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Audio Muted After Building Unity App to iOS Device – Only Resetting Device Settings Fixes It
Hi, I'm facing an issue with my Unity-based app when deploying it to the AVP. Often, after building and running the app on the device, the audio gets muted. I couln't find any setting that let me unmute it. The only solution I've found is to reset the device settings, which makes the audio work again. Here are a few things I’ve noticed: The sound works fine when I reset my device’s settings. I haven't changed any sound or audio settings on the device before or after deploying the app. The issue doesn’t always occur immediately, but when it does, resetting settings seems to be the only fix. Could there be something in the AVP audio configuration that causes this problem? I’d appreciate any advice or suggestions. Thanks!
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281
Sep ’24
Help with CoreAudio Input level monitoring
I have spent the past 2 weeks diving into CoreAudio and have seemingly run into a wall... For my initial test, I am simply trying to create an AUGraph for monitoring input levels from a user chosen Audio Input Device (multi-channel in my case). I was not able to find any way to monitor input levels of a single AUHAL input device - so I decided to create a simple AUGraph for input level monitoring. Graph looks like: [AUHAL Input Device] -> [B1] -> [MatrixMixerAU] -> [B2] -> [AUHAL Output Device] Where B1 is an audio stream consisting of all the input channels available from the input device. The MatrixMixer has metering mode turned on, and level meters are read from the each submix of the MatrixMixer using kMatrixMixerParam_PostAveragePower. B2 is a stereo (2 channel) stream from the MatrixMixerAU to the default audio device - however, since I don't really want to pass audio through to an actual output, I have the volume muted on the MatrixMixerAU output channel. I tried using a GenericOutputAU instread of the default system output, however, the GenericOutputAU never seems to pull date from the ringBuffer (the graph renderProc is never called if a GenericOutputAU is used instead of AUHAL default output device). I have not been able to get this simple graph to work. I do not see any errors when creating the graph and initializing the graph, and I have verified that the inputProc is being called for filling up the ringBuffer - but when I read the level of the MatrixMixer, the levels are always -758 (silence). I have posted my demo project on github in hopes I can find someone with CoreAudio expertise to help with this problem. I am willing to move this to DTS Code Level support if there is someone in DTS with CoreAudio experience. Notes: My App is not sandboxed in this test I have tried with and without hardened runtime with Audio Input checked The multichannel audio device I am using for testing is the Audient iD14 USB-C audio device. It supports 12 input channels and 6 output channels. All input channels have been tested and are working in Ableton Live and Logic Pro. Of particular interest, is that I can't even get the Apple CAPlayThrough demo to work on my system. I see no errors when creating the graph, but all I hear is silence. The MatrixMixerTest from the Apple documentation archives does work - but note, that that demo does not use Audio Input devices - it reads audio into the graph from an audio file. Link to github project page. Diagram of AUGraph for initial test (code that is on github) Once I get audio input level metering to work, my plan is to implement something like in Phase 2 below - with the purpose of capturing a stereo input stream, mixing to mono, and sending to lowpass, bandpass, hipass AUs - and will again use MatrixMixer for level monitoring of the levels out of each filter. I have no plans on passthough audio (sending actual audio out to devices) - I am simple monitoring input levels Diagram of ultimate scope - rendering audio levels of a stereo to mono stream after passing through various filters
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373
Nov ’24
High bitrate video streaming in avplayer sometimes audio disappears
Hello, I used AVPlayer in my project to play network movie. Most movie could play normally, but I found the sound will disappear sometimes if I play specified 4K video network stream. The video will continue playing but audio stops after video is played for a while. If I pause player and then resume, the sound will be back but disappeared again after several seconds Check AVPlayerItem status: isPlaybackLikelyToKeepUp` == true isPlaybackBufferEmpty` = false player.volume > 0 According the value above, it seems not cause by empty playback buffer or volume issue. I am so confused for this situation. Movie information Video Format : AVC Format/Info : Advanced Video Codec Format profile : High L5.1 Codec ID : avc1 Codec ID/Info : Advanced Video Coding Bit rate mode : Variable Bit rate : 100.0 Mb/s Width : 3 840 pixels Height : 2 160 pixels Display aspect ratio : 16:9 Frame rate mode : Constant Frame rate : 29.970 (30000/1001) FPS Audio Format : AAC LC Format/Info : Advanced Audio Codec Low Complexity Codec ID : mp4a-40-2 Duration : 5 min 19 s Bit rate mode : Constant Bit rate : 192 kb/s Nominal bit rate : 48.0 kb/s Channel(s) : 2 channels Channel layout : L R Sampling rate : 48.0 kHz Frame rate : 46.875 FPS (1024 SPF) Does anyone know if AVPlayer has this limitations when playing high-bitrate movie streams, and are there any solutions?
