Hi there!
We have a suite of AudioUnit v2 plugins that have been shipped for some time as aufx plugins, and we are looking into MIDI-related platform upgrades, so we need a way to update these plugins to request MIDI from Logic (and other AU hosts) but avoid changing our AU type and subtype so we don't break existing sessions. Any ideas on how we can do this?
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Hello,
I've discovered a buffer initialization bug in AVAudioUnitSampler that happens when loading presets with multiple zones referencing different regions in the same audio file (monolith/concatenated samples approach).
Almost all zones output silence (i.e. zeros) at the beginning of playback instead of starting with actual audio data.
The Problem
Setup:
Single audio file (monolith) containing multiple concatenated samples
Multiple zones in an .aupreset, each with different sample start and sample end values pointing to different regions of the same file
All zones load successfully without errors
Expected Behavior:
All zones should play their respective audio regions immediately from the first sample.
Actual Behavior:
Last zone in the zone list: Works perfectly - plays audio immediately
All other zones: Output [0, 0, 0, 0, ..., _audio_data] instead of [real_audio_data]
The number of zeros varies from event to event for each zone. It can be a couple of samples (<30) up to several buffers.
After the initial zeros, the correct audio plays normally, so there is no shift in audio playback, just missing samples at the beginning.
Minimal Reproduction
1. Create Test Monolith Audio File
Create a single Wav file with 3 concatenated 1-second samples (44.1kHz):
Sample 1: frames 0-44099 (constant amplitude 0.3)
Sample 2: frames 44100-88199 (constant amplitude 0.6)
Sample 3: frames 88200-132299 (constant amplitude 0.9)
2. Create Test Preset
Create an .aupreset with 3 zones all referencing the same file:
Pseudo code
<Zone array>
<zone 1> start : 0, end: 44099, note: 60, waveform: ref_to_monolith.wav;
<zone 2> start sample: 44100, note: 62, end sample: 88199, waveform: ref_to_monolith.wav;
<zone 3> start sample: 88200, note: 64, end sample: 132299, waveform: ref_to_monolith.wav;
</Zone array>
3. Load and Test
// Load preset into AVAudioUnitSampler
let sampler = AVAudioUnitSampler()
try sampler.loadAudioFiles(from: presetURL)
// Play each zone (MIDI notes C4=60, D4=62, E4=64)
sampler.startNote(60, withVelocity: 64, onChannel: 0) // Zone 1
sampler.startNote(62, withVelocity: 64, onChannel: 0) // Zone 2
sampler.startNote(64, withVelocity: 64, onChannel: 0) // Zone 3
4. Observed Result
Zone 1 (C4): [0, 0, 0, ..., 0.3, 0.3, 0.3] ❌ Zeros at beginning
Zone 2 (D4): [0, 0, 0, ..., 0.6, 0.6, 0.6] ❌ Zeros at beginning
Zone 3 (E4): [0.9, 0.9, 0.9, ...] ✅ Works correctly (last zone)
What I've Extensively Tested
What DOES Work
Separate files per zone:
Each zone references its own individual audio file
All zones play correctly without zeros
Problem: Not viable for iOS apps with 500+ sample libraries due to file handle limitations
What DOESN'T Work (All Tested)
1. Different Audio Formats:
CAF (Float32 PCM, Int16 PCM, both interleaved and non-interleaved)
M4A (AAC compressed)
WAV (uncompressed)
SF2 (SoundFont2)
Bug persists across all formats
2. CAF Region Chunks:
Created CAF files with embedded region chunks defining zone boundaries
Set zones with no sampleStart/sampleEnd in preset (nil values)
AVAudioUnitSampler completely ignores CAF region metadata
Bug persists
3. Unique Waveform IDs:
Gave each zone a unique waveform ID (268435456, 268435457, 268435458)
Each ID has its own file reference entry (all pointing to same physical file)
Hypothesized this might trigger separate buffer initialization
Bug persists - no improvement
4. Different Sample Rates:
Tested: 44.1kHz, 48kHz, 96kHz
Bug occurs at all sample rates
5. Mono vs Stereo:
Bug occurs with both mono and stereo files
Environment
macOS: Sonoma 14.x (tested across multiple minor versions)
iOS: Tested on iOS 17.x with same results
Xcode: 16.x
Frameworks: AVFoundation, AudioToolbox
Reproducibility: 100% reproducible with setup described above
Impact & Use Case
This bug severely impacts professional music applications that need:
Small file sizes: Monolith files allow sharing compressed audio data (AAC/M4A)
iOS file handle limits: Opening 400+ individual sample files is not viable on iOS
Performance: Single file loading is much faster than hundreds of individual files
Standard industry practice: Monolith/concatenated samples are used by EXS24, Kontakt, and most professional samplers
Current Impact:
Cannot use monolith files with AVAudioUnitSampler on iOS
Forced to choose between: unusable audio (zeros at start) OR hitting iOS file limits
No viable workaround exists
Root Cause Hypothesis
The bug appears to be in AVAudioUnitSampler's internal buffer initialization when:
Multiple zones share the same source audio file
Each zone specifies different sampleStart/sampleEnd offsets
Key observation: The last zone in the zone array always works correctly.
