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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So I'm using AVAudioEngine. When playing audio I become the 'now playing' app using MPNowPlayingInfoCenter/MPRemoteCommandCenter APIs.
When configuring MPRemoteCommandCenter I add a play/pause command target via -addTargetWithHandler on the togglePlayPauseCommand property.
Now I also have a play/pause button in my app's UI. When I pause playback from my app's UI (which means I'm the active app, I'm in the foreground), what I do is this:
-I pause the AVAudioPlayerNode I'm using with AVAudioEngine.
I do not, stop, reset, etc. the AVAudioEngine. I only pause the player node. My thought process here is that the user just pressed pause and it is very likely that he will hit 'play' to resume playback in the near future because
My app is in the foreground and the user just hit the pause button.
Now if my app moves to the background and if I receive a memory warning I presume it'd make sense to tear down the engine or pause it. Perhaps I'm wrong about this?
So when I initially hit the play button from my app's UI I also activate my AVAudioSession. I do this in high priority NSOperation since the documentation warns that "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic."
So now I'm playing and I hit pause from my app's UI. Then I quickly bring up the "Now Playing" center and I see I'm the "Now Playing" app but the play-pause button is showing the pause icon instead of the play icon but I'm in the pause state. I do set MPNowPlayingInfoCenter's playbackState to MPNowPlayingPlaybackStatePaused when I pause. Not surprisingly this doesn't work. The documentation states this is for macOS only.
So the only way to get MPRemoteCommandCenter to show the "play" image for the play-pause button is to deactivate my AVAudioSession when I pause playback? Since I change the active state of my audio session in a NSOperation because documentation recommends "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic." the play-pause toggle in the remote command center won't immediately update since I'm doing it on another thread.
IMO it feels kind of inappropriate for a play-pause button to wait on a NSOperation activating the audio session before updating its UI when I already know my play/paused state, it should update right away like the button in my app does. Wouldn't it be nicer to just use MPNowPlayingInfoCenter's playbackState property on iOS too? If I'm no the longer the now playing app/active audio session it doesn't matter since I'm not in the now playing UI, just ignore it?
Also is it recommended that I deactivate my audio session explicitly every time the user pauses audio in my app (when I'm in the foreground)?
Also when I do deactivate the audio session I get an error: AVAudioSessionErrorCodeIsBusy (but the button in the now playing center updates to the proper image). I do this :
-(void)pause
{
[self.playerNode pause];
[self runOperationToDeactivateAudioSession];
// This does nothing on iOS:
MPNowPlayingInfoCenter *nowPlayingCenter = [MPNowPlayingInfoCenter defaultCenter];
nowPlayingCenter.playbackState = MPNowPlayingPlaybackStatePaused;
}
So in -runOperationToDeactivateAudioSession I get the AVAudioSessionErrorCodeIsBusy. According to the documentation
Starting in iOS 8, if the session has running I/Os at the time that deactivation is requested, the session will be deactivated, but the method will return NO and populate the NSError with the code property set to AVAudioSessionErrorCodeIsBusy to indicate the misuse of the API.
So pausing the player node when pausing isn't enough to meet the deactivation criteria. I guess I have to pause or stop the audio engine. I could probably wait until I receive a scene went to background notification or something before deactivating my audio session (which is async, so the button may not update to the correct image in time). This seems like a lot of code to have to write to get a play-pause toggle to update, especially in iPad-multi window scene environment.
What's the recommended approach?
Should I pause the AudioEngine instead of the player node always?
Should I always explicitly deactivate my audio session when the user pauses playback from my app's UI even if I'm in the foreground?
I personally like the idea of just being able to set
[MPNowPlayingInfoCenter defaultCenter].playbackState = MPNowPlayingPlaybackStatePaused;
But maybe that's because that would just make things easier on me. This does feels overcomplicated though. If anyone can share some tips on how I should handle this, I'd appreciate it.
