Dive into the technical aspects of audio on your device, including codecs, format support, and customization options.

Audio Documentation

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Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have an VoiP application, our application can be configured to amplify the PCM samples before feeding it to the Player to achieve volume gain at the receiver. In order to support this, We follow as below. If User has configured this Gain Settings within application, Application applies the amplification for the samples to introduce the gain. Application will also set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback Provided the User has chosen the output to Speaker. This settings was working for us but we see there is a difference in behaviour w.r.t Volume Level System Settings between OS 26.3.1 and OS 26.4 When user has chosen earpiece as Output, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayAndRecord. User would have set the volume level to minimum. When user will change the output to Speaker, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback. The expectation is, the volume level should be of AVAudioSessionCategoryPlayback what was set earlier instead we are seeing the volume level stays as minimum which was set to AVAudioSessionCategoryPlayAndRecord Could you please explain about this inconsistency w.r.t Volume level.
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ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS
Bug Report: ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS Summary When using ScreenCaptureKit to capture system audio for extended periods, the application crashes with EXC_BAD_ACCESS in Swift's error handling runtime. The crash occurs in swift_getErrorValue when trying to process an error from the SCStream delegate method didStopWithError. This appears to be a framework-level issue in ScreenCaptureKit or its underlying ReplayKit implementation. Environment macOS Sonoma 14.6.1 Swift 5.8 ScreenCaptureKit framework Detailed Description Our application captures system audio using ScreenCaptureKit's audio capture capabilities. After successfully capturing for several minutes (typically after 3-4 segments of 60-second recordings), the application crashes with an EXC_BAD_ACCESS error. The crash happens when the Swift runtime attempts to process an error in the SCStreamDelegate.stream(_:didStopWithError:) method. The crash consistently occurs in swift_getErrorValue when attempting to access the class of what appears to be a null object. This suggests that the error being passed from the system framework to our delegate method is malformed or contains invalid memory. Steps to Reproduce Create an SCStream with audio capture enabled Add audio output to the stream Start capture and write audio data to disk Allow the capture to run for several minutes (3-5 minutes typically triggers the issue) The app will crash with EXC_BAD_ACCESS in swift_getErrorValue Code Sample func stream(_ stream: SCStream, didStopWithError error: Error) { print("Stream stopped with error: \(error)") // Crash occurs before this line executes } func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of type: SCStreamOutputType) { guard type == .audio, sampleBuffer.isValid else { return } // Process audio data... } Expected Behavior The error should be properly propagated to the delegate method, allowing for graceful error handling and recovery. Actual Behavior The application crashes with EXC_BAD_ACCESS when the Swift runtime attempts to process the error in swift_getErrorValue. Crash Log Details Thread #35, queue = 'com.apple.NSXPCConnection.m-user.com.apple.replayd', stop reason = EXC_BAD_ACCESS (code=1, address=0x0) frame #0: 0x0000000194c3088c libswiftCore.dylib`swift::_swift_getClass(void const*) + 8 frame #1: 0x0000000194c30104 libswiftCore.dylib`swift_getErrorValue + 40 frame #2: 0x00000001057fba30 shadow`NewScreenCaptureService.stream(stream=0x0000600002de6700, error=Swift.Error @ 0x000000016b7b5e30) at NEW+ScreenCaptureService.swift:365:15 frame #3: 0x00000001057fc050 shadow`@objc NewScreenCaptureService.stream(_:didStopWithError:) at <compiler-generated>:0 frame #4: 0x0000000219ec5ca0 ScreenCaptureKit`-[SCStreamManager stream:didStopWithError:] + 456 frame #5: 0x00000001ca68a5cc ReplayKit`-[RPScreenRecorder stream:didStopWithError:] + 84 frame #6: 0x00000001ca696ff8 ReplayKit`-[RPDaemonProxy stream:didStopWithError:] + 224 Printing description of stream._streamQueue: error: ObjectiveC.id:4294967281:18: note: 'id' has been explicitly marked unavailable here public typealias id = AnyObject ^ error: /var/folders/v4/3xg1hmp93gjd8_xlzmryf_wm0000gn/T/expr23-dfa421..cpp:1:65: 'id' is unavailable in Swift: 'id' is not available in Swift; use 'Any' Swift._DebuggerSupport.stringForPrintObject(Swift.UnsafePointer<id>(bitPattern: 0x104ae08c0)!.pointee) ^~ ObjectiveC.id:2:18: note: 'id' has been explicitly marked unavailable here public typealias id = AnyObject ^ warning: /var/folders/v4/3xg1hmp93gjd8_xlzmryf_wm0000gn/T/expr23-dfa421..cpp:5:7: initialization of variable '$__lldb_error_result' was never used; consider replacing with assignment to '_' or removing it var $__lldb_error_result = __lldb_tmp_error ~~~~^~~~~~~~~~~~~~~~~~~~ _ Before the crash, we observed this error message in the console: [ERROR] *****SCStream*****RemoteAudioQueueOperationHandlerWithError:1015 Error received from the remote queue -16665 Additional Context The issue occurs consistently after approximately 3-4 successful audio segment recordings of 60 seconds each Commenting out custom segment rotation logic does not prevent the crash The crash involves XPC communication with Apple's ReplayKit daemon The error appears to be corrupted or malformed when crossing the XPC boundary Workarounds Attempted Added proper thread safety for all published properties using DispatchQueue.main.async Implemented more robust error handling in the delegate methods None of these approaches prevented the crash since it occurs at the Swift runtime level before our code executes. Impact This issue prevents reliable long-duration audio capture using ScreenCaptureKit. This bug significantly limits the usefulness of ScreenCaptureKit for any application requiring continuous system audio capture for more than a few minutes. Perhaps this issue might be related to a macOS bug where the system dialog indicates that the screen is being shared, even though nothing is actually being shared. Moreover, when attempting to stop sharing, nothing happens.
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Mixing ScreenCaptureKit audio with microphone audio
Hi, I'm new to AVAudioEngine(and macOS programming in general). I'm trying to mix microphone audio with ScreenCaptureKit audio using AVAudioEngine without playing it back. I've created a AVAudioPlayerNode and scheduling buffers in my SCStream handler: playerNode.scheduleBuffer(samples) and have connected the playerNode to the mainMixerNode. audioEngine.connect(audioEngine.inputNode, to: audioEngine.mainMixerNode, format: micFormat) audioEngine.connect(playerNode, to: audioEngine.mainMixerNode, format: format) The problem is that mainMixerNode plays the audio to the speaker creating a feedback loop. How can I prevent the mixer output from being played back. Also: Is this the best way of mixing microphone input with some other input? I ran into AVAudioEngine's manual rendering mode, which seems like the way to go for mixing audio without playing it back. However, I couldn't figure out how to connect microphone input to the AVAudioEngine in manual rendering mode?
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SpeechTranscriber/SpeechAnalyzer being relatively slow compared to FoundationModel and TTS
So, I've been wondering how fast a an offline STT -> ML Prompt -> TTS roundtrip would be. Interestingly, for many tests, the SpeechTranscriber (STT) takes the bulk of the time, compared to generating a FoundationModel response and creating the Audio using TTS. E.g. InteractionStatistics: - listeningStarted: 21:24:23 4480 2423 - timeTillFirstAboveNoiseFloor: 01.794 - timeTillLastNoiseAboveFloor: 02.383 - timeTillFirstSpeechDetected: 02.399 - timeTillTranscriptFinalized: 04.510 - timeTillFirstMLModelResponse: 04.938 - timeTillMLModelResponse: 05.379 - timeTillTTSStarted: 04.962 - timeTillTTSFinished: 11.016 - speechLength: 06.054 - timeToResponse: 02.578 - transcript: This is a test. - mlModelResponse: Sure! I'm ready to help with your test. What do you need help with? Here, between my audio input ending and the Text-2-Speech starting top play (using AVSpeechUtterance) the total response time was 2.5s. Of that time, it took the SpeechAnalyzer 2.1s to get the transcript finalized, FoundationModel only took 0.4s to respond (and TTS started playing nearly instantly). I'm already using reportingOptions: [.volatileResults, .fastResults] so it's probably as fast as possible right now? I'm just surprised the STT takes so much longer compared to the other parts (all being CoreML based, aren't they?)
