera-support/58tQ5jvevLNSnyUEA7VgAv) Now, it works for VNDocumentCameraViewController, but when I try opening DataScannerViewController, I directly run into: Failed to start scanning: The operation couldn’t be completed. (VisionKit.DataScannerViewController.ScanningUnavailable error 0.) My question: How does this view controller determine whether scanning is available? Is there a certain capability the available AVCaptureDevice's need to support maybe? Any direction would be helpful for me to make this work for developers, making them build apps faster!
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359
Activity
Jul ’25
Windows Apple Music: how to enumerate the local library or export it? Is Library.musicdb documented / API available?
Environment Windows 11 [edition/build]: [e.g., 23H2, 22631.x] Apple Music for Windows version: [e.g., 1.x.x from Microsoft Store] Library folder: C:\Users<user>\Music\Apple Music\Apple Music Library.musiclibrary Summary I need a supported way to programmatically enumerate the local Apple Music library on Windows (track file paths, playlists, etc.) for reconciliation with the on-disk Media folder. On macOS this used to be straightforward via scripting/export; on Windows I can’t find an equivalent. What I’m seeing in the library bundle Library.musicdb → not SQLite. First 4 bytes: 68 66 6D 61 ("hfma"). Library Preferences.musicdb → also starts with "hfma". artwork.sqlite → SQLite but appears to be artwork cache only (no track file paths). Extras.itdb → has SQLite format 3 header but (from a quick scan) not seeing track locations. Genius.itdb → not a SQLite database on this machine. What I’ve tried Attempted to open Library.musicdb with SQLite providers → error: “file is not a database.” Binary/string scans (ASCII, UTF-16LE/BE, null-stripped) of Library.musicdb → did not reveal file paths or obvious plist/XML/JSON blobs. The Windows Apple Music UI doesn’t appear to expose “Export Library / Export Playlist” like legacy iTunes did, and I can’t find a public API for local library enumeration on Windows. What I’m trying to accomplish Read local track entries (absolute or relative paths), detect broken links, and reconcile against the Media folder. A read-only solution is fine; I do not need to modify the library. Questions for Apple Is the Library.musicdb file format documented anywhere, or is there a supported SDK/API to enumerate the local library on Windows? Is there a supported export mechanism (CLI, UI, or API) on Windows Apple Music to dump the local library and/or playlists (XML/CSV/JSON)? Is there a Windows-specific equivalent to the old iTunes COM automation or any MusicKit surface that can return local library items (not streaming catalog) and their file locations? If none of the above exist today, is there a recommended workaround from Apple for library reconciliation on Windows (e.g., documented support for importing M3U/M3U8 to rebuild the local library from disk)? Are there any plans/timeline for adding Windows feature parity with iTunes/Music on macOS for exporting or scripting the local library? Why this matters For large personal libraries, users occasionally end up with orphaned files on disk or broken links in the app. Without an export or API, it’s difficult to audit and fix at scale on Windows. Reference details (in case it helps triage) Library.musicdb header bytes: 68-66-6D-61-A0-00-00-00-10-26-34-00-15-00-01-00 (ASCII shows hfma…). artwork.sqlite is readable but doesn’t contain track file paths (appears limited to artwork). I can supply a minimal repro tool and logs if that’s helpful. Feature request (if no current API) Add an official Export Library/Playlists action on Windows Apple Music, or Provide a read-only Windows API (or schema doc) that surfaces track file locations and playlist membership from the local library. Thanks in advance for any guidance or pointers to docs I might have missed.
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329
Activity
Sep ’25
Creating an initial Now Playing state of paused - impossible?