Hey there, I just upgraded to Mac OS Tahoe ,son an apple MacBook Pro 2019 16inch. am using IntellijIDEA and Flutter to develop a mobile app which I test on the simulator app running iOS 18.4 .
the issue:
when I start the simulator app. ( while in the loading phase and in the operation phase as well ), the audio from an already open YouTube tab on safari (this happens on chrome browser as well). the sound glitches and becomes Noise.
a fix I found online is to kill the audio deamon on Mac OS, This works using the command: "sudo killall coreaudiod" this kills the audio process, (while the emulator is operational), then the macOS restarts the audio deamon then the audio works fine alongside with the simulator being open.
I just want to ask is there a permanent fix for this? is Apple working on a fix for this in the upcoming update?
Hi, Apple's engineer.
Hoping that you can reply to this one.
We're developing a Text-to-Speak app. Everything went well until the IOS got upgraded to 18.
AVSpeechSynthesisVoice(language: "zh-CN") is running well under IOS 16 AND IOS 17. It speaks Mandarin correctly.
In IOS 18, we noticed that Siri's Language setting interrupted the performance of AVSpeechSynthesisVoice. It plays Cantonese instead of Mandarin.
Buggy language setting in Siri that affects the AVSpeechSynthesisVoice :
Chinese (Cantonese - China mainland)
Chinese (Cantonese -Hong Kong)
Hi all,
I have been quite stumped on this behavior for a little bit now, so thought it best to share here and see if someone more experience with AVAudioEngine / AVAudioSession can weigh in.
Right now I have a AVAudioEngine that I am using to perform some voice chat with and give buffers to play. This works perfectly until route changes start to occur, which causes the AVAudioEngine to reset itself, which then causes all players attached to this engine to be stopped.
Once a AVPlayerNode gets stopped due to this (but also any other time), all samples that were scheduled to be played then get purged. Where this becomes confusing for me is the completion handler gets called every time regardless of the sound actually being played.
Is there a reliable way to know if a sample needs to be rescheduled after a player has been reset?
I am not quite sure in my case what my observer of AVAudioEngineConfigurationChange needs to be doing, as this engine only handles output. All input is through a separate engine for simplicity.
Currently I am storing a queue of samples as they get sent to the AVPlayerNode for playback, and after that completion checking if the player isPlaying or not. If it's playing I assume that the sound actually was played- and if not then I leave it in the queue and assume that an observer on the route change or the configuration change will realize there are samples in the queue and reset them
Thanks for any feedback!
I started playing which transcription of audio files on macOS today, latest beta of Xcode and latest beta of Tahoe. Transcription itself works really well, but for some reason the majority of the results contain no audioTimeRange. I got 22 single-word results with time ranges, spread out all over total file of 53 minutes.
Is there something I can do to improve this? To my understanding, I have followed sample code and instructions very closely, but the SwiftTranscriptionSampleApp and other examples I've seen lead me to believe I should be getting a lot more time ranges than I actually do.
I am trying to use SpeechTranscriber from Speech framework. Is it possible to use it on Simulator of iOS 26 (Mac OS Tahoe)? Function "supportedLocales" returns an empty array.
We require assistance in resolving a critical audio design conflict within our Push-to-Talk (PTT) application. Our current volume amplification strategy—which relies on applying a GAIN factor to PCM samples in conjunction with setting the AVAudioSession category to Playback—is working successfully when PTT is used independently. However, upon integrating and reporting the same PTT call through the CallKit framework, this amplification effect is lost. The CallKit integration appears to be forcing a different, non-amplifying audio session category or configuration, negatively impacting the user's perceived call volume. We need guidance on how to maintain the AVAudioSessionCategoryPlayback setting, or an equivalent high-volume configuration, while operating under the control of CallKit.
Hi,
macOS (latest macOS, latest HW, but doesn't matter) seems to prevent CoreMIDI driver logging with standard logging procedures (syslog, unified logging).
The only chance to log something is writing to a file at one of the rare write-accessible locations for CoreMIDI.
How is this supposed to work? Any hint is highly appreciated. Thanks!
i have a CarPlay implementation eand I want to show previous/next track button on player UI
MPRemoteCommandCenter.shared().seekForwardCommand.isEnabled = false
MPRemoteCommandCenter.shared().seekBackwardCommand.isEnabled = false
MPRemoteCommandCenter.shared().previousTrackCommand.isEnabled = true
MPRemoteCommandCenter.shared().nextTrackCommand.isEnabled = true
It works correctly on CarPlay simulator , but on some car only SEEK button are shown .