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Strange crash in iOS AudioToolboxCore when using AVSpeechSynthesizer in iOS 16
I'm getting Crashlytics crashes from some my users, deep in the Apple code: Crashed: AXSpeech EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x00000007ec54b360 0 libobjc.A.dylib 0x3c9c objc_retain_x8 + 16 1 AudioToolboxCore 0x99580 auoop::RenderPipeUser::~RenderPipeUser() + 112 2 AudioToolboxCore 0xe6090 -[AUAudioUnit_XPC internalDeallocateRenderResources] + 92 3 AVFAudio 0x90a0 AUInterfaceBaseV3::Uninitialize() + 60 4 AVFAudio 0x4cbe0 AVAudioEngineGraph::PerformCommand(AUGraphNodeBaseV3&, AVAudioEngineGraph::ENodeCommand, void*, unsigned int) const + 768 5 AVFAudio 0x56b0c AVAudioEngineGraph::_Uninitialize(NSError**) + 132 6 AVFAudio 0x7834 AVAudioEngineImpl::Stop(NSError**) + 388 7 AVFAudio 0x636c -[AVAudioEngine dealloc] + 52 8 TextToSpeech 0x30674 _TTSNameForVoiceInformation + 20864 9 libobjc.A.dylib 0x20a4 object_cxxDestructFromClass(objc_object*, objc_class*) + 116 10 libobjc.A.dylib 0x6e00 objc_destructInstance + 80 11 libobjc.A.dylib 0x104fc _objc_rootDealloc + 80 12 TextToSpeech 0x2d2f4 _TTSNameForVoiceInformation + 7680 13 TextToSpeech 0x496c TTSVocalizerCopyURLForFallbackResource + 8540 14 TextToSpeech 0x26094 TTSSpeechUnitTestingMode + 5548 15 libAXSpeechManager.dylib 0x108b0 -[AXSpeechManager .cxx_destruct] + 192 16 libobjc.A.dylib 0x20a4 object_cxxDestructFromClass(objc_object*, objc_class*) + 116 17 libobjc.A.dylib 0x6e00 objc_destructInstance + 80 18 libobjc.A.dylib 0x104fc _objc_rootDealloc + 80 19 libAXSpeechManager.dylib 0x5298 -[AXSpeechManager dealloc] + 268 20 Foundation 0x3b8a4 __NSThreadPerformPerform + 272 21 CoreFoundation 0xd3208 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 22 CoreFoundation 0xdf864 __CFRunLoopDoSource0 + 176 23 CoreFoundation 0x646c8 __CFRunLoopDoSources0 + 244 24 CoreFoundation 0x7a1c4 __CFRunLoopRun + 828 25 CoreFoundation 0x7f4dc CFRunLoopRunSpecific + 612 26 Foundation 0x420c4 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212 27 libAXSpeechManager.dylib 0x13390 -[AXSpeechThread main] + 552 28 Foundation 0x5b634 __NSThread__start__ + 716 29 libsystem_pthread.dylib 0x16b8 _pthread_start + 148 30 libsystem_pthread.dylib 0xb88 thread_start + 8 It's most likely related to my use of AVSpeechSynthesizer. I do change some of the utterance fields, including the voice that's being used (which is set to a value from speechVoices()). UtilAudioIos_tts = AVSpeechSynthesizer() let utterance = AVSpeechUtterance utterance.voice = AVSpeechSynthesisVoice(identifier: voice.voiceCode) utterance.volume = volume utterance.pitchMultiplier = pitch utterance.rate = rate UtilAudioIos_tts!.speak(utterance) By coincidence or not, the following sometimes appears in the device log: 2023-05-30 20:35:29.948078+0100 <appname>[466:12882] [catalog] Unable to list voice folder and also, sometimes: 2023-05-30 20:37:35.345933+0100 <appname>[466:13298] [catalog] Query for com.apple.MobileAsset.VoiceServices.VoiceResources failed: 2 2023-05-30 20:37:35.360854+0100 rehearserfree[466:13433] [AXTTSCommon] MauiVocalizer: 11006 (Can't compile rule): regularExpression=\Oviedo(?=, (\x1b\\pause=\d+\\)?Florida)\b, message=unrecognized character follows \, characterPosition=1 2023-05-30 20:37:35.363163+0100 <appname>[466:13433] [AXTTSCommon] MauiVocalizer: 16038 (Resource load failed): component=ttt/re, uri=, contentType=application/x-vocalizer-rettt+text, lhError=88602000 2023-05-30 20:37:35.363182+0100 <appname>[466:13433] [AXTTSCommon] Error loading rules: 2147483648 All of these crashes have been on the various versions of iOS 16. Edit: I can't reproduce the crash myself - it's just some (not all) app users. The log entries above appear locally on my device (with no crash) but I can't see the logs of the users who have the crashes. Any idea what this might be caused by, or how to go about tracking the problem down?
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SpeechTranscriber not supported
I've tried SpeechTranscriber with a lot of my devices (from iPhone 12 series ~ iPhone 17 series) without issues. However, SpeechTranscriber.isAvailable value is false for my iPhone 11 Pro. https://developer.apple.com/documentation/speech/speechtranscriber/isavailable I'am curious why the iPhone 11 Pro device is not supported. Are all iPhone 11 series not supported intentionally? Or is there any problem with my specific device? I've also checked the supportedLocales, and the value is an empty array. https://developer.apple.com/documentation/speech/speechtranscriber/supportedlocales
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Video Audio + Speech To Text
Hello, I am wondering if it is possible to have audio from my AirPods be sent to my speech to text service and at the same time have the built in mic audio input be sent to recording a video? I ask because I want my users to be able to say "CAPTURE" and I start recording a video (with audio from the built in mic) and then when the user says "STOP" I stop the recording.