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547
Nov ’24
Ford Puma Sync 3 problems with iOS 18
Good afternoon since I’ve installed ios 18 on me iphone 15 pro I have problems using Apple car play with my Ford Puma with Sync 3. More in detail, problems with audio commands, selecting audio track, bluetooth, etc.. Are you aware about it? Thanks a lot Regards Alberto
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383
Oct ’24
Moving Photos
How can it be that you still don't have the option to move photos into an album instead of just copying them? This is a bad joke, right? The entire Photos app is absolutely untidy and a nightmare for people who like order. I want car photos in the car folder. Vacation photos in the vacation folder without them being visible in the recent folder. Cant be so difficult???
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336
Sep ’24
MPNowPlayingInfoCenter without playing music
Hello ! I am working on an app connected to an external streamer . I would like to display current playing song on the Lock Screen. I tried to update the information in MPNowPlayingInfoCenter but I need to play a sound on my iPhone for the control to be displayed . Is there a way to do it without playing a sound? If not, playing a silent sound would be the only solution ? validated by Apple ? :-/ Thank you Frederic
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Nov ’24
Swift fails to fetch Photo Albums Synced using Windows iTunes from External Drive
See Configuration Details at the end of this message. Despite numerous attempts, I have been unable to determine the correct syntax to fetch photo albums from my iPad Pro 13.0 using Xcode and Swift. All the photo album were synced to the iPad Pro 13-inch using the latest versions of Apple iTunes for Windows from an external Western Digital G-Drive hard drive (No iCloud). All synced albums appear under "From My Mac" on the iPad. I only want to access each album's photo and video count. See sample code snippet below. I have tried multiple subtype options and album types without success. Zero albums are always returned despite having around 3900 albums in the iPad Pro 13.0 photo library. Authorization to the photo library does not appear to be the problem. PHPhotoLibrary.requestAuthorization { status in if status == .authorized { let result = PHAssetCollection.fetchAssetCollections(with: .album, subtype: .any, options: nil) if result.count == 0 { print("No albums found.") return } } } Any help or suggestions would greatly be appreciated. ApplePhoto Configuration Details iPad Pro 13-inch (M4) (iPad16,6) iPadOS = 17.7 iCloud = Turned Off iPad Pro Photo Library Albums = 3900 iPad Pro Photo Library Photos = 118000 iPad Pro Photo Library Videos = 4800 MacOS = Sonoma 14.6.1 XCode Version = 16.0 Swift Version = 5.0 (Xcode Default) Microsoft Windows 10 Pro Version = 22H2 Apple iTunes for Windows = 12.13.4.4
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Oct ’24
How can I use iPhone true depth front camera to detect if the captured depth map of a face is a true 3d face or spoofed 2d image
I'm trying to implement anti-spoofing in iOS app using iphone true depth front camera. I have checked the following questions still can't find a proper working solution. I trained a coreML model using 22000 depth human face images and 22000 non-human face(objects,food etc) images. The accuracy of the model is very less. When testing out with flat 2d images shown on a smartphone screen I found that I get depth map even for flat 2D images like this. Even though the image is flat how does it give the depth map for the person shown in the flat 2D picture so the model thinks that it is a real face instead of a spoofed one. I implemented depth capture by following this documentation and I made sure that I get depth map instead of disparity map https://developer.apple.com/documentation/avfoundation/additional_data_capture/capturing_photos_with_depth My next approach was to use NCNN framework to implement anti-spoofing by using the model used in the Mini-vision android anti-spoofing sample. I rewrote their library in iOS by using the objective C++ wrapper for C++ as the sample was only available for android app. And I tested by feeding 80x80 UI-Image in a open cv matrix format it's accurracy is less than the android one. How can I solve this problem.
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601
Nov ’24
iOS: I need to convert CMSampleBuffer Linear PCM audio to MPEG-4 AAC
Hello, I am a deaf-blind wheelchair user, and I program in Swift using a braille display. I’m reaching out for your help on an issue I’ve been struggling to solve. Basically, when I extract a CMSampleBuffer from an AVAsset of a video, it comes with the Audio Format ID as Linear PCM. However, when I try to pass this CMSampleBuffer to write another video using AVAssetWriter, the video ends up muted. The audio settings of the output video are configured to MPEG-4 AAC, but the input CMSampleBuffer has the Audio Format ID as Linear PCM. I would like to request an extension for CMSampleBuffer that converts Linear PCM audio to MPEG-4 AAC. I’ve searched extensively and couldn’t find anything. Looking forward to your help. Thank you.