I have to suppose that it is that a problem on the car side , but I would ask about your opinion , maybe there is some pieces I'm missing
We have application using PTT Framework to record audio messages when app is backgrounded. Right now we are using AVAudioRecorder for that purpose. And problem is one specific user has frequent issue - recorded audio contains only silence.
I've checked almost everything I can imagine but didn't find any possible reason of issue.
Conditions:
AVAudioRecorder uses following configuration:
[
AVEncoderAudioQualityKey: AVAudioQuality.low.rawValue,
AVFormatIDKey : kAudioFormatMPEG4AAC,
AVNumberOfChannelsKey: 1,
AVSampleRateKey: 16000.0
]
App waits both didBeginTransmitting and didActivate audioSession from PTChannelManager (audio session has playback category at that moment)
App does AVAudioSession category change to playAndRecord
App gets routeChangeNotification with categoryChange and category = playAndRecord
There is no any interruption notifications from AVAudioSession during recording
There is no any error notification from AVAudioRecorder
Any idea what exactly I do wrong? Is there anything else I should check?
Thanks in advance.
P.S. it looks like recording audio with AudioUnit has the same issue, but let's exclude it from question atm for simplicity.
I've been wondering if there is a way to modify or even disable tones for indicating channel states. The behaviour regarding tones seems like a black box with little documentation.
During migration to Apple's PT Framework we've noticed that there are few scenarios where a tone is played which doesn't match certain certifications. For example; moving from a channel to another produces a tone which would fail a test case. I understand the reasoning fully, as it marks that the channel is ready to transmit or receive, but this doesn't mirror the behaviour of TETRA which would be wanted in this case.
I'm also wondering if there would be any way to directly communicate feedback regarding PT Framework?
I tried adding watermarks to the recorded video. Appending sample buffers using AVAssetWriterInput's append method fails and when I inspect the AVAssetWriter's error property, I get the following:
Error Domain=AVFoundation Error Domain Code=-11800 "This operation cannot be completed" UserInfo={NSLocalizedFailureReason=An unknown error occurred (-12780), NSLocalizedDDescription=This operation cannot be completed, NSUnderlyingError=0x302399a70 {Error Domain=NSOSStatusErrorDomain Code=-12780 "(null)"}}
As far as I can tell -11800 indicates an AVErrorUknown, however I have not been able to find information about the -12780 error code, which as far as I can tell is undocumented.
Thanks!
Here is the code
I'm encountering errors while using AVAudioEngine with voice processing enabled (setVoiceProcessingEnabled(true)) in scenarios where the input and output audio devices are not the same. This issue arises specifically with mismatched devices, preventing the application from functioning as expected.
Works: Paired devices (e.g., MacBook Pro mic → MacBook Pro speakers)
Fails: Mismatched devices (e.g., AirPods mic → MacBook Pro speakers)
When using paired input and output devices:
The setup works as expected.
Example: MacBook Pro microphone → MacBook Pro speakers.
When using mismatched devices:
AVAudioEngine setup fails during aggregate device construction.
Example: AirPods microphone → MacBook Pro speakers.
Error logs indicate a channel count mismatch.
Here are the partial logs. Due to the content limit, I cannot post the entire logs.
AUVPAggregate.cpp:1000 client-side input and output formats do not match (err=-10875)
AUVPAggregate.cpp:1036 err=-10875
AVAEInternal.h:109 [AVAudioEngineGraph.mm:1344:Initialize: (err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)): error -10875
AggregateDevice.mm:329 Failed expectation of constructed aggregate (312): mInput.streamChannelCounts == inputStreamChannelCounts
AggregateDevice.mm:331 Failed expectation of constructed aggregate (312): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U)
AggregateDevice.mm:182 error fetching default pair
AggregateDevice.mm:329 Failed expectation of constructed aggregate (336): mInput.streamChannelCounts == inputStreamChannelCounts
AggregateDevice.mm:331 Failed expectation of constructed aggregate (336): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U)
AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702]
AudioHardware-mac-imp.cpp:3484 AudioDeviceSetProperty: no device with given ID
AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702]
AggregateDevice.mm:182 error fetching default pair
AggregateDevice.mm:329 Failed expectation of constructed aggregate (348): mInput.streamChannelCounts == inputStreamChannelCounts
AggregateDevice.mm:331 Failed expectation of constructed aggregate (348): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U)
Is it possible to use voice processing with different input/output devices?