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AVAudioFile.read extremely slow after seeking in FLAC and MP3 files
I'm developing an audio player app that uses AVAudio​File to read PCM data from various formats. I'm experiencing severe performance issues when seeking in FLAC, while other compressed formats (M4A/AAC) work correctly. I don't intend to use them in my app, but I also tested mp3 files just by curiosity and they also have this issue. Environment: macOS 26 (Tahoe) Xcode 26.3 Apple Silicon (M1) The issue: After setting AVAudio​File​.frame​Position to a position mid-file, the subsequent call to AVAudio​File​.read(into​:frame​Count:) blocks for an unreasonable amount of time for FLAC and MP3 files. The delay scales linearly with the seek target, seeking near the beginning is fast, seeking toward the end is proportionally slower, which suggests the decoder is decoding linearly from the beginning of the file rather than using any seek index. (My app deals with “images” of Audio CDs ripped as a single long audio file.) The issue is particularly severe when reading files from an SMB network share (server on Ethernet, client on Wi-Fi with the access point ~2 meters away in line of sight). Quick Benchmark results: I tested with the same 75-minute audio content (16-bit/44.1 kHz stereo, 200,502,708 frames) encoded in five formats, seeking to the midpoint. Over SMB (Local Network, Server on Ethernet, Client on WiFi): Format | Seek + Read Time ----------|------------------ WAV | 0.007 s AIFF | 0.009 s Apple | 0.015 s Lossless | MP3 | 9.2 s FLAC | 30.2 s Locally (MacBook Air M1 SSD) : Format | Seek + Read Time ----------|------------------ WAV | 0.0005 s AIFF | 0.0004 s Apple | 0.0011 s Lossless | MP3 | 0.1958 s FLAC | 0.7528 s WAV, AIFF, and M4A all seek virtually instantly (< 15 ms). MP3 and FLAC exhibit linear-time behavior, with FLAC being the worst affected. Note that M4A (AAC) is also a compressed format that requires decoding after seeking, yet it completes in 15 ms. This rules out any inherent limitation of compressed formats, the MP4 container's packet index (stts/stco) is clearly being used for fast random access. Both MP3 (Xing/LAME TOC) and FLAC (SEEKTABLE metadata block) have their own seek mechanisms that should provide similar performance. Minimal CLI tool to reproduce: import Foundation guard CommandLine.arguments.count > 1 else { print("Usage: FLACSpeed <audio-file-path>") exit(1) } let path = CommandLine.arguments[1] let fileURL = URL(fileURLWithPath: path) do { let file = try AVAudioFile(forReading: fileURL) let format = file.processingFormat let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: 8192)! let totalFrames = file.length let seekTarget = totalFrames / 2 print("File: \(fileURL.lastPathComponent)") print("Format: \(format)") print("Total frames: \(totalFrames)") print("Seeking to frame: \(seekTarget)") file.framePosition = seekTarget let start = CFAbsoluteTimeGetCurrent() try file.read(into: buffer, frameCount: 8192) let elapsed = CFAbsoluteTimeGetCurrent() - start print("Read after seek took \(elapsed) seconds") } catch { print("Error: \(error.localizedDescription)") exit(1) } Expected behavior: AVAudio​File​.read(into​:frame​Count:) after setting frame​Position should use the available seek mechanisms in FLAC and MP3 files for fast random access, as it already does for M4A (AAC). Even accounting for the fact that seek tables provide approximate (not sample-precise) positioning, the "jump to nearest index point + decode forward" approach should complete in milliseconds, not seconds. Workaround: For FLAC, I've worked around this by using libFLAC directly, which provides instant seeking via FLAC__stream​_decoder​_seek​_absolute(). libFLAC Performance: For comparison, libFLAC's FLAC__stream​_decoder​_seek​_absolute() performs the same seek + read on the same FLAC file in around 0.015, using the FLAC seek table to jump to the nearest preceding seek point, then decoding forward a small number of frames to the exact target sample.
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WatchOS: Can a background metronome app coexist with both Runna workout and Spotify playback?
I’m building a standalone Apple Watch metronome app for running. My goal is for these 3 apps to work at the same time: Runna owns the workout session Spotify plays music my app plays a metronome click in the background So far this is what I've found: Using HKWorkout​Session in my metronome app works well with Spotify, but conflicts with Runna and other workout apps, so I removed that. Using watchOS background audio with longFormAudio allows my app run in the background, and it can coexist with Runna. However, it seems to conflict with Spotify playback, and one app tends to stop the other. Is there any supported watchOS audio/background configuration that allows all 3 at once? More specifically this is what I need: another app owns HKWorkout​Session Spotify keeps playing my app keeps generating metronome clicks in the background Or is this simply not supported by current watchOS session/background rules? My metronome uses AVAudio​Engine / AVAudio​Player​Node with generated click audio. Thank you!
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SpeechAnalyzer.start(inputSequence:) fails with _GenericObjCError nilError, while the same WAV succeeds with start(inputAudioFile:)
I'm trying to use the new Speech framework for streaming transcription on macOS 26.3, and I can reproduce a failure with SpeechAnalyzer.start(inputSequence:). What is working: SpeechAnalyzer + SpeechTranscriber offline path using start(inputAudioFile:finishAfterFile:) same Spanish WAV file transcribes successfully and returns a coherent final result What is not working: SpeechAnalyzer + SpeechTranscriber stream path using start(inputSequence:) same WAV, replayed as AnalyzerInput(buffer:bufferStartTime:) fails once replay starts with: _GenericObjCError domain=Foundation._GenericObjCError code=0 detail=nilError I also tried: DictationTranscriber instead of SpeechTranscriber no realtime pacing during replay Both still fail in stream mode with the same error. So this does not currently look like a ScreenCaptureKit issue or a Python integration issue. I reduced it to a pure Swift CLI repro. Environment: macOS 26.3 (25D122) Xcode 26.3 Swift 6.2.4 Apple Silicon Mac Has anyone here gotten SpeechAnalyzer.start(inputSequence:) working reliably on macOS 26.x? If so, I'd be interested in any workaround or any detail that differs from the obvious setup: prepareToAnalyze(in:) bestAvailableAudioFormat(...) AnalyzerInput(buffer:bufferStartTime:) replaying a known-good WAV in chunks I already filed Feedback Assistant: FB22149971
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Using StoreKit from an AUv3 plugin that can be loaded in-process
I have a bunch of Audio Unit v3 plugins that are approaching release, and I was considering using subscription-model pricing, as I have done in a soon to be released iOS app. However, whether this is possible or not is not at all obvious. Specifically: The plugin can, depending on the host app, be loaded in-process or out-of-process - yes, I know, Logic Pro and Garage Band will not load a plug-in in-process anymore, but I am not going to rule that out for other audio apps and force on them the overhead of IPC (I spent two solid weeks deciphering the process to actually make it possible for an AUv3 to run in-process - see this - https://github.com/timboudreau/audio_unit_rust_demo - example with notes) Depending on how it is loaded, the value of Bundle.main.bundleIdentifier will vary. If I use the StoreKit API, will that return product results for my bundle identifier when being called as a library from a foreign application? I would expect it would be a major security hole if random apps could query about purchases of other random apps, so I assume not. Even if I restricted the plugins to running out-of-process, I have to set up the in-app purchases on the app store for the App container's ID, not the extension's ID, and the extension is what run - the outer app that is what you purchase is just a toy demo that exists solely to register the audio unit. I have similar questions with regard to MetricKit, which I would similarly like to use, but which may be running inside some random app. If there were some sort of signed token, or similar mechanism, that could be bundled or acquired by the running plugin extension that could be used to ensure both StoreKit and MetricKit operate under the assumption that purchases and metrics should be accessed as if called from the container app, that would be very helpful. This is the difference between having a one-and-done sales model and something that provides ongoing revenue to maintain these products - I am a one-person shop - if I price these products where they would need to be to pay the bills assuming a single sale per customer ever, the price will be too high for anyone to want to try products from a small vendor they've never heard of. So, being able to do a free trial period and then subscription is the difference between this being a viable business or not.
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Random EXC_BAD_ACCESS using AVFoundation
My app uses the AVFoundation to pronounce some words. Running the app from Xcode, either to a simulator or device, I frequently get this crash at start-up: AXSpeech (13): EXC_BAD_ACCESS (code=EXC_I386_GPFLT). It seems to occur randomly, maybe 20%-30% of the time I launch the app. When it does not crash, using audio works as expected. When launched from the device, it never crashes (so far, at least). Here's the code that outputs speech: Declared at the top level of the View struct: @State var synth = AVSpeechSynthesizer() In the View, as part of a Button's action closure: let utterance = AVSpeechUtterance(string: answer) utterance.voice = AVSpeechSynthesisVoice(language: "en_US") synth.speak(utterance) Any idea on how to stop this? It's annoying having to launch the app multiple times to test on a simulator or device.
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Incoming calls thrue Jisti Meet and locked screen
Problem: When the screen is locked, an incoming call does not initiate the launch of the Flutter application required for audio and video communication through Jitsi Meet. In the unlocked state, the application functions correctly. The current implementation does not have a mechanism for activating the Flutter engine when receiving a call via CallKit while the screen is locked. Although CallKit UI displays the call acceptance interface and the audio session is configured, the Flutter application remains in a suspended state, making it impossible to connect to the media server. Audio session activated using didActivateAudioSession method.
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_MPRemoteCommandEventDispatch crashes on iOS 26.x devices.