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651
Oct ’24
Batch transcribe from file fails on all but the last, async problem?
I am attempting to do batch Transcription of audio files exported from Voice Memos, and I am running into an interesting issue. If I only transcribe a single file it works every time, but if I try to batch it, only the last one works, and the others fail with No speech detected. I assumed it must be something about concurrency, so I implemented what I think should remove any chance of transcriptions running in parallel. And with a mocked up unit of work, everything looked good. So I added the transcription back in, and 1: It still fails on all but the last file. This happens if I am processing 10 files or just 2. 2: It no longer processes in order, any file can be the last one that succeeds. And it seems to not be related to file size. I have had paragraph sized notes finish last, but also a single short sentence that finishes last. I left the mocked processFiles() for reference. Any insights would be greatly appreciated. import Speech import SwiftUI struct ContentView: View { @State private var processing: Bool = false @State private var fileNumber: String? @State private var fileName: String? @State private var files: [URL] = [] let locale = Locale(identifier: "en-US") let recognizer: SFSpeechRecognizer? init() { self.recognizer = SFSpeechRecognizer(locale: self.locale) } var body: some View { VStack { if files.count > 0 { ZStack { ProgressView() Text(fileNumber ?? "-") .bold() } Text(fileName ?? "-") } else { Image(systemName: "folder.badge.minus") Text("No audio files found") } } .onAppear { files = getFiles() Task { await processFiles() } } } private func getFiles() -> [URL] { do { let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first! let path = documentsURL.appendingPathComponent("Voice Memos").absoluteURL let contents = try FileManager.default.contentsOfDirectory(at: path, includingPropertiesForKeys: nil, options: []) let files = (contents.filter {$0.pathExtension == "m4a"}).sorted { url1, url2 in url1.path < url2.path } return files } catch { print(error.localizedDescription) return [] } } private func processFiles() async { var fileCount = files.count for file in files { fileNumber = String(fileCount) fileName = file.lastPathComponent await processFile(file) fileCount -= 1 } } // private func processFile(_ url: URL) async { // let seconds = Double.random(in: 2.0...10.0) // await withCheckedContinuation { continuation in // DispatchQueue.main.asyncAfter(deadline: .now() + seconds) { // continuation.resume() // print("\(url.lastPathComponent) \(seconds)") // } // } // } private func processFile(_ url: URL) async { let recognitionRequest = SFSpeechURLRecognitionRequest(url: url) recognitionRequest.requiresOnDeviceRecognition = false recognitionRequest.shouldReportPartialResults = false await withCheckedContinuation { continuation in recognizer?.recognitionTask(with: recognitionRequest) { (transcriptionResult, error) in guard transcriptionResult != nil else { print("\(url.lastPathComponent.uppercased())") print(error?.localizedDescription ?? "") return } if ((transcriptionResult?.isFinal) == true) { if let finalText: String = transcriptionResult?.bestTranscription.formattedString { print("\(url.lastPathComponent.uppercased())") print(finalText) } } } continuation.resume() } } }
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546
Nov ’24
Connect DSLR Camera issues By Using ImageCaptureCore Framework
Hi Apple Engineer, My App is using ImageCapture Framwork to connect DSLR Camera, Before iOS 18 this method is effective,but When I upgraded my iPhone and iPad, found my app can`t connect DSLR Camera, open Setting -> Privacy & Security -> Files and Folders permission, can‘t found my app, I swear it worked before iOS 18. I find other developers have the same problem. https://forums.developer.apple.com/forums/thread/756960 . https://developer.apple.com/forums/thread/765768. I also found a process for reproducing this problem in ios 18, Do reset all settings. Can you help me with this problem? Or tell me how to use the API properly.Look forward to your reply. Thank you very much.
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Oct ’24
AVAudioEngine Dolby Atmos
Hi! I have a music app using AVAudioEngine. Right now, I have set it up to play multi channel tracks and show "Multichannel" in the volume controls. However, I am unable to figure out how to get it to use Dolby Atmos. Is there something that needs to be enabled? Is it even possible for AVAudioEngine? I saw some apps that are able of playing with Dolby Atmos, but they do not have EQ feature, so I'm guessing that they are not using AVAudioEngine.