This is NOT related to:
File permissions or security-scoped resources (separate files work fine)
Audio codec issues (happens with uncompressed PCM too)
Preset parsing (preset loads correctly, all zones are valid)
Questions
Is this a known issue? I couldn't find any documentation, bug reports, or discussions about this.
Is there ANY workaround that allows monolith files to work with AVAudioUnitSampler?
Alternative APIs? Is there a different API or approach for iOS that properly supports monolith sample files?
I developed an educational app that implements audio-video communication through RTC, while using WebView to display course materials during classes. However, some users are experiencing an issue where the audio playback from WebView is very quiet. I've checked that the AVAudioSessionCategory is set by RTC to AVAudioSessionCategoryPlayAndRecord, and the AVAudioSessionCategoryOption also includes AVAudioSessionCategoryOptionMixWithOthers. What could be causing the WebView audio to be suppressed, and how can this be resolved?
iPadOS 18.3 beta 3 (22D5055b) fixed the issue for me and my 7th generation iPad.
Topic:
Media Technologies
SubTopic:
Audio
I’m running HomePod OS 26 on two HomePod minis and OS 18.6 on main HomePod (original)
I’ve enabled Crossfade in the Home app.
I’m playing Apple Music directly in the HomePod mini.
Crossfade just doesn’t work on any HomePod.
I can understand it not working on the HomePod - but why isn’t it working on the minis running OS 26?
I’ve tried disabling and enabling Crossfade, rebooting HomePods etc but nothing?!
FaceTime’s screen-share audio balance is insanely absurd right now. Whenever I share media, the system audio that gets sent through FaceTime is a tiny whisper even at full volume (or even when connected to my speaker or headphones). The moment anyone on the call makes any noise at all, the shared audio ducks so hard it disappears, while the voice (or rustling or air conditioning noise) spikes to painful levels. It’s impossible to watch or listen to anything together. Also, the feature where FaceTime would shrink to a square during screen-sharing has been completely removed. That was a good feature and I'm really confused why it's gone. Now, the FaceTime window stays as a long rectangle that covers part of the content I'm trying to share (unless I do full screen tile, but then I can't pull up any other windows during the call) and can't be made smaller than about a third of the screen. You can't resize the window or adjust its dimensions, so it ends up blocking the actual media you're trying to watch.
Here are some feature requests/fixes that would greatly improve the FaceTime screen-share experience:
Option to adjust the shared media volume independently of call audio.
Disable/toggle the extreme automatic audio docking while screen-sharing
Reintroduce the minimized “floating square” mode or allow full manual resizing and repositioning of the FaceTime window during screen-share sessions.
Overall, this setup makes FaceTime screen-sharing basically unusable. The audio balance is so inconsistent that it’s easier to switch to Zoom or Google Meet, which both handle shared sound correctly and let you move the call window out of the way. Until these issues are fixed, there’s no practical reason to use FaceTime for shared viewing at all.
Hello. I am attempting to display the music inside of my app in Now Playing. I've tried a few different methods and keep running into unknown issues. I'm new to Objective-C and Apple development so I'm at a loss of how to continue.
Currently, I have an external call to viewDidLoad upon initialization. Then, when I'm ready to play the music, I call playMusic. I have it hardcoded to play an mp3 called "1". I believe I have all the signing set up as the music plays after I exit the app. However, there is nothing in Now Playing. There are no errors or issues that I can see while the app is running. This is the only file I have in Xcode relating to this feature.
Please let me know where I'm going wrong or if there is another object I need to use!