I'm seeing crashes in _MPRemoteCommandEventDispatch on iOS 26.x devices in 3 apps. According to Bugsnag logs they are: NSInternalInconsistencyException: event dispatch <_MPRemoteCommandEventDispatch: <MPRemoteCommandEvent: 0x11c049500 commandID=THV0 command=<MPRemoteCommand: 0x109ad1ea0 type=Play (0) enabled=YES handlers=[0x109b6a310]> sourceID=(null) ([HostedRoutingSessionDataSource] handleControlSendingCommand<2W5E>)> state:201> deallocated without calling continuation I attached a log from Xcode organizer matching Bugsnag crash. mpr_remote_command_event.crash When I set the brakpoint on the -[_MPRemoteCommandEventDispatch dealloc] I can see it it's hit every time I tap play or pause on locked screen play button. Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000002370420cc __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001e975c810 pthread_kill + 268 (pthread.c:1721) 2 libsystem_c.dylib 0x0000000198f8ff64 abort + 124 (abort.c:122) 3 libc++abi.dylib 0x000000018a7cf808 __abort_message + 132 (abort_message.cpp:66) 4 libc++abi.dylib 0x000000018a7be484 demangling_terminate_handler() + 304 (cxa_default_handlers.cpp:76) 5 libobjc.A.dylib 0x000000018a6cff78 _objc_terminate() + 156 (objc-exception.mm:496) 6 xxxxxxxxxxxxxx 0x00000001003a7db8 CPPExceptionTerminate() + 416 (BSG_KSCrashSentry_CPPException.mm:156) 7 libc++abi.dylib 0x000000018a7cebdc std::__terminate(void (*)()) + 16 (cxa_handlers.cpp:59) 8 libc++abi.dylib 0x000000018a7ceb80 std::terminate() + 108 (cxa_handlers.cpp:88) 9 CoreFoundation 0x000000018d7341c4 __CFRunLoopPerCalloutARPEnd + 256 (CFRunLoop.c:769) 10 CoreFoundation 0x000000018d70bb5c __CFRunLoopRun + 1976 (CFRunLoop.c:3179) 11 CoreFoundation 0x000000018d70aa6c _CFRunLoopRunSpecificWithOptions + 532 (CFRunLoop.c:3462) 12 GraphicsServices 0x000000022e31c498 GSEventRunModal + 120 (GSEvent.c:2049) 13 UIKitCore 0x00000001930ceba4 -[UIApplication _run] + 792 (UIApplication.m:3902) 14 UIKitCore 0x0000000193077a78 UIApplicationMain + 336 (UIApplication.m:5577) 15 xxxxxxxxxxxxxx 0x00000001000c0134 main + 308 (main.swift:15) 16 dyld 0x000000018a722e28 start + 7116 (dyldMain.cpp:1477) Is the crash happening when the app is being terminated? Thank you!
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AVAudioSession.outputVolume does not reflect system volume changes made while app is in background
I have a question regarding the behavior of AVAudioSession.sharedInstance().outputVolume. Observed behavior: When the app is in the foreground, I read audioSession.outputVolume (for example, 0.1). The app is then moved to the background. While the app is in the background, the user changes the system volume using the hardware buttons (for example, to 0.5). When the app returns to the foreground, audioSession.outputVolume still reports the previous value (0.1). From my testing, outputVolume only seems to update when the system volume is changed while the app is in the foreground. Volume changes made while the app is in the background are not reflected when the app returns to the foreground. Questions: According to Apple’s documentation for AVAudioSession.outputVolume: “The systemwide output volume set by the user.” https://developer.apple.com/documentation/avfaudio/avaudiosession/outputvolume However, based on our testing on iOS 18.6.2 and iOS 18.1, the observed behavior seems to differ from this description. Questions: The documentation states that outputVolume represents the system-wide volume set by the user. In our testing, the value does not reflect volume changes made while the app is in the background and only updates when the app is in the foreground.Is this the expected behavior of AVAudioSession.outputVolume? Is there any other recommended way in Swift to retrieve the current system volume that reflects user changes made both while the app is in the foreground and while it is in the background? Any clarification on the intended behavior or recommended handling would be greatly appreciated.
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Crash while presenting a media picker for Music
This is the code I use: @MainActor func picker()->UIViewController{ let pickerController = MPMediaPickerController(mediaTypes: .music) print(pickerController) pickerController.showsCloudItems=true pickerController.prompt = NSLocalizedString("Add pieces to queue", comment:""); pickerController.allowsPickingMultipleItems=true; pickerController.delegate=MPMusicPlayerControllerSingleton.sharedController(); return pickerController } MainActor @IBAction func handleBrowserTapped(_ sender: AnyObject){ if let pickerController=contentProvider?.picker(){ self.present(pickerController, animated:true, completion:nil) } } And this his is the crash log: *** Assertion failure in -[MPMediaPickerController_Appex requestRemoteViewController], MPMediaPickerController.m:523 *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'remoteViewController cannot be nil -- process will crash inserting in hierarchy. We likely got a nil remoteViewController because Music is crashing.' *** First throw call stack: (0x1869cac70 0x183499224 0x1844f9f50 0x1a6c6a060 0x18d45518c 0x18d4cd410 0x103354544 0x10336dccc 0x10338f748 0x103364204 0x103364144 0x186957a64 0x1868e5288 0x1868e41d0 0x22bde7498 0x18c5a5ca0 0x18c510254 0x18c71ce90 0x103854340 0x1038542b0 0x103854430 0x1834f1c1c) libc++abi: terminating due to uncaught exception of type NSException *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'remoteViewController cannot be nil -- process will crash inserting in hierarchy. We likely got a nil remoteViewController because Music is crashing.'
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AVAudioSession : Audio issues when recording the screen in an app that changes IOBufferDuration on iOS 26.
Among Japanese end users, audio issues during screen recording—primarily in game applications—have become a topic of discussion. We have confirmed that the trigger for this issue is highly likely to be related to changes to IOBufferDuration. When using setPreferredIOBufferDuration and the IOBufferDuration is set to a value smaller than the default, audio problems occur in the recorded screen capture video. Audio playback is performed using AudioUnit (RemoteIO). https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc This issue was not observed on iOS 18, and it appears to have started occurring after upgrading to iOS 26. We provide an audio middleware solution, and we had incorporated changes to IOBufferDuration into our product to achieve low-latency audio playback. As a result, developers using our product as well as their end users are being affected by this issue. We kindly request that this issue be investigated and addressed in a future update. “This document has been translated by AI. The original text is included below for reference.” 日本のエンドユーザー間で主にゲームアプリケーションにおける画面収録時の音声の問題が話題になっています。 こちらの症状のトリガーが、IOBufferDurationの変更によるものである可能性が高いことを確認しました。 setPreferredIOBufferDurationを使用し、IOBufferDurationがデフォルトより小さい状態の時、画面収録された動画の音声に問題が発生することをしています。 音声の再生にはAudioUnit(RemoteIO)を使用しています。 https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc iOS 18ではこのような問題は確認されておらず、iOS26になってから問題が発生しているようです。 私たちはオーディオミドルウェアを提供しており、低遅延の再生のためにIOBufferDurationの変更を製品に組み込んでいました。 そのため、弊社製品をご利用いただいている開発者およびエンドユーザーの皆様がこの不具合の影響を受けています。 こちらの不具合の調査及び修正対応を検討いただけますでしょうか。
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After upgrade to iOS 26.4, averagePowerLevel and peakHoldLevel are stuck -120
We have an application that capture audio and video. App captures audio PCM on internal or external microphone and displays audio level on the screen. App was working fine for many years but after iOS 26.4 upgrade, averagePowerLevel and peakHoldLevel are stuck to -120 values. Any suggestion?