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Nov ’24
Does tvOS Support the Multiview Feature?
I've seen the Multiview feature on tvOS that displays a small grid icon when available. However, I only see this functionality in VisionOS using the AVMultiviewManager. Does a different name refer to this feature on tvOS? Relevant Links: https://www.reddit.com/r/appletv/comments/12opy5f/handson_with_the_new_multiview_split_screen/ https://www.pocket-lint.com/how-to-use-multiview-apple-tv/#:~:text=You'll%20see%20a%20grid,running%20at%20the%20same%20time.
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Dec ’24
FCPXML Creation issue...
I have generated FCPXML, but i can't figure out issue: <?xml version="1.0"?> <fcpxml version="1.11"> <resources> <format id="r1" name="FFVideoFormat3840x2160p2997" frameDuration="1001/30000s" width="3840" height="2160" colorSpace="1-1-1 (Rec. 709)"/> <asset id="video0" name="11a(1-5).mp4" start="0s" hasVideo="1" videoSources="1" duration="6.81s"> <media-rep kind="original-media" src="file:///Volumes/Dropbox/RealMedia Dropbox/Real Media/Media/Test/Test AE videos, City, testOLOLO/video/11a(1-5).mp4"/> </asset> <asset id="video1" name="12(4)r8 mute.mp4" start="0s" hasVideo="1" videoSources="1" duration="9.94s"> <media-rep kind="original-media" src="file:///Volumes/Dropbox/RealMedia Dropbox/Real Media/Media/Test/Test AE videos, City, testOLOLO/video/12(4)r8 mute.mp4"/> </asset> <asset id="video2" name="13 mute.mp4" start="0s" hasVideo="1" videoSources="1" duration="6.51s"> <media-rep kind="original-media" src="file:///Volumes/Dropbox/RealMedia Dropbox/Real Media/Media/Test/Test AE videos, City, testOLOLO/video/13 mute.mp4"/> </asset> <asset id="video3" name="13x (8,14,24,29,38).mp4" start="0s" hasVideo="1" videoSources="1" duration="45.55s"> <media-rep kind="original-media" src="file:///Volumes/Dropbox/RealMedia Dropbox/Real Media/Media/Test/Test AE videos, City, testOLOLO/video/13x (8,14,24,29,38).mp4"/> </asset> </resources> <library> <event name="Untitled"> <project name="Untitled Project" uid="28B2D4F3-05C4-44E7-8D0B-70A326135EDD" modDate="2024-04-17 15:44:26 -0400"> <sequence format="r1" duration="4802798/30000s" tcStart="0s" tcFormat="NDF" audioLayout="stereo" audioRate="48k"> <spine> <asset-clip ref="video0" offset="0/10000s" name="11a(1-5).mp4" duration="0/10000s" format="r1" tcFormat="NDF"/> <asset-clip ref="video1" offset="12119/10000s" name="12(4)r8 mute.mp4" duration="0/10000s" format="r1" tcFormat="NDF"/> <asset-clip ref="video2" offset="22784/10000s" name="13 mute.mp4" duration="0/10000s" format="r1" tcFormat="NDF"/> <asset-clip ref="video3" offset="34544/10000s" name="13x (8,14,24,29,38).mp4" duration="0/10000s" format="r1" tcFormat="NDF"/> </spine> </sequence> </project> </event> </library> </fcpxml> Any ideas?
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812
Oct ’24
AVAudioUnitTimePitch: speeding up introduces artifacts
For an upcoming update of one of my apps, I’m facing an issue: The .rate parameter of a AVAudioUnitTimePitch allows me to slow down an audio track without any issues: setting .rate to 0.7 or 0.8 results in an almost perfect playback without changing pitch. However, whenever the .rate parameter is greater than 1 (e.g. 1.1 or 1.15), I’m starting to hear audio artifacts (“flattering”) in the audio output which is not so nice (even at .overlap = 32). Intuitively, I’d’ve thought that speeding up the file should contain less artifacts than slowing it down?? I’ve tried different sample rates (44.1 kHz and 48 kHz), but same result. Grateful for any input on this 🙏
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404
Nov ’24
Cancel or quit from loadValuesAsynchronouslyForKeys?