I am working on an app which plays audio - https://youtu.be/VbAfUk_eYl0?si=nJg5ayy2faWE78-g - and one of the features is, on restart, if you had paused playback of a file at the time the app was previously shut down (or were playing one at the time of shutdown), the paused state and position in the file is restored exactly as it was, on restart. The functionality works. However, it seems impossible to get the "now playing" information in iOS into the right state to reflect that via the MediaPlayer API. On restart, handlers are attached to the play/pause/togglePlayPause actions on MPRemoteCommandCenter.shared(), and the map of media info is updated on MPNowPlayingInfoCenter.default().nowPlayingInfo. What happens is that iOS's media view shows the audio as playing and offers a pause button - even though the play action is enabled and the pause action is disabled. Once playback has been initiated (my workaround is to have the pause action toggle the play state, since otherwise you wouldn't be able to initiate playback from controls in a car without initiating it once from a device first). I've created a simplified white-noise-player demo to illustrate the problem - simply build and deploy it, and then start the app, lock your device and look at the playback controls on the lock screen. It will show a pause button - same behavior I've described. https://github.com/timboudreau/ios-play-pause-demo I've tried a few things to narrow down the source of the issue - for example, thinking that not MPNowPlayingInfoPropertyPlaybackProgress and MPMediaItemPropertyPlaybackDuration might be the culprit (since the system interpolates elapsed time and it's recommended to update those properties infrequently) on startup might do the trick, but the result is the same, just without a duration or progress shown. What governs this behavior, and is there some way to explicitly tell the media player API your current state is paused?
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172
Activity
Apr ’25
iOS 18 CarPlay: “There was a problem loading this content” error after playback
In iOS 18, CarPlay shows an error: “There was a problem loading this content” after playback starts. Audio works fine, but the Now Playing screen doesn’t load. I’m using MPPlayableContentManager. This worked fine in iOS 17. Anyone else seeing this error in iOS 18?
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114
Activity
May ’25
【溦N51888M】腾龙公司会员申请流程步骤
【溦N51888M】腾龙公司会员申请流程步骤【罔纸 211239.com 】输入官惘到浏览器打开联系24小时在线业务人员办理上下,打开公司官网. 二、点击主页右上角注册按钮. 三、填写账号信息. 四、输入手机号,验证码,密码. 五、勾选用户协议,完成注册协议,完成注册. 注意:若出现账号已存在」提示,需重新设置唯一账号名称
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322
Activity
3w
tvOS AVQueuePlayer Now Playing Info in Control Center?
I have a music app I'm developing and having a weird issue where I can see now playing info for every other platform than tvOS. As far as I can tell I have correctly configured the MPNowPlayingInfoCenter MPNowPlayingInfoCenter.default().nowPlayingInfo = nowPlayingInfo MPNowPlayingInfoCenter.default().playbackState = .playing Are there any extra requirements to get my app's now-playing info showing in control center on tvOS? Another strange issue that might be related is I can use the apple TV remote to pause audio but not resume playback, so I feel like there's something I'm missing about registering audio playback on tvOS specifically.
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102
Activity
Jun ’25
How to Get Device Orientation in Background (PiP) Mode?
My app is a camera app that supports Picture-in-Picture (PiP) mode. Normally, when the device rotates, I get the device orientation from iOS and use it to rotate the camera feed so that the preview stays correctly aligned. However, when the app enters PiP mode, it is considered to be in the background, and I can no longer receive orientation updates from the system. As a result, I can’t apply rotation corrections to the camera video in PiP mode. Is there any way to retrieve device orientation while the app is in the background (specifically during PiP mode)? Any guidance would be greatly appreciated. Thank you!
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76
Activity
May ’25
Unable to capture only the cursor in macOS Tahoe
Precondition: In system settings, scale the pointer size up to the max. Our SCScreenshotManager code currently works in macOS 15 and earlier to capture the cursor at it's larger size, but broke in one of the minor releases of macOS Tahoe. The error it produces now is "Failed to start stream due to audio/video capture failure". This only seems to happen with the cursor window, not any others. Another way to get the cursor is with https://developer.apple.com/documentation/appkit/nscursor/currentsystem, but that is now deprecated, which makes me think the capture of the cursor is being blocked deliberately. We see this as a critical loss of functionality for our apps, and could use guidance on what to use instead.