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3h
Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have an VoiP application, our application can be configured to amplify the PCM samples before feeding it to the Player to achieve volume gain at the receiver. In order to support this, We follow as below. If User has configured this Gain Settings within application, Application applies the amplification for the samples to introduce the gain. Application will also set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback Provided the User has chosen the output to Speaker. This settings was working for us but we see there is a difference in behaviour w.r.t Volume Level System Settings between OS 26.3.1 and OS 26.4 When user has chosen earpiece as Output, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayAndRecord. User would have set the volume level to minimum. When user will change the output to Speaker, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback. The expectation is, the volume level should be of AVAudioSessionCategoryPlayback what was set earlier instead we are seeing the volume level stays as minimum which was set to AVAudioSessionCategoryPlayAndRecord Could you please explain about this inconsistency w.r.t Volume level.
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1d
How to hide route button `showsRouteButton = false` in `MPVolumeView` without deprecation warning?
MPVolumeView's showsRouteButton was deprecated (https://developer.apple.com/documentation/mediaplayer/mpvolumeview/showsroutebutton?language=objc). It's not clear how can we now hide this button without deprecation warning. The documentation is lacking. Please advise. Thank you!
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306
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2d
ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS
Bug Report: ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS Summary When using ScreenCaptureKit to capture system audio for extended periods, the application crashes with EXC_BAD_ACCESS in Swift's error handling runtime. The crash occurs in swift_getErrorValue when trying to process an error from the SCStream delegate method didStopWithError. This appears to be a framework-level issue in ScreenCaptureKit or its underlying ReplayKit implementation. Environment macOS Sonoma 14.6.1 Swift 5.8 ScreenCaptureKit framework Detailed Description Our application captures system audio using ScreenCaptureKit's audio capture capabilities. After successfully capturing for several minutes (typically after 3-4 segments of 60-second recordings), the application crashes with an EXC_BAD_ACCESS error. The crash happens when the Swift runtime attempts to process an error in the SCStreamDelegate.stream(_:didStopWithError:) method. The crash consistently occurs in swift_getErrorValue when attempting to access the class of what appears to be a null object. This suggests that the error being passed from the system framework to our delegate method is malformed or contains invalid memory. Steps to Reproduce Create an SCStream with audio capture enabled Add audio output to the stream Start capture and write audio data to disk Allow the capture to run for several minutes (3-5 minutes typically triggers the issue) The app will crash with EXC_BAD_ACCESS in swift_getErrorValue Code Sample func stream(_ stream: SCStream, didStopWithError error: Error) { print("Stream stopped with error: \(error)") // Crash occurs before this line executes } func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of type: SCStreamOutputType) { guard type == .audio, sampleBuffer.isValid else { return } // Process audio data... } Expected Behavior The error should be properly propagated to the delegate method, allowing for graceful error handling and recovery. Actual Behavior The application crashes with EXC_BAD_ACCESS when the Swift runtime attempts to process the error in swift_getErrorValue. Crash Log Details Thread #35, queue = 'com.apple.NSXPCConnection.m-user.com.apple.replayd', stop reason = EXC_BAD_ACCESS (code=1, address=0x0) frame #0: 0x0000000194c3088c libswiftCore.dylib`swift::_swift_getClass(void const*) + 8 frame #1: 0x0000000194c30104 libswiftCore.dylib`swift_getErrorValue + 40 frame #2: 0x00000001057fba30 shadow`NewScreenCaptureService.stream(stream=0x0000600002de6700, error=Swift.Error @ 0x000000016b7b5e30) at NEW+ScreenCaptureService.swift:365:15 frame #3: 0x00000001057fc050 shadow`@objc NewScreenCaptureService.stream(_:didStopWithError:) at <compiler-generated>:0 frame #4: 0x0000000219ec5ca0 ScreenCaptureKit`-[SCStreamManager stream:didStopWithError:] + 456 frame #5: 0x00000001ca68a5cc ReplayKit`-[RPScreenRecorder stream:didStopWithError:] + 84 frame #6: 0x00000001ca696ff8 ReplayKit`-[RPDaemonProxy stream:didStopWithError:] + 224 Printing description of stream._streamQueue: error: ObjectiveC.id:4294967281:18: note: 'id' has been explicitly marked unavailable here public typealias id = AnyObject ^ error: /var/folders/v4/3xg1hmp93gjd8_xlzmryf_wm0000gn/T/expr23-dfa421..cpp:1:65: 'id' is unavailable in Swift: 'id' is not available in Swift; use 'Any' Swift._DebuggerSupport.stringForPrintObject(Swift.UnsafePointer<id>(bitPattern: 0x104ae08c0)!.pointee) ^~ ObjectiveC.id:2:18: note: 'id' has been explicitly marked unavailable here public typealias id = AnyObject ^ warning: /var/folders/v4/3xg1hmp93gjd8_xlzmryf_wm0000gn/T/expr23-dfa421..cpp:5:7: initialization of variable '$__lldb_error_result' was never used; consider replacing with assignment to '_' or removing it var $__lldb_error_result = __lldb_tmp_error ~~~~^~~~~~~~~~~~~~~~~~~~ _ Before the crash, we observed this error message in the console: [ERROR] *****SCStream*****RemoteAudioQueueOperationHandlerWithError:1015 Error received from the remote queue -16665 Additional Context The issue occurs consistently after approximately 3-4 successful audio segment recordings of 60 seconds each Commenting out custom segment rotation logic does not prevent the crash The crash involves XPC communication with Apple's ReplayKit daemon The error appears to be corrupted or malformed when crossing the XPC boundary Workarounds Attempted Added proper thread safety for all published properties using DispatchQueue.main.async Implemented more robust error handling in the delegate methods None of these approaches prevented the crash since it occurs at the Swift runtime level before our code executes. Impact This issue prevents reliable long-duration audio capture using ScreenCaptureKit. This bug significantly limits the usefulness of ScreenCaptureKit for any application requiring continuous system audio capture for more than a few minutes. Perhaps this issue might be related to a macOS bug where the system dialog indicates that the screen is being shared, even though nothing is actually being shared. Moreover, when attempting to stop sharing, nothing happens.
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5d
Mixing ScreenCaptureKit audio with microphone audio
Hi, I'm new to AVAudioEngine(and macOS programming in general). I'm trying to mix microphone audio with ScreenCaptureKit audio using AVAudioEngine without playing it back. I've created a AVAudioPlayerNode and scheduling buffers in my SCStream handler: playerNode.scheduleBuffer(samples) and have connected the playerNode to the mainMixerNode. audioEngine.connect(audioEngine.inputNode, to: audioEngine.mainMixerNode, format: micFormat) audioEngine.connect(playerNode, to: audioEngine.mainMixerNode, format: format) The problem is that mainMixerNode plays the audio to the speaker creating a feedback loop. How can I prevent the mixer output from being played back. Also: Is this the best way of mixing microphone input with some other input? I ran into AVAudioEngine's manual rendering mode, which seems like the way to go for mixing audio without playing it back. However, I couldn't figure out how to connect microphone input to the AVAudioEngine in manual rendering mode?
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5d
SpeechTranscriber/SpeechAnalyzer being relatively slow compared to FoundationModel and TTS
So, I've been wondering how fast a an offline STT -> ML Prompt -> TTS roundtrip would be. Interestingly, for many tests, the SpeechTranscriber (STT) takes the bulk of the time, compared to generating a FoundationModel response and creating the Audio using TTS. E.g. InteractionStatistics: - listeningStarted: 21:24:23 4480 2423 - timeTillFirstAboveNoiseFloor: 01.794 - timeTillLastNoiseAboveFloor: 02.383 - timeTillFirstSpeechDetected: 02.399 - timeTillTranscriptFinalized: 04.510 - timeTillFirstMLModelResponse: 04.938 - timeTillMLModelResponse: 05.379 - timeTillTTSStarted: 04.962 - timeTillTTSFinished: 11.016 - speechLength: 06.054 - timeToResponse: 02.578 - transcript: This is a test. - mlModelResponse: Sure! I'm ready to help with your test. What do you need help with? Here, between my audio input ending and the Text-2-Speech starting top play (using AVSpeechUtterance) the total response time was 2.5s. Of that time, it took the SpeechAnalyzer 2.1s to get the transcript finalized, FoundationModel only took 0.4s to respond (and TTS started playing nearly instantly). I'm already using reportingOptions: [.volatileResults, .fastResults] so it's probably as fast as possible right now? I'm just surprised the STT takes so much longer compared to the other parts (all being CoreML based, aren't they?)