If yes, are there any specific configurations required to handle mismatched devices?
How can we resolve channel count mismatch errors during aggregate device construction?
Are there settings or API adjustments to enforce compatibility between input/output devices?
Are there any workarounds or alternative approaches to achieve voice processing functionality with mismatched devices?
For instance, can we force an intermediate channel configuration or downmix input/output formats?
Hi,
I have just implemented an Audio Unit v3 host.
AgsAudioUnitPlugin *audio_unit_plugin;
AVAudioUnitComponentManager *audio_unit_component_manager;
NSArray<AVAudioUnitComponent *> *av_component_arr;
AudioComponentDescription description;
guint i, i_stop;
if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){
return;
}
audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager];
/* effects */
description = (AudioComponentDescription) {0,};
description.componentType = kAudioUnitType_Effect;
av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description];
i_stop = [av_component_arr count];
for(i = 0; i < i_stop; i++){
ags_audio_unit_manager_load_component(audio_unit_manager,
(gpointer) av_component_arr[i]);
}
/* instruments */
description = (AudioComponentDescription) {0,};
description.componentType = kAudioUnitType_MusicDevice;
av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description];
i_stop = [av_component_arr count];
for(i = 0; i < i_stop; i++){
ags_audio_unit_manager_load_component(audio_unit_manager,
(gpointer) av_component_arr[i]);
}
But this doesn't show me Audio Unit v2 plugins, why?
regards, Joël
Please Update Andorid MusicKit,the version 1.1.2 will complied fail。the error msg:•SDKUriHandlerActivity>. Apps targeting Android 12 and higher are required to specify an explicit value for android:exported when the corres
Please include the line below in follow-up emails for this request.
Case-ID: 11089799
When using AVSpeechUtterance and setting it to play in Mandarin, if Siri is set to Cantonese on iOS 18, it will be played in Cantonese. There is no such issue on iOS 17 and 16.
1.let utterance = AVSpeechUtterance(string: textView.text)
let voice = AVSpeechSynthesisVoice(language: "zh-CN")
utterance.voice = voice
2.In the phone settings, Siri is set to Cantonese
Hi,
I just started to develop audio unit hosting support in my application.
Offline rendering seems to work except that I hear no output, but why?
I suspect with the player goes something wrong.
I connect to CoreAudio in a different location in the code.
Here are some error messages I faced so far:
2025-08-14 19:42:04.132930+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node!
2025-08-14 19:42:04.151171+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node!
2025-08-14 19:43:08.344530+0200 com.gsequencer.GSequencer[34358:18614927] AUAudioUnit.mm:1417 Cannot set maximumFramesToRender while render resources allocated.