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#import <MediaPlayer/MediaPlayer.h>
#import <AVFoundation/AVFoundation.h>
@interface ViewController : UIViewController <AVAudioPlayerDelegate>
@property (nonatomic, strong) AVPlayer *player;
@property (nonatomic, strong) MPRemoteCommandCenter *commandCenter;
@property (nonatomic, strong) MPMusicPlayerController *controller;
@property (nonatomic, strong) MPNowPlayingSession *nowPlayingSession;
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
NSLog(@"viewDidLoad started.");
[self setupAudioSession];
[self initializePlayer];
[self createNowPlayingSession];
[self configureNowPlayingInfo];
NSLog(@"viewDidLoad completed.");
}
- (void)setupAudioSession {
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
NSError *setCategoryError = nil;
if (![audioSession setCategory:AVAudioSessionCategoryPlayback error:&setCategoryError]) {
NSLog(@"Error setting category: %@", [setCategoryError localizedDescription]);
} else {
NSLog(@"Audio session category set.");
}
NSError *activationError = nil;
if (![audioSession setActive:YES error:&activationError]) {
NSLog(@"Error activating audio session: %@", [activationError localizedDescription]);
} else {
NSLog(@"Audio session activated.");
}
}
- (void)initializePlayer {
NSString *soundFilePath = [NSString stringWithFormat:@"%@/base/game/%@",[[NSBundle mainBundle] resourcePath], @"bgm/1.mp3"];
if (!soundFilePath) {
NSLog(@"Audio file not found.");
return;
}
NSURL *soundFileURL = [NSURL fileURLWithPath:soundFilePath];
self.player = [AVPlayer playerWithURL:soundFileURL];
NSLog(@"Player initialized with URL: %@", soundFileURL);
}
- (void)createNowPlayingSession {
self.nowPlayingSession = [[MPNowPlayingSession alloc] initWithPlayers:@[self.player]];
NSLog(@"Now Playing Session created with players: %@", self.nowPlayingSession.players);
}
- (void)configureNowPlayingInfo {
MPNowPlayingInfoCenter *infoCenter = [MPNowPlayingInfoCenter defaultCenter];
CMTime duration = self.player.currentItem.duration;
Float64 durationSeconds = CMTimeGetSeconds(duration);
CMTime currentTime = self.player.currentTime;
Float64 currentTimeSeconds = CMTimeGetSeconds(currentTime);
NSDictionary *nowPlayingInfo = @{
MPMediaItemPropertyTitle: @"Example Title",
MPMediaItemPropertyArtist: @"Example Artist",
MPMediaItemPropertyPlaybackDuration: @(durationSeconds),
MPNowPlayingInfoPropertyElapsedPlaybackTime: @(currentTimeSeconds),
MPNowPlayingInfoPropertyPlaybackRate: @(self.player.rate)
};
infoCenter.nowPlayingInfo = nowPlayingInfo;
NSLog(@"Now Playing info configured: %@", nowPlayingInfo);
}
- (void)playMusic {
[self.player play];
[self createNowPlayingSession];
[self configureNowPlayingInfo];
}
- (void)pauseMusic {
[self.player pause];
[self configureNowPlayingInfo];
}
@end
使用AVSpeechUtterance实现iOS语音播报,选择语言为简体中文“zh-CN”,读取中文“袆”(hui 第一声)错误,读成了“祎”(yi 第一声),希望能优化。
We are currently working on a CarPlay navigation app and so far everything is working well except for speaking turn notifications.
Our TTS implementation works fine on the phone and works fine on CarPlay if the voice is spoken over the speaker in the car. If users connect a BT headset to the car and listen through that headset, then the voice commands are chopped up / stutter.
Why would users use BT headset? Well, we are working on a motorcycle app, and there are no speakers usually on a motorcycle.
It sounds like the BT channel is opened and closed repeatedly for every character / word spoken. This happens on different CarPlay devices and different Bluetooth headsets, we have reports from multiple users that they find this behavior annoying and that other apps work fine.
Is this a known issue? Are there possible workaround?
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.
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2
I'm using AVAudioSession to record sound in my application. But I recently came to realize that when the app starts a recording session on a tablet, OS automatically sets the tablet volume to 50% and when after recording ends, it doesn't change back to the previous volume level before starting the recording. So I would like to know whether this is an OS default behavior or a bug?
If it's a default behavior, I much appreciate if I can get a link to the documentation.
Hi everyone,
I wanted to bring up a question about Core Audio and its potential for future updates or improvements, specifically regarding latency optimization. As someone who relies on Core Audio for real-time audio processing, any enhancements in this area would be incredibly beneficial for professionals in the industry.
Does anyone know if Apple has shared any plans or updates regarding Core Audio’s performance, particularly for low-latency applications? I’d appreciate any insights or advice from the community!
Thanks so much!
Best,
Michael
Hello,
I'm observing an intermittent memory leak being reported in the iOS Simulator when initializing and starting an AVAudioEngine. Even with minimal setup—just attaching a single AVAudioPlayerNode and connecting it to the mainMixerNode—Xcode's memory diagnostics and Instruments sometimes flag a leak.