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6d
Strange crash in iOS AudioToolboxCore when using AVSpeechSynthesizer in iOS 16
I'm getting Crashlytics crashes from some my users, deep in the Apple code: Crashed: AXSpeech EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x00000007ec54b360 0 libobjc.A.dylib 0x3c9c objc_retain_x8 + 16 1 AudioToolboxCore 0x99580 auoop::RenderPipeUser::~RenderPipeUser() + 112 2 AudioToolboxCore 0xe6090 -[AUAudioUnit_XPC internalDeallocateRenderResources] + 92 3 AVFAudio 0x90a0 AUInterfaceBaseV3::Uninitialize() + 60 4 AVFAudio 0x4cbe0 AVAudioEngineGraph::PerformCommand(AUGraphNodeBaseV3&, AVAudioEngineGraph::ENodeCommand, void*, unsigned int) const + 768 5 AVFAudio 0x56b0c AVAudioEngineGraph::_Uninitialize(NSError**) + 132 6 AVFAudio 0x7834 AVAudioEngineImpl::Stop(NSError**) + 388 7 AVFAudio 0x636c -[AVAudioEngine dealloc] + 52 8 TextToSpeech 0x30674 _TTSNameForVoiceInformation + 20864 9 libobjc.A.dylib 0x20a4 object_cxxDestructFromClass(objc_object*, objc_class*) + 116 10 libobjc.A.dylib 0x6e00 objc_destructInstance + 80 11 libobjc.A.dylib 0x104fc _objc_rootDealloc + 80 12 TextToSpeech 0x2d2f4 _TTSNameForVoiceInformation + 7680 13 TextToSpeech 0x496c TTSVocalizerCopyURLForFallbackResource + 8540 14 TextToSpeech 0x26094 TTSSpeechUnitTestingMode + 5548 15 libAXSpeechManager.dylib 0x108b0 -[AXSpeechManager .cxx_destruct] + 192 16 libobjc.A.dylib 0x20a4 object_cxxDestructFromClass(objc_object*, objc_class*) + 116 17 libobjc.A.dylib 0x6e00 objc_destructInstance + 80 18 libobjc.A.dylib 0x104fc _objc_rootDealloc + 80 19 libAXSpeechManager.dylib 0x5298 -[AXSpeechManager dealloc] + 268 20 Foundation 0x3b8a4 __NSThreadPerformPerform + 272 21 CoreFoundation 0xd3208 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 22 CoreFoundation 0xdf864 __CFRunLoopDoSource0 + 176 23 CoreFoundation 0x646c8 __CFRunLoopDoSources0 + 244 24 CoreFoundation 0x7a1c4 __CFRunLoopRun + 828 25 CoreFoundation 0x7f4dc CFRunLoopRunSpecific + 612 26 Foundation 0x420c4 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212 27 libAXSpeechManager.dylib 0x13390 -[AXSpeechThread main] + 552 28 Foundation 0x5b634 __NSThread__start__ + 716 29 libsystem_pthread.dylib 0x16b8 _pthread_start + 148 30 libsystem_pthread.dylib 0xb88 thread_start + 8 It's most likely related to my use of AVSpeechSynthesizer. I do change some of the utterance fields, including the voice that's being used (which is set to a value from speechVoices()). UtilAudioIos_tts = AVSpeechSynthesizer() let utterance = AVSpeechUtterance utterance.voice = AVSpeechSynthesisVoice(identifier: voice.voiceCode) utterance.volume = volume utterance.pitchMultiplier = pitch utterance.rate = rate UtilAudioIos_tts!.speak(utterance) By coincidence or not, the following sometimes appears in the device log: 2023-05-30 20:35:29.948078+0100 <appname>[466:12882] [catalog] Unable to list voice folder and also, sometimes: 2023-05-30 20:37:35.345933+0100 <appname>[466:13298] [catalog] Query for com.apple.MobileAsset.VoiceServices.VoiceResources failed: 2 2023-05-30 20:37:35.360854+0100 rehearserfree[466:13433] [AXTTSCommon] MauiVocalizer: 11006 (Can't compile rule): regularExpression=\Oviedo(?=, (\x1b\\pause=\d+\\)?Florida)\b, message=unrecognized character follows \, characterPosition=1 2023-05-30 20:37:35.363163+0100 <appname>[466:13433] [AXTTSCommon] MauiVocalizer: 16038 (Resource load failed): component=ttt/re, uri=, contentType=application/x-vocalizer-rettt+text, lhError=88602000 2023-05-30 20:37:35.363182+0100 <appname>[466:13433] [AXTTSCommon] Error loading rules: 2147483648 All of these crashes have been on the various versions of iOS 16. Edit: I can't reproduce the crash myself - it's just some (not all) app users. The log entries above appear locally on my device (with no crash) but I can't see the logs of the users who have the crashes. Any idea what this might be caused by, or how to go about tracking the problem down?
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6
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1w
CoreAudio: Specification of Private Aggregate or Tap
If a Tap or AggregateDevice with the Private property set is created, does it automatically disappear when the process ends? If not, how can I remove the Tap or AggregateDevice before the main process terminates?
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1w
SpeechTranscriber not supported
I've tried SpeechTranscriber with a lot of my devices (from iPhone 12 series ~ iPhone 17 series) without issues. However, SpeechTranscriber.isAvailable value is false for my iPhone 11 Pro. https://developer.apple.com/documentation/speech/speechtranscriber/isavailable I'am curious why the iPhone 11 Pro device is not supported. Are all iPhone 11 series not supported intentionally? Or is there any problem with my specific device? I've also checked the supportedLocales, and the value is an empty array. https://developer.apple.com/documentation/speech/speechtranscriber/supportedlocales
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5
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869
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1w
Video Audio + Speech To Text
Hello, I am wondering if it is possible to have audio from my AirPods be sent to my speech to text service and at the same time have the built in mic audio input be sent to recording a video? I ask because I want my users to be able to say "CAPTURE" and I start recording a video (with audio from the built in mic) and then when the user says "STOP" I stop the recording.