The app needs to play remote videos. Sometimes it takes very long time (~10 seconds) to load the media and play with AVPlayer. So I use a timer to check and try to play next video if it is over 5 seconds: AVURLAsset *asset = [[AVURLAsset alloc] initWithURL:videoUrl options:nil];// line 1 NSArray *keys = @[@"playable"]; mediaLoaded = NO; [asset loadValuesAsynchronouslyForKeys:keys completionHandler:^() { // line 2 mediaLoaded = YES; // line 4 dispatch_async(dispatch_get_main_queue(), ^{ [self.player replaceCurrentItemWithPlayerItem:[AVPlayerItem playerItemWithAsset:asset]]; [self.player playImmediatelyAtRate:playSpeed]; }); }]; dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(5 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{ if (!mediaLoaded) { [self playNextVideo]; // line 3 } }); So the flow is: line 1 (of video 1)- line 2 (of video 1)- line 3 (if over 5 seconds and video 1 is not playing)- line 1 (of video 2)-... Now the problem is that seems line 2 is blocking line 1: only line 4 (for video 1 after ~10 seconds) or the completionHandler is executed will line 2 (for video 2) will be executed. Anybody can give any insight? Thx!
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381
Oct ’24
Song releaseDate always nil
I am fetching playlist songs from the users library and also need the releaseDate (or year) for the song for my use case. However, the releaseDate is always nil since I have upgraded to sequoia. I am pretty sure, this was working before the upgrade, but I couldn't find any documentation on changes related to this. Furthermore I noticed, the IDs also now seem to be the catalog IDs instead of the global ones like i.PkdZbQXsPJ4DX04 Here's in a nutshell what I am doing func fetchSongs(playlist: Playlist) async throws { let detailedPlaylist = try await playlist.with([.tracks]) var currentTracks: MusicItemCollection<Track>? = detailedPlaylist.tracks repeat { for track in currentTracks! { guard case .song(let song) = track else { print("This is not a song") continue } print(song.releaseDate) } currentTracks = try await currentTracks?.nextBatch() } while currentTracks != nil }
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388
Sep ’24
Green Line Appears in Thumbnails in Photos but Not in Actual Photo
Hello, I’ve encountered an issue where a green line appears only in the thumbnail view of an image in the iPhone photo gallery. The green line is not present in the actual image itself. Here are some additional details: • The issue occurs only when saving the image as a JPEG. When saved as PNG, the green line does not appear. • The green line also shows up when using the PHAsset method requestImage(for:targetSize:). Depending on the targetSize, the resulting image may contain the green line. • Interestingly, this issue does not appear on iPhone Xs Max running iOS 15.2.1. However, the green line does appear on iPhone 15 Pro Max running iOS 18.0.1 when viewing the same image. I have attached the problematic image for your reference. Following images are the screen captures that shows the issue occurring on my iPhone. iPhone 15 pro max (iOS 18.0.1) iPhone Xs Max (iOS 15.2.1 ) Could this be related to a display or gallery app issue on iOS? Any advice or solutions would be greatly appreciated. Thank you!
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1.2k
Oct ’24
Best way to cache a inifinite scroll view of videos
Hi, Im working on a app with a infinite scrollable video similar to Tiktok or instagram reels. I initially thought it would be a good idea to cache videos in the file system but after reading this post it seems like it is not recommended to cache videos on the file system: https://forums.developer.apple.com/forums/thread/649810#:~:text=If%20the%20videos%20can%20be%20reasonably%20cached%20in%20RAM%20then%20we%20would%20recommend%20that.%20Regularly%20caching%20video%20to%20disk%20contributes%20to%20NAND%20wear The reason I am hesitant to cache videos to memory is because this will add up pretty quickly and increase memory pressure for my app. After seeing the amount of documents and data storage that instagram stores, its obvious they are caching videos on the file system. So I was wondering what is the updated best practice for caching for these kind of apps?
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489
Dec ’24
Camera not detect dataMatrix code
Hello, I have a problem reading a 2D data matrix type code with a camera. In the application, I use AVFoundation to operate the camera and work with 2D codes, and in the vast majority there is no problem with loading. Nothing special. I originally thought it might be a problem in my code, but I got the same result when I tried with the Camera app integrated in IOS. It can be seen that only the LiveText API for text recognition worked. But I am attaching the code with which the camera has a problem, even though the code looks perfectly fine at first glance. A classic handheld 2D code reader will read the code just fine. Can someone please explain to me why the camera, which normally reads these codes at the speed of light, sometimes has a problem with the codes? Thank you [Personal Information Edited by Moderator]
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392
Nov ’24