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68
Activity
1d
RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
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117
Activity
Jun ’25
macOS Tahoe: Can't setup AVAudioEngine with playthrough
Hi, I'm trying to setup a AVAudioEngine for USB Audio recording and monitoring playthrough. As soon as I try to setup playthough I get an error in the console: AVAEInternal.h:83 required condition is false: [AVAudioEngineGraph.mm:1361:Initialize: (IsFormatSampleRateAndChannelCountValid(outputHWFormat))] Any ideas how to fix it? // Input-Device setzen try? setupInputDevice(deviceID: inputDevice) let input = audioEngine.inputNode // Stereo-Format erzwingen let inputHWFormat = input.inputFormat(forBus: 0) let stereoFormat = AVAudioFormat(commonFormat: inputHWFormat.commonFormat, sampleRate: inputHWFormat.sampleRate, channels: 2, interleaved: inputHWFormat.isInterleaved) guard let format = stereoFormat else { throw AudioError.deviceSetupFailed(-1) } print("Input format: \(inputHWFormat)") print("Forced stereo format: \(format)") audioEngine.attach(monitorMixer) audioEngine.connect(input, to: monitorMixer, format: format) // MonitorMixer -> MainMixer (Output) // Problem here, format: format also breaks. audioEngine.connect(monitorMixer, to: audioEngine.mainMixerNode, format: nil)
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202
Activity
Oct ’25
AVAssetWriterInput.PixelBufferReceiver.append hangs indefinitely (suspends and never resumes)
I’ve been struggling with a very frustrating issue using the new iOS 26 Swift Concurrency APIs for video processing. My pipeline reads frames using AVAssetReader, processes them via CIContext (Lanczos upscale), and then appends the result to an AVAssetWriter using the new PixelBufferReceiver. The Problem: The execution randomly stops at the ]await append(...)] call. The task suspends and never resumes. It is completely unpredictable: It might hang on the very first run, or it might work fine for 4-5 runs and then hang on the next one. It is independent of video duration: It happens with 5-second clips just as often as with long videos. No feedback from the system: There is no crash, no error thrown, and CPU usage drops to zero. The thread just stays in the suspended state indefinitely. If I manually cancel the operation and restart the VideoEngine, it usually starts working again for a few more attempts, which makes me suspect some internal resource exhaustion or a deadlock between the GPU context and the writer's input. The Code: Here is a simplified version of my processing loop: private func proccessVideoPipeline( readerOutputProvider: AVAssetReaderOutput.Provider<CMReadySampleBuffer<CMSampleBuffer.DynamicContent>>, pixelBufferReceiver: AVAssetWriterInput.PixelBufferReceiver, nominalFrameRate: Float, targetSize: CGSize ) async throws { while !Task.isCancelled, let payload = try await readerOutputProvider.next() { let sampleBufferInfo: (imageBuffer: CVPixelBuffer?, presentationTimeStamp: CMTime) = payload.withUnsafeSampleBuffer { sampleBuffer in return (sampleBuffer.imageBuffer, sampleBuffer.presentationTimeStamp) } guard let currentPixelBuffer = sampleBufferInfo.imageBuffer else { throw AsyncFrameProcessorError.missingImageBuffer } guard let pixelBufferPool = pixelBufferReceiver.pixelBufferPool else { throw NSError(domain: "PixelBufferPool", code: -1, userInfo: [NSLocalizedDescriptionKey: "No pixel buffer pool available"]) } let newPixelBuffer = try pixelBufferPool.makeMutablePixelBuffer() let newCVPixelBuffer = newPixelBuffer.withUnsafeBuffer({ $0 }) try upscale(currentPixelBuffer, outputPixelBuffer: newCVPixelBuffer, targetSize: targetSize ) let presentationTime = sampleBufferInfo.presentationTimeStamp try await pixelBufferReceiver.append(.init(unsafeBuffer: newCVPixelBuffer), with: presentationTime) } } Does anyone know how to fix it?
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142
Activity
Jan ’26
Notification interruptions
My app Balletrax is a music player for people to use while they teach ballet. Used to be you could silence notifications during use, but now the customer seems to have to know how to use Focus mode, remember to turn it on and off, and have to check the notifications one does and doesn't want to use. Is there no way to silence all notifications when the app is in use?