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834
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1w
AVAudioFile.read extremely slow after seeking in FLAC and MP3 files
I'm developing an audio player app that uses AVAudio​File to read PCM data from various formats. I'm experiencing severe performance issues when seeking in FLAC, while other compressed formats (M4A/AAC) work correctly. I don't intend to use them in my app, but I also tested mp3 files just by curiosity and they also have this issue. Environment: macOS 26 (Tahoe) Xcode 26.3 Apple Silicon (M1) The issue: After setting AVAudio​File​.frame​Position to a position mid-file, the subsequent call to AVAudio​File​.read(into​:frame​Count:) blocks for an unreasonable amount of time for FLAC and MP3 files. The delay scales linearly with the seek target, seeking near the beginning is fast, seeking toward the end is proportionally slower, which suggests the decoder is decoding linearly from the beginning of the file rather than using any seek index. (My app deals with “images” of Audio CDs ripped as a single long audio file.) The issue is particularly severe when reading files from an SMB network share (server on Ethernet, client on Wi-Fi with the access point ~2 meters away in line of sight). Quick Benchmark results: I tested with the same 75-minute audio content (16-bit/44.1 kHz stereo, 200,502,708 frames) encoded in five formats, seeking to the midpoint. Over SMB (Local Network, Server on Ethernet, Client on WiFi): Format | Seek + Read Time ----------|------------------ WAV | 0.007 s AIFF | 0.009 s Apple | 0.015 s Lossless | MP3 | 9.2 s FLAC | 30.2 s Locally (MacBook Air M1 SSD) : Format | Seek + Read Time ----------|------------------ WAV | 0.0005 s AIFF | 0.0004 s Apple | 0.0011 s Lossless | MP3 | 0.1958 s FLAC | 0.7528 s WAV, AIFF, and M4A all seek virtually instantly (< 15 ms). MP3 and FLAC exhibit linear-time behavior, with FLAC being the worst affected. Note that M4A (AAC) is also a compressed format that requires decoding after seeking, yet it completes in 15 ms. This rules out any inherent limitation of compressed formats, the MP4 container's packet index (stts/stco) is clearly being used for fast random access. Both MP3 (Xing/LAME TOC) and FLAC (SEEKTABLE metadata block) have their own seek mechanisms that should provide similar performance. Minimal CLI tool to reproduce: import Foundation guard CommandLine.arguments.count > 1 else { print("Usage: FLACSpeed <audio-file-path>") exit(1) } let path = CommandLine.arguments[1] let fileURL = URL(fileURLWithPath: path) do { let file = try AVAudioFile(forReading: fileURL) let format = file.processingFormat let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: 8192)! let totalFrames = file.length let seekTarget = totalFrames / 2 print("File: \(fileURL.lastPathComponent)") print("Format: \(format)") print("Total frames: \(totalFrames)") print("Seeking to frame: \(seekTarget)") file.framePosition = seekTarget let start = CFAbsoluteTimeGetCurrent() try file.read(into: buffer, frameCount: 8192) let elapsed = CFAbsoluteTimeGetCurrent() - start print("Read after seek took \(elapsed) seconds") } catch { print("Error: \(error.localizedDescription)") exit(1) } Expected behavior: AVAudio​File​.read(into​:frame​Count:) after setting frame​Position should use the available seek mechanisms in FLAC and MP3 files for fast random access, as it already does for M4A (AAC). Even accounting for the fact that seek tables provide approximate (not sample-precise) positioning, the "jump to nearest index point + decode forward" approach should complete in milliseconds, not seconds. Workaround: For FLAC, I've worked around this by using libFLAC directly, which provides instant seeking via FLAC__stream​_decoder​_seek​_absolute(). libFLAC Performance: For comparison, libFLAC's FLAC__stream​_decoder​_seek​_absolute() performs the same seek + read on the same FLAC file in around 0.015, using the FLAC seek table to jump to the nearest preceding seek point, then decoding forward a small number of frames to the exact target sample.
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123
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1w
WatchOS: Can a background metronome app coexist with both Runna workout and Spotify playback?
I’m building a standalone Apple Watch metronome app for running. My goal is for these 3 apps to work at the same time: Runna owns the workout session Spotify plays music my app plays a metronome click in the background So far this is what I've found: Using HKWorkout​Session in my metronome app works well with Spotify, but conflicts with Runna and other workout apps, so I removed that. Using watchOS background audio with longFormAudio allows my app run in the background, and it can coexist with Runna. However, it seems to conflict with Spotify playback, and one app tends to stop the other. Is there any supported watchOS audio/background configuration that allows all 3 at once? More specifically this is what I need: another app owns HKWorkout​Session Spotify keeps playing my app keeps generating metronome clicks in the background Or is this simply not supported by current watchOS session/background rules? My metronome uses AVAudio​Engine / AVAudio​Player​Node with generated click audio. Thank you!
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4
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319
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1w
SpeechAnalyzer.start(inputSequence:) fails with _GenericObjCError nilError, while the same WAV succeeds with start(inputAudioFile:)
I'm trying to use the new Speech framework for streaming transcription on macOS 26.3, and I can reproduce a failure with SpeechAnalyzer.start(inputSequence:). What is working: SpeechAnalyzer + SpeechTranscriber offline path using start(inputAudioFile:finishAfterFile:) same Spanish WAV file transcribes successfully and returns a coherent final result What is not working: SpeechAnalyzer + SpeechTranscriber stream path using start(inputSequence:) same WAV, replayed as AnalyzerInput(buffer:bufferStartTime:) fails once replay starts with: _GenericObjCError domain=Foundation._GenericObjCError code=0 detail=nilError I also tried: DictationTranscriber instead of SpeechTranscriber no realtime pacing during replay Both still fail in stream mode with the same error. So this does not currently look like a ScreenCaptureKit issue or a Python integration issue. I reduced it to a pure Swift CLI repro. Environment: macOS 26.3 (25D122) Xcode 26.3 Swift 6.2.4 Apple Silicon Mac Has anyone here gotten SpeechAnalyzer.start(inputSequence:) working reliably on macOS 26.x? If so, I'd be interested in any workaround or any detail that differs from the obvious setup: prepareToAnalyze(in:) bestAvailableAudioFormat(...) AnalyzerInput(buffer:bufferStartTime:) replaying a known-good WAV in chunks I already filed Feedback Assistant: FB22149971
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341
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1w
Using StoreKit from an AUv3 plugin that can be loaded in-process
I have a bunch of Audio Unit v3 plugins that are approaching release, and I was considering using subscription-model pricing, as I have done in a soon to be released iOS app. However, whether this is possible or not is not at all obvious. Specifically: The plugin can, depending on the host app, be loaded in-process or out-of-process - yes, I know, Logic Pro and Garage Band will not load a plug-in in-process anymore, but I am not going to rule that out for other audio apps and force on them the overhead of IPC (I spent two solid weeks deciphering the process to actually make it possible for an AUv3 to run in-process - see this - https://github.com/timboudreau/audio_unit_rust_demo - example with notes) Depending on how it is loaded, the value of Bundle.main.bundleIdentifier will vary. If I use the StoreKit API, will that return product results for my bundle identifier when being called as a library from a foreign application? I would expect it would be a major security hole if random apps could query about purchases of other random apps, so I assume not. Even if I restricted the plugins to running out-of-process, I have to set up the in-app purchases on the app store for the App container's ID, not the extension's ID, and the extension is what run - the outer app that is what you purchase is just a toy demo that exists solely to register the audio unit. I have similar questions with regard to MetricKit, which I would similarly like to use, but which may be running inside some random app. If there were some sort of signed token, or similar mechanism, that could be bundled or acquired by the running plugin extension that could be used to ensure both StoreKit and MetricKit operate under the assumption that purchases and metrics should be accessed as if called from the container app, that would be very helpful. This is the difference between having a one-and-done sales model and something that provides ongoing revenue to maintain these products - I am a one-person shop - if I price these products where they would need to be to pay the bills assuming a single sale per customer ever, the price will be too high for anyone to want to try products from a small vendor they've never heard of. So, being able to do a free trial period and then subscription is the difference between this being a viable business or not.
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1w
Random EXC_BAD_ACCESS using AVFoundation
My app uses the AVFoundation to pronounce some words. Running the app from Xcode, either to a simulator or device, I frequently get this crash at start-up: AXSpeech (13): EXC_BAD_ACCESS (code=EXC_I386_GPFLT). It seems to occur randomly, maybe 20%-30% of the time I launch the app. When it does not crash, using audio works as expected. When launched from the device, it never crashes (so far, at least). Here's the code that outputs speech: Declared at the top level of the View struct: @State var synth = AVSpeechSynthesizer() In the View, as part of a Button's action closure: let utterance = AVSpeechUtterance(string: answer) utterance.voice = AVSpeechSynthesisVoice(language: "en_US") synth.speak(utterance) Any idea on how to stop this? It's annoying having to launch the app multiple times to test on a simulator or device.