2025-08-14 19:43:08.346583+0200 com.gsequencer.GSequencer[34358:18614927] [avae] AVAEInternal.h:104 [AVAudioSequencer.mm:121:-[AVAudioSequencer(AVAudioSequencer_Player) startAndReturnError:]: (impl->Start()): error -10852
** (<unknown>:34358): WARNING **: 19:43:08.346: error during audio sequencer start - -10852
I have implemented an AVAudioEngine based AudioUnit host. Here I instantiate player and effect:
/* audio engine */
audio_engine = [[AVAudioEngine alloc] init];
fx_audio_unit_audio->audio_engine = (gpointer) audio_engine;
av_format = (AVAudioFormat *) fx_audio_unit_audio->av_format;
/* av audio player node */
av_audio_player_node = [[AVAudioPlayerNode alloc] init];
/* av audio unit */
av_audio_unit_effect = [[AVAudioUnitEffect alloc] initWithAudioComponentDescription:[((AVAudioUnitComponent *) AGS_AUDIO_UNIT_PLUGIN(base_plugin)->component) audioComponentDescription]];
av_audio_unit = (AVAudioUnit *) av_audio_unit_effect;
fx_audio_unit_audio->av_audio_unit = av_audio_unit;
/* audio sequencer */
av_audio_sequencer = [[AVAudioSequencer alloc] initWithAudioEngine:audio_engine];
fx_audio_unit_audio->av_audio_sequencer = (gpointer) av_audio_sequencer;
/* output node */
[[AVAudioOutputNode alloc] init];
/* audio player and audio unit */
[audio_engine attachNode:av_audio_player_node];
[audio_engine attachNode:av_audio_unit];
[audio_engine connect:av_audio_player_node to:av_audio_unit format:av_format];
[audio_engine connect:av_audio_unit to:[audio_engine outputNode] format:av_format];
ns_error = NULL;
[audio_engine enableManualRenderingMode:AVAudioEngineManualRenderingModeOffline
format:av_format
maximumFrameCount:buffer_size error:&ns_error];
if(ns_error != NULL &&
[ns_error code] != noErr){
g_warning("enable manual rendering mode error - %d", [ns_error code]);
}
ns_error = NULL;
[[av_audio_unit AUAudioUnit] allocateRenderResourcesAndReturnError:&ns_error];
if(ns_error != NULL &&
[ns_error code] != noErr){
g_warning("Audio Unit allocate render resources returned error - ErrorCode %d", [ns_error code]);
}
Then I render in a dedicated thread.
ns_error = NULL;
[audio_engine startAndReturnError:&ns_error];
if(ns_error != NULL &&
[ns_error code] != noErr){
g_warning("error during audio engine start - %d", [ns_error code]);
}
[av_audio_sequencer prepareToPlay];
ns_error = NULL;
[av_audio_sequencer startAndReturnError:&ns_error];
if(ns_error != NULL &&
[ns_error code] != noErr){
g_warning("error during audio sequencer start - %d", [ns_error code]);
}
[av_audio_player_node play];
while(is_running){
/* pre sync */
/* IO buffers */
av_output_buffer = (AVAudioPCMBuffer *) scope_data->av_output_buffer;
av_input_buffer = (AVAudioPCMBuffer *) scope_data->av_input_buffer;
/* fill input buffer */
/* schedule av input buffer */
frame_position = 0; // (gint64) ((note_offset * absolute_delay) + delay_counter) * buffer_size;
av_audio_player_node = (AVAudioPlayerNode *) fx_audio_unit_audio->av_audio_player_node;
AVAudioTime *av_audio_time = [[AVAudioTime alloc] initWithHostTime:frame_position sampleTime:frame_position atRate:((double) samplerate)];
[av_audio_player_node scheduleBuffer:av_input_buffer atTime:av_audio_time options:0 completionHandler:nil];
/* render */
ns_error = NULL;
status = [audio_engine renderOffline:AGS_FX_AUDIO_UNIT_AUDIO_FIXED_BUFFER_SIZE toBuffer:av_output_buffer error:&ns_error];
if(ns_error != NULL &&
[ns_error code] != noErr){
g_warning("render offline error - %d", [ns_error code]);
}
}
regards, Joël
Hello,
Starting in iOS 17, our application started having some issue publishing to our video session. More specifically the video capture seems to be broken in some, but not all sessions. What's troubling is that we're seeing that it fails consistently every 4 sessions.
It also fails silently, without reporting any problems to the app. We only notice that there are no frames being rendered or sent to the remote devices.
Here's what shows-up in the console:
<<<< FigCaptureSourceRemote >>>> Fig assert: "! storage->connectionDied" at bail (FigCaptureSourceRemote.m:235) - (err=0)
<<<< FigCaptureSourceRemote >>>> Fig assert: "err == 0 " at bail (FigCaptureSourceRemote.m:253) - (err=-16453)
Anyone seeing this? Any idea what could be the cause? Our sessions work perfectly on iOS16 and below.
Thanks
Hello,
I'm trying to receive parquet files using the example that provided in documentation. I've done all required steps but receive constantly error 500 with "Upstream Service Error". By looking into the issues list, seems this error exists for months. Is it possible to get it working?