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117
Activity
Apr ’25
Xcode 26.3: Simulators incorrectly shown as "build only device" — Run (Cmd+R) fails while Build (Cmd+B) and command-line build/deploy succeed
Product Xcode Version 26.3 (26C5131e) Platform macOS / iOS Simulator / iOS Device Classification Bug / Incorrect UI Behaviour Reproducibility Always (persists across restarts, scheme recreation, DerivedData clearing) Date Encountered February 20, 2026 Hardware Mac mini (M2) running macOS Test Device iPhone SE (2nd generation), iOS 26.3 Summary In Xcode 26.3, attempting to run an iOS app on any simulator destination using Cmd+R fails with the error: "A build only device cannot be used to run this target. Please select an available device or choose a simulated device as the destination." This occurs despite the selected destination being a valid iOS Simulator (not a "build only" device). The same project builds successfully using Cmd+B within Xcode and builds, installs, and runs correctly via the command line using xcodebuild, xcrun simctl, and xcrun devicectl. Steps to Reproduce Open a valid iOS project in Xcode 26.3. The project in question has target name "h", product name "DiabetesHbA1cPrediction", bundle identifier "com.diabeteshba1c.DiabetesHbA1cPrediction", with IPHONEOS_DEPLOYMENT_TARGET set to 26.0. In the scheme/destination picker toolbar, select any iOS Simulator destination (e.g. iPhone 16, iPhone 17 Pro, or any other available simulator). The destination name appears correctly in the toolbar without any "build only" annotation. Press Cmd+R (Product > Run). Xcode immediately displays the error: "A build only device cannot be used to run this target." Press Cmd+B (Product > Build) instead. The build succeeds with no errors. Expected Behaviour Cmd+R should build and launch the application on the selected simulator, just as it does in previous Xcode versions. The user had been running simulators successfully for the prior week before this issue appeared. Actual Behaviour Xcode refuses to run the app, treating every simulator destination as a "build only device." The error appears instantly upon pressing Cmd+R, before any build activity begins. Cmd+B succeeds normally, confirming the project and scheme configuration are valid. Workarounds Attempted (All Failed) The following troubleshooting steps were performed, none of which resolved the Xcode UI issue: Changed IPHONEOS_DEPLOYMENT_TARGET across multiple values (26.2, 18.0, 26.0) in all build settings within project.pbxproj. Deleted and recreated the Xcode scheme (removed .xcscheme files from xcshareddata and xcuserdata, let Xcode auto-create a new scheme). Deleted the entire DerivedData folder (rm -rf ~/Library/Developer/Xcode/DerivedData). Selected multiple different simulator destinations (iPhone 16, iPhone 16 Pro, iPhone 17 Pro) — all produced the same error. Verified the scheme’s Executable setting (confirmed it was set to the correct .app target). Changed "Show Run Destination" setting between Automatic and Always. Quit and restarted Xcode completely. Confirmed that simulator device names in the destination dropdown appeared normally, without any "build only" suffix. Working Workaround: Command-Line Build and Deploy The project builds, installs, and runs correctly when using command-line tools, confirming the project configuration is valid: Simulator deployment: xcodebuild -scheme h -destination 'platform=iOS Simulator,name=iPhone 16' build xcrun simctl boot 7F0DF8DA-E4A3-41B2-A2E4-B1F528753189 xcrun simctl install booted xcrun simctl launch booted com.diabeteshba1c.DiabetesHbA1cPrediction Result: App launched and ran correctly in the simulator. Physical device deployment (iPhone SE 2020, iOS 26.3): xcodebuild -scheme h -destination 'id=00008030-001128DC2E51402E' build xcrun devicectl device install app --device xcrun devicectl device process launch --device com.diabeteshba1c.DiabetesHbA1cPrediction Result: BUILD SUCCEEDED, app installed and launched on the physical device without issue. Key Observations The disconnect between Xcode’s UI-based Run (Cmd+R) failing and the command-line build/deploy succeeding with identical configuration strongly suggests this is an Xcode IDE bug in the run destination resolution logic, not a project configuration issue. Cmd+B succeeds in Xcode itself, meaning the build system correctly recognises the project, scheme, and destination. The failure occurs specifically in the “run” pathway where Xcode evaluates whether the destination supports execution. The simulator dropdown shows destination names without any "build only" label, yet Xcode internally treats them as build-only when the Run action is invoked. This behaviour started occurring in Xcode 26.3. The same project and simulators worked correctly in the preceding week under the same Xcode installation. Environment Xcode version: 26.3 (26C5131e) macOS: Running on Mac mini (M2) iOS SDK: 26.3 Available simulator runtimes: iOS 18.6, iOS 26.2 Physical test device: iPhone SE (2nd generation), iOS 26.3 Project type: SwiftUI iOS app with HealthKit integration Signing: Automatic, with valid provisioning for both simulator and device
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138
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3w