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1w
Incoming calls thrue Jisti Meet and locked screen
Problem: When the screen is locked, an incoming call does not initiate the launch of the Flutter application required for audio and video communication through Jitsi Meet. In the unlocked state, the application functions correctly. The current implementation does not have a mechanism for activating the Flutter engine when receiving a call via CallKit while the screen is locked. Although CallKit UI displays the call acceptance interface and the audio session is configured, the Flutter application remains in a suspended state, making it impossible to connect to the media server. Audio session activated using didActivateAudioSession method.
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_MPRemoteCommandEventDispatch crashes on iOS 26.x devices.
I'm seeing crashes in _MPRemoteCommandEventDispatch on iOS 26.x devices in 3 apps. According to Bugsnag logs they are: NSInternalInconsistencyException: event dispatch <_MPRemoteCommandEventDispatch: <MPRemoteCommandEvent: 0x11c049500 commandID=THV0 command=<MPRemoteCommand: 0x109ad1ea0 type=Play (0) enabled=YES handlers=[0x109b6a310]> sourceID=(null) ([HostedRoutingSessionDataSource] handleControlSendingCommand<2W5E>)> state:201> deallocated without calling continuation I attached a log from Xcode organizer matching Bugsnag crash. mpr_remote_command_event.crash When I set the brakpoint on the -[_MPRemoteCommandEventDispatch dealloc] I can see it it's hit every time I tap play or pause on locked screen play button. Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000002370420cc __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001e975c810 pthread_kill + 268 (pthread.c:1721) 2 libsystem_c.dylib 0x0000000198f8ff64 abort + 124 (abort.c:122) 3 libc++abi.dylib 0x000000018a7cf808 __abort_message + 132 (abort_message.cpp:66) 4 libc++abi.dylib 0x000000018a7be484 demangling_terminate_handler() + 304 (cxa_default_handlers.cpp:76) 5 libobjc.A.dylib 0x000000018a6cff78 _objc_terminate() + 156 (objc-exception.mm:496) 6 xxxxxxxxxxxxxx 0x00000001003a7db8 CPPExceptionTerminate() + 416 (BSG_KSCrashSentry_CPPException.mm:156) 7 libc++abi.dylib 0x000000018a7cebdc std::__terminate(void (*)()) + 16 (cxa_handlers.cpp:59) 8 libc++abi.dylib 0x000000018a7ceb80 std::terminate() + 108 (cxa_handlers.cpp:88) 9 CoreFoundation 0x000000018d7341c4 __CFRunLoopPerCalloutARPEnd + 256 (CFRunLoop.c:769) 10 CoreFoundation 0x000000018d70bb5c __CFRunLoopRun + 1976 (CFRunLoop.c:3179) 11 CoreFoundation 0x000000018d70aa6c _CFRunLoopRunSpecificWithOptions + 532 (CFRunLoop.c:3462) 12 GraphicsServices 0x000000022e31c498 GSEventRunModal + 120 (GSEvent.c:2049) 13 UIKitCore 0x00000001930ceba4 -[UIApplication _run] + 792 (UIApplication.m:3902) 14 UIKitCore 0x0000000193077a78 UIApplicationMain + 336 (UIApplication.m:5577) 15 xxxxxxxxxxxxxx 0x00000001000c0134 main + 308 (main.swift:15) 16 dyld 0x000000018a722e28 start + 7116 (dyldMain.cpp:1477) Is the crash happening when the app is being terminated? Thank you!
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AVAudioSession.outputVolume does not reflect system volume changes made while app is in background
I have a question regarding the behavior of AVAudioSession.sharedInstance().outputVolume. Observed behavior: When the app is in the foreground, I read audioSession.outputVolume (for example, 0.1). The app is then moved to the background. While the app is in the background, the user changes the system volume using the hardware buttons (for example, to 0.5). When the app returns to the foreground, audioSession.outputVolume still reports the previous value (0.1). From my testing, outputVolume only seems to update when the system volume is changed while the app is in the foreground. Volume changes made while the app is in the background are not reflected when the app returns to the foreground. Questions: According to Apple’s documentation for AVAudioSession.outputVolume: “The systemwide output volume set by the user.” https://developer.apple.com/documentation/avfaudio/avaudiosession/outputvolume However, based on our testing on iOS 18.6.2 and iOS 18.1, the observed behavior seems to differ from this description. Questions: The documentation states that outputVolume represents the system-wide volume set by the user. In our testing, the value does not reflect volume changes made while the app is in the background and only updates when the app is in the foreground.Is this the expected behavior of AVAudioSession.outputVolume? Is there any other recommended way in Swift to retrieve the current system volume that reflects user changes made both while the app is in the foreground and while it is in the background? Any clarification on the intended behavior or recommended handling would be greatly appreciated.
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Crash while presenting a media picker for Music
This is the code I use: @MainActor func picker()->UIViewController{ let pickerController = MPMediaPickerController(mediaTypes: .music) print(pickerController) pickerController.showsCloudItems=true pickerController.prompt = NSLocalizedString("Add pieces to queue", comment:""); pickerController.allowsPickingMultipleItems=true; pickerController.delegate=MPMusicPlayerControllerSingleton.sharedController(); return pickerController } MainActor @IBAction func handleBrowserTapped(_ sender: AnyObject){ if let pickerController=contentProvider?.picker(){ self.present(pickerController, animated:true, completion:nil) } } And this his is the crash log: *** Assertion failure in -[MPMediaPickerController_Appex requestRemoteViewController], MPMediaPickerController.m:523 *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'remoteViewController cannot be nil -- process will crash inserting in hierarchy. We likely got a nil remoteViewController because Music is crashing.' *** First throw call stack: (0x1869cac70 0x183499224 0x1844f9f50 0x1a6c6a060 0x18d45518c 0x18d4cd410 0x103354544 0x10336dccc 0x10338f748 0x103364204 0x103364144 0x186957a64 0x1868e5288 0x1868e41d0 0x22bde7498 0x18c5a5ca0 0x18c510254 0x18c71ce90 0x103854340 0x1038542b0 0x103854430 0x1834f1c1c) libc++abi: terminating due to uncaught exception of type NSException *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'remoteViewController cannot be nil -- process will crash inserting in hierarchy. We likely got a nil remoteViewController because Music is crashing.'
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AVAudioSession : Audio issues when recording the screen in an app that changes IOBufferDuration on iOS 26.
Among Japanese end users, audio issues during screen recording—primarily in game applications—have become a topic of discussion. We have confirmed that the trigger for this issue is highly likely to be related to changes to IOBufferDuration. When using setPreferredIOBufferDuration and the IOBufferDuration is set to a value smaller than the default, audio problems occur in the recorded screen capture video. Audio playback is performed using AudioUnit (RemoteIO). https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc This issue was not observed on iOS 18, and it appears to have started occurring after upgrading to iOS 26. We provide an audio middleware solution, and we had incorporated changes to IOBufferDuration into our product to achieve low-latency audio playback. As a result, developers using our product as well as their end users are being affected by this issue. We kindly request that this issue be investigated and addressed in a future update. “This document has been translated by AI. The original text is included below for reference.” 日本のエンドユーザー間で主にゲームアプリケーションにおける画面収録時の音声の問題が話題になっています。 こちらの症状のトリガーが、IOBufferDurationの変更によるものである可能性が高いことを確認しました。 setPreferredIOBufferDurationを使用し、IOBufferDurationがデフォルトより小さい状態の時、画面収録された動画の音声に問題が発生することをしています。 音声の再生にはAudioUnit(RemoteIO)を使用しています。 https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc iOS 18ではこのような問題は確認されておらず、iOS26になってから問題が発生しているようです。 私たちはオーディオミドルウェアを提供しており、低遅延の再生のためにIOBufferDurationの変更を製品に組み込んでいました。 そのため、弊社製品をご利用いただいている開発者およびエンドユーザーの皆様がこの不具合の影響を受けています。 こちらの不具合の調査及び修正対応を検討いただけますでしょうか。
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