Here is a simplified version of the code I'm using:
// This function is called when the user taps a button in the view controller:
#import "ViewController.h"
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
}
- (IBAction)myButtonAction:(id)sender {
NSLog(@"Test");
soundCreate();
}
@end
// media.m
static AVAudioEngine *audioEngine = nil;
void soundCreate(void)
{
if (audioEngine != nil)
return;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
[[AVAudioSession sharedInstance] setActive:YES error:nil];
audioEngine = [[AVAudioEngine alloc] init];
AVAudioPlayerNode* playerNode = [[AVAudioPlayerNode alloc] init];
[audioEngine attachNode:playerNode];
[audioEngine connect:playerNode to:(AVAudioNode *)[audioEngine mainMixerNode] format:nil];
[audioEngine startAndReturnError:nil];
}
In the memory leak report, the following call stack is repeated, seemingly in a loop:
ListenerMap::InsertEvent(XAudioUnitEvent const&, ListenerBinding*) AudioToolboxCore
ListenerMap::AddParameter(AUListener*, void*, XAudioUnitEvent const&) AudioToolboxCore
AUListenerAddParameter AudioToolboxCore
addOrRemoveParameterListeners(OpaqueAudioComponentInstance*, AUListenerBase*, AUParameterTree*, bool) AudioToolboxCore
0x180178ddf
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.
Hello everyone,
I am working on an app that allows you to review your own music using Apple Music. Currently I am running into an issue with the skipping forwards and backwards outside of the app.
How it should work: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song on an album should play and the information should change to reflect that in the app.
If you play a song in Apple Music, you can see a Now Playing view in the lock screen.
When you skip forward or backwards, it will do either action and it would reflect that when you see a little frequency icon on artwork image of a song.
What it's doing: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song is reflected outside of the app, but not in the app.
When skipping a song outside of the app, it works correctly to head to the next song.
But when I return to the app, it is not reflected
NOTE: I am not using MusicKit variables such as Track, Album to display the songs. Since I want to grab the songs and review them I need a rating so I created my own that grabs the MusicItemID, name, artist(s), etc.
NOTE: I am using ApplicationMusicPlayer.shared
Is there a way to get the song to reflect in my app?
(If its easier, a simple example of it would be nice. No need to create an entire xprod file)
private var audioEngine = AVAudioEngine()
private var inputNode: AVAudioInputNode!
func startAnalyzing() {
inputNode = audioEngine.inputNode
let recordingFormat = inputNode.outputFormat(forBus: 0)
let hardwareSampleRate = recordingSession.sampleRate
inputNode.removeTap(onBus: 0)
if recordingFormat.sampleRate != hardwareSampleRate {
print("。")
let newFormat = AVAudioFormat(commonFormat: recordingFormat.commonFormat,
sampleRate: hardwareSampleRate,
channels: recordingFormat.channelCount,
interleaved: recordingFormat.isInterleaved)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: newFormat) { buffer, time in
self.processAudioBuffer(buffer, time: time)
}
} else {
inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { buffer, time in
self.processAudioBuffer(buffer, time: time)
}
}
do {
audioEngine.prepare()
try audioEngine.start()
} catch {
print(": \(error)")
}
}
I back the app to the background and then call startAnalyzing(), which reports an error and the background recording permissions are configured。
error:
[10429:570139] [aurioc] AURemoteIO.cpp:1668 AUIOClient_StartIO failed (561145187)
[10429:570139] [avae] AVAEInternal.h:109 [AVAudioEngineGraph.mm:1545:Start: (err = PerformCommand(*ioNode, kAUStartIO, NULL, 0)): error 561145187
Audio engine couldn't start.
Is background boot not allowed?
Does anyone know how to pronounce the sound of a specific instrument when you tap a button on the screen on your iPhone or iPad? Now, in the middle of creating a music learning app, I'm thinking of assigning monotones or chords to the button-like frames on the keyboard and fingerboard on the screen. Can it be achieved with SwiftUI chords alone? Once upon a time, MIDI level 1 I remember that there was a pronunciation function of the instrument, but I don't think about implementing the same function in the current OS. Please lend me your wisdom.
Topic:
Media Technologies
SubTopic:
Audio
I ran 5.1 audio tests in both YouTube and Apple Music, and I noticed that when sound is supposed to play from the rear or front surround speakers, it’s also duplicated in the front left and right channels. I’m absolutely sure the issue is with the Apple TV, because I played the same video directly through my TV’s native system, and the channel separation was correct.
Everything used to work perfectly before, so this must be a software issue. I’m currently on tvOS 26 Developer Beta 5, but I’m certain the problem also existed on the stable tvOS 18.5.
I’ve already reset and updated my Apple TV, and I also tried switching the audio format to forced Dolby Atmos 5.1. On the forums, I mostly see complaints about Dolby Atmos not working at all — in my case, everything technically works, but not the way it’s supposed to.
Topic:
Media Technologies
SubTopic:
Audio
After updating to 18.3 my iPad 7th generation has no sound and will not play videos
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!