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Issue with Audio Sample Rate Conversion in Video Calls
Hey everyone, I'm encountering an issue with audio sample rate conversion that I'm hoping someone can help with. Here's the breakdown: Issue Description: I've installed a tap on an input device to convert audio to an optimal sample rate. There's a converter node added on top of this setup. The problem arises when joining Zoom or FaceTime calls—the converter gets deallocated from memory, causing the program to crash. Symptoms: The converter node is being deallocated during video calls. The program crashes entirely when this happens. Traditional methods of monitoring sample rate changes (tracking nominal or actual sample rates) aren't working as expected. The Big Challenge: I can't figure out how to properly monitor sample rate changes. Listeners set up to track these changes don't trigger when the device joins a Zoom or FaceTime call. Please, if anyone has experience with this or knows a solution, I'd really appreciate your help. Thanks in advance! ⁠
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Apr ’25
Creating RTP-MIDI Sessions via MIDINetworkSession C API (dlopen/dlsym) on macOS 15?
I’m an amateur developer working on a free utility for composers/producers, for which the macOS release needs to create and name RTP-MIDI sessions in Audio MIDI Setup from the command line (so I can ship a small C helper instead of telling users to click through the UI). Here’s what I’ve tried so far, without luck: • Plist hacks: Injecting entries into ~/Library/Audio/MIDI Configurations/*.mcfg works when AMS is closed, but AMS immediately locks and reverts my changes when it’s open. • CoreMIDI C API: I can create virtual ports with MIDISourceCreate, but attempting MIDIObjectGetDataProperty on the apple.midirtp.session plugin always returns err –10836. • Obj-C & Swift: Loading MIDINetworkSession and calling defaultSession, init, setNetworkName: and setting enabled = YES doesn’t produce a new session object in the Network panel. • dlopen/dlsym: I extracted the real CoreMIDI binary out of the dyld shared cache and tried binding _MIDINetworkSessionCreate, _SetName, _SetEnabled, etc., but all the symbols come back null or my tool segfaults. • Plugin registration: I’ve pulled the factory UUID (70C9C5EA-7C65-11D8-B317-000393A34B5A) from /System/Library/Extensions/AppleMIDIRTPDriver.plugin/Contents/Info.plist and called CFPlugInRegisterFactories, but it still never exposes the session-creation calls. At this point I’m convinced I’m either loading the wrong binary or missing one critical step in registering the RTP-MIDI plugin’s private API. Can anyone point me to: The exact path of the dylib or bundle that actually exports the MIDINetworkSessionCreate/MIDINetworkSessionSetName/MIDINetworkSessionSetEnabled symbols? A minimal working snippet (C or Obj-C) that reliably creates and names a Network-MIDI session? Any pointers, sample code, or even ideas about where Apple hides this functionality on macOS 15 would be hugely appreciated. Thanks!
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218
Jun ’25
Audio session activation occasionally fails from CarPlay
I'm working on adding CarPlay support to an audio app and am running into an issue. Occasionally, when a user opens the app from CarPlay while the main app scene is either not connected or is currently in the background, I will receive an error when attempting to activate the audio session. The code below mimics my setup: do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio) try AVAudioSession.sharedInstance().setActive(true) } catch { print(error) // NSOSStatusErrorDomain - 560557684: Session activation failed } That error code maps to AVAudioSession.ErrorCode.cannotInterruptOthers. Once in this state, all subsequent attempts to play different pieces of content will fail. However, things will start working normally if the user opens the app on their phone and tries again from CarPlay (while the app is in the foreground on their phone). I'm not sure why it would behave this way and want to note that I do have the audio background mode capability enabled. Has anyone else encountered this? Are there any workarounds or changes I could make to prevent this from happening?
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199
Apr ’25
Unique identifier of a MIDI device
Hello, I need to know what is a unique identifier of a MIDI device (source/destination). Important note: I want to get the same ID when a device is reconnected (unplugged and then plugged again). The main candidate is kMIDIPropertyUniqueID property. But I don't know if it meets the requirement above or not. Additional question: is it always available for any endpoint? Also there is kMIDIPropertyDeviceID property. What about it? And one more option is just MIDIEndpointRef returned by MIDIGetSource or MIDIGetDestination. So what is the proper way to get ID which persists between device reconnections?
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Jan ’26
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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162
Jun ’25
Unexpected artist names in song table
Hi team, In the Apple Music Feed datasets, we've noticed some unexpected values in the song and album tables. The primaryartists column from either song or album may contain a "non-default" artist name such as the katakana name shown in the example below: select id, name, namedefault, primaryartists from amf_song where id = '1698723329' id | name | namedefault | primaryartists ---------------------------------------- 1698723329 | {default=California} | California | [{id=1264818718, name=チャペル・ローン}] select * from amf_artist where id = '1264818718' id | name | namedefault | namepronunciation | ---------------------------------------------- 1264818718 | {default=Chappell Roan, ja=チャペル・ローン} | Chappell Roan | {ja=チャペルローン} | Shouldn't the primaryartists column be showing the namedefault instead of the Japanese language version? When can we expect this bug to resolved? Thanks,
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514
Dec ’25
Ducking MusicKit output when playing another sound
I am developing an app that uses MusicKit to play music and then I need to have spoken words played to the user, while ducking the audio coming from MusicKit (application music player) the built in Siri voices are not off sufficient quality so I am using an external service to create an mp3 file and then play this back using AVAudioSession Sample code below the problem I am having is that .duckOthers is not ducking the Application Music Player output Is this a bug or am I doing this wrong? // Configure audio session for system-wide ducking try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio, options: [.duckOthers, .mixWithOthers]) try AVAudioSession.sharedInstance().setActive(true) // Set the ducking level to maximum try AVAudioSession.sharedInstance().setPreferredIOBufferDuration(0.005) // Create and configure audio player self.audioPlayer = try AVAudioPlayer(data: audioData) self.audioPlayer?.delegate = self self.audioPlayer?.volume = 1.0 // Ensure full volume for speech self.audioPlayer?.prepareToPlay() // Set the audio player's settings for maximum clarity self.audioPlayer?.enableRate = false self.audioPlayer?.pan = 0.0 // Center the audio self.audioPlayer?.play()
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66
Apr ’25
Keeping PiP alive during third-party video recording (camera capture)
I’m building a teleprompter-style app that relies on Picture in Picture. PiP starts correctly on device. Everything works — until another app (e.g. TikTok / Instagram) starts active video recording. When camera capture begins in the foreground app, iOS terminates my PiP session. Some teleprompter apps appear to keep PiP active while recording in other apps, so I’m trying to understand the recommended architectural pattern for this scenario. Is there a documented approach or best practice to keep PiP stable during third-party camera capture? Looking specifically for guidance on the correct AVKit / AVAudioSession configuration for this use case.
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269
Feb ’26
AVAudioPlayer/SKAudioNode audio no longer plays after interruption
Hi 👋! We have a SpriteKit-based app where we play AVAudio sounds in three different ways: Effects (incl. UI sounds) with AVAudioPlayer. Long looping tracks with AVAudioPlayer. Short animation effects on the timeline of SpriteKit's SKScene files (effectively SKAudioNode nodes). We've found that when you exit the app or otherwise interrupt audio plays, future audio plays often fail. For example, there's a WebKit-based video trailer inside the app, and if you play it, our looping background music track (2.) will stop playing, and won't resume as you close the trailer (return from WebKit). This is probably due to us not manually restarting the track (so may well be easily fixed). Periodically played AVAudioPlayer audio (1.) are not affected. However, the more concerning thing is that the audio tracks on SKScene file timelines (3.) will no longer play. My hypothesis is that AVAudioEngine gets interrupted, and needs to be restarted for those AVAudioNode elements to regain functionality. Thing is, we don't deal with AVAudioEngine at all currently in the app, meaning it is never initiated to begin with. Obviously things return to normal when you remove the app from short-term memory and restart it. However, it seems many of our users aren't doing this, and often report audio failing presumably due to some interruption in the past without the app ever being cleared from memory. Any idea why timeline-run SKAudioNodes would fail like this? Should the app react to app backgrounding/foregrounding regarding audio? Any help would be very much appreciated ✌️!
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May ’25
Unable to match music with shazamkit for Android
Hello, i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method : suspend fun processAudioFileInBackground( filePath: String, developerTokenProvider: DeveloperTokenProvider ) = withContext(Dispatchers.IO) { val bufferSize = 1024 * 1024 val audioFile = FileInputStream(filePath) val byteBuffer = ByteBuffer.allocate(bufferSize) byteBuffer.order(ByteOrder.LITTLE_ENDIAN) var bytesRead: Int while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) { val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis()) val signature = signatureGenerator.generateSignature() println("Signature: ${signature.durationInMs}") val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH) val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data val matchResult = session.match(signature) println("MatchResult : $matchResult") setMatchResult(matchResult) byteBuffer.clear() } audioFile.close() } I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this? Do i need to create a custom catalog?
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May ’25
App Randomly Crashes During Continuous Sound Playback Using AVAudioPlayer
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2 We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function: var audioPlayer: AVAudioPlayer? func soundPlay(resource: String, type: String){ guard let path = Bundle.main.path(forResource: resource, ofType: type) else { return } do { audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path)) audioPlayer!.delegate = self try audioSession.setCategory(.playback) } catch { return } self.audioPlayer!.play() } The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping. Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes. My questions are: **Is this expected behavior from AVAudioPlayer or AVAudioSession? Could this be a known issue or a limitation in AVFoundation? Is there any documentation or guidance on handling frequent sound playback safely?** Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
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227
May ’25
How to use Front UW and TrueDepth in iPad
I want to use both front UW and TrueDepth cameras in iPad which has front UW camera. Firstly, I have used only front builtInDualCamera by AVFoundation and tried all the formats that can be used with builtInDualCamera, but there was no format that could capture UW. Secondly, I have tried to both front builtInDualCamera and builtInUltraWideCamera, but there was no combination that could use builtInUltraWideCamera and builtInDualCamera. Is there any way ?
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Sep ’25
Unexpected Ambisonics format
When trying to load an ambisonics file using this project: https://github.com/robertncoomber/NativeiOSAmbisonicPlayback/ I get "Unexpected Ambisonics format". Interestingly, loading a 3rd order ambisonics file works fine: let ambisonicLayoutTag = kAudioChannelLayoutTag_HOA_ACN_SN3D | 16 let AmbisonicLayout = AVAudioChannelLayout(layoutTag: ambisonicLayoutTag) let StereoLayout = AVAudioChannelLayout(layoutTag: kAudioChannelLayoutTag_Stereo) So it's purely related to the kAudioChannelLayoutTag_Ambisonic_B_Format
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3w
Mac Catalyst: AUv3 Extension no longer works on MacOS, still works on iOS
I have a Catalyst app ('container') which hosts an embedded AUv3 Audio Unit extension ('plugin'). This used to work for years and has worked with this project until a few days ago. it still works on iOS as expected on MacOS the extension is never registered/installed and won't load extension won't show up with AUVal seems to have stopped working with the 26.1 XCode update I'm fairly certain the problem is not code related (i.e. likely build settings, project settings, entitlements, signing, etc.) I have compared all settings with another still-working project and can't find any meaningful difference (I can't request code-level support because even the minimal thing vastly exceeds the 250 lines of code limit.) How can I debug the issue? I literally don't know where to start to fix this problem, short of rebuilding the entire thing and hope that it magically starts working again.
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Nov ’25
Xcode 26.3: Simulators incorrectly shown as "build only device" — Run (Cmd+R) fails while Build (Cmd+B) and command-line build/deploy succeed
Product Xcode Version 26.3 (26C5131e) Platform macOS / iOS Simulator / iOS Device Classification Bug / Incorrect UI Behaviour Reproducibility Always (persists across restarts, scheme recreation, DerivedData clearing) Date Encountered February 20, 2026 Hardware Mac mini (M2) running macOS Test Device iPhone SE (2nd generation), iOS 26.3 Summary In Xcode 26.3, attempting to run an iOS app on any simulator destination using Cmd+R fails with the error: "A build only device cannot be used to run this target. Please select an available device or choose a simulated device as the destination." This occurs despite the selected destination being a valid iOS Simulator (not a "build only" device). The same project builds successfully using Cmd+B within Xcode and builds, installs, and runs correctly via the command line using xcodebuild, xcrun simctl, and xcrun devicectl. Steps to Reproduce Open a valid iOS project in Xcode 26.3. The project in question has target name "h", product name "DiabetesHbA1cPrediction", bundle identifier "com.diabeteshba1c.DiabetesHbA1cPrediction", with IPHONEOS_DEPLOYMENT_TARGET set to 26.0. In the scheme/destination picker toolbar, select any iOS Simulator destination (e.g. iPhone 16, iPhone 17 Pro, or any other available simulator). The destination name appears correctly in the toolbar without any "build only" annotation. Press Cmd+R (Product > Run). Xcode immediately displays the error: "A build only device cannot be used to run this target." Press Cmd+B (Product > Build) instead. The build succeeds with no errors. Expected Behaviour Cmd+R should build and launch the application on the selected simulator, just as it does in previous Xcode versions. The user had been running simulators successfully for the prior week before this issue appeared. Actual Behaviour Xcode refuses to run the app, treating every simulator destination as a "build only device." The error appears instantly upon pressing Cmd+R, before any build activity begins. Cmd+B succeeds normally, confirming the project and scheme configuration are valid. Workarounds Attempted (All Failed) The following troubleshooting steps were performed, none of which resolved the Xcode UI issue: Changed IPHONEOS_DEPLOYMENT_TARGET across multiple values (26.2, 18.0, 26.0) in all build settings within project.pbxproj. Deleted and recreated the Xcode scheme (removed .xcscheme files from xcshareddata and xcuserdata, let Xcode auto-create a new scheme). Deleted the entire DerivedData folder (rm -rf ~/Library/Developer/Xcode/DerivedData). Selected multiple different simulator destinations (iPhone 16, iPhone 16 Pro, iPhone 17 Pro) — all produced the same error. Verified the scheme’s Executable setting (confirmed it was set to the correct .app target). Changed "Show Run Destination" setting between Automatic and Always. Quit and restarted Xcode completely. Confirmed that simulator device names in the destination dropdown appeared normally, without any "build only" suffix. Working Workaround: Command-Line Build and Deploy The project builds, installs, and runs correctly when using command-line tools, confirming the project configuration is valid: Simulator deployment: xcodebuild -scheme h -destination 'platform=iOS Simulator,name=iPhone 16' build xcrun simctl boot 7F0DF8DA-E4A3-41B2-A2E4-B1F528753189 xcrun simctl install booted xcrun simctl launch booted com.diabeteshba1c.DiabetesHbA1cPrediction Result: App launched and ran correctly in the simulator. Physical device deployment (iPhone SE 2020, iOS 26.3): xcodebuild -scheme h -destination 'id=00008030-001128DC2E51402E' build xcrun devicectl device install app --device xcrun devicectl device process launch --device com.diabeteshba1c.DiabetesHbA1cPrediction Result: BUILD SUCCEEDED, app installed and launched on the physical device without issue. Key Observations The disconnect between Xcode’s UI-based Run (Cmd+R) failing and the command-line build/deploy succeeding with identical configuration strongly suggests this is an Xcode IDE bug in the run destination resolution logic, not a project configuration issue. Cmd+B succeeds in Xcode itself, meaning the build system correctly recognises the project, scheme, and destination. The failure occurs specifically in the “run” pathway where Xcode evaluates whether the destination supports execution. The simulator dropdown shows destination names without any "build only" label, yet Xcode internally treats them as build-only when the Run action is invoked. This behaviour started occurring in Xcode 26.3. The same project and simulators worked correctly in the preceding week under the same Xcode installation. Environment Xcode version: 26.3 (26C5131e) macOS: Running on Mac mini (M2) iOS SDK: 26.3 Available simulator runtimes: iOS 18.6, iOS 26.2 Physical test device: iPhone SE (2nd generation), iOS 26.3 Project type: SwiftUI iOS app with HealthKit integration Signing: Automatic, with valid provisioning for both simulator and device
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163
Feb ’26
AVAudioMixerNode outputVolume range?
According to the header file the outputVolume properties supported range is 0.0-1.0: /*! @property outputVolume @abstract The mixer's output volume. @discussion This accesses the mixer's output volume (0.0-1.0, inclusive). @property (nonatomic) float outputVolume; However when setting the volume to 2.0 the audio does indeed play louder. Is the header file out of date and if so, what is the supported range for outputVolume? Thanks
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160
Apr ’25
Issue with Audio Sample Rate Conversion in Video Calls
Hey everyone, I'm encountering an issue with audio sample rate conversion that I'm hoping someone can help with. Here's the breakdown: Issue Description: I've installed a tap on an input device to convert audio to an optimal sample rate. There's a converter node added on top of this setup. The problem arises when joining Zoom or FaceTime calls—the converter gets deallocated from memory, causing the program to crash. Symptoms: The converter node is being deallocated during video calls. The program crashes entirely when this happens. Traditional methods of monitoring sample rate changes (tracking nominal or actual sample rates) aren't working as expected. The Big Challenge: I can't figure out how to properly monitor sample rate changes. Listeners set up to track these changes don't trigger when the device joins a Zoom or FaceTime call. Please, if anyone has experience with this or knows a solution, I'd really appreciate your help. Thanks in advance! ⁠
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121
Activity
Apr ’25
Creating RTP-MIDI Sessions via MIDINetworkSession C API (dlopen/dlsym) on macOS 15?
I’m an amateur developer working on a free utility for composers/producers, for which the macOS release needs to create and name RTP-MIDI sessions in Audio MIDI Setup from the command line (so I can ship a small C helper instead of telling users to click through the UI). Here’s what I’ve tried so far, without luck: • Plist hacks: Injecting entries into ~/Library/Audio/MIDI Configurations/*.mcfg works when AMS is closed, but AMS immediately locks and reverts my changes when it’s open. • CoreMIDI C API: I can create virtual ports with MIDISourceCreate, but attempting MIDIObjectGetDataProperty on the apple.midirtp.session plugin always returns err –10836. • Obj-C & Swift: Loading MIDINetworkSession and calling defaultSession, init, setNetworkName: and setting enabled = YES doesn’t produce a new session object in the Network panel. • dlopen/dlsym: I extracted the real CoreMIDI binary out of the dyld shared cache and tried binding _MIDINetworkSessionCreate, _SetName, _SetEnabled, etc., but all the symbols come back null or my tool segfaults. • Plugin registration: I’ve pulled the factory UUID (70C9C5EA-7C65-11D8-B317-000393A34B5A) from /System/Library/Extensions/AppleMIDIRTPDriver.plugin/Contents/Info.plist and called CFPlugInRegisterFactories, but it still never exposes the session-creation calls. At this point I’m convinced I’m either loading the wrong binary or missing one critical step in registering the RTP-MIDI plugin’s private API. Can anyone point me to: The exact path of the dylib or bundle that actually exports the MIDINetworkSessionCreate/MIDINetworkSessionSetName/MIDINetworkSessionSetEnabled symbols? A minimal working snippet (C or Obj-C) that reliably creates and names a Network-MIDI session? Any pointers, sample code, or even ideas about where Apple hides this functionality on macOS 15 would be hugely appreciated. Thanks!
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218
Activity
Jun ’25
Audio session activation occasionally fails from CarPlay
I'm working on adding CarPlay support to an audio app and am running into an issue. Occasionally, when a user opens the app from CarPlay while the main app scene is either not connected or is currently in the background, I will receive an error when attempting to activate the audio session. The code below mimics my setup: do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio) try AVAudioSession.sharedInstance().setActive(true) } catch { print(error) // NSOSStatusErrorDomain - 560557684: Session activation failed } That error code maps to AVAudioSession.ErrorCode.cannotInterruptOthers. Once in this state, all subsequent attempts to play different pieces of content will fail. However, things will start working normally if the user opens the app on their phone and tries again from CarPlay (while the app is in the foreground on their phone). I'm not sure why it would behave this way and want to note that I do have the audio background mode capability enabled. Has anyone else encountered this? Are there any workarounds or changes I could make to prevent this from happening?
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199
Activity
Apr ’25
Background audio player issue
I am work an app development on an app which request an audio function in background as an alert sound. during debug testing , the function work fine, but once I testing standalone without debugging , The function not work , it will play out the sound when I back to app. does any way to trace the issues ?
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162
Activity
May ’25
Unique identifier of a MIDI device
Hello, I need to know what is a unique identifier of a MIDI device (source/destination). Important note: I want to get the same ID when a device is reconnected (unplugged and then plugged again). The main candidate is kMIDIPropertyUniqueID property. But I don't know if it meets the requirement above or not. Additional question: is it always available for any endpoint? Also there is kMIDIPropertyDeviceID property. What about it? And one more option is just MIDIEndpointRef returned by MIDIGetSource or MIDIGetDestination. So what is the proper way to get ID which persists between device reconnections?
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81
Activity
Jan ’26
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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196
Activity
1w
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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162
Activity
Jun ’25
Unexpected artist names in song table
Hi team, In the Apple Music Feed datasets, we've noticed some unexpected values in the song and album tables. The primaryartists column from either song or album may contain a "non-default" artist name such as the katakana name shown in the example below: select id, name, namedefault, primaryartists from amf_song where id = '1698723329' id | name | namedefault | primaryartists ---------------------------------------- 1698723329 | {default=California} | California | [{id=1264818718, name=チャペル・ローン}] select * from amf_artist where id = '1264818718' id | name | namedefault | namepronunciation | ---------------------------------------------- 1264818718 | {default=Chappell Roan, ja=チャペル・ローン} | Chappell Roan | {ja=チャペルローン} | Shouldn't the primaryartists column be showing the namedefault instead of the Japanese language version? When can we expect this bug to resolved? Thanks,
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514
Activity
Dec ’25
Ducking MusicKit output when playing another sound
I am developing an app that uses MusicKit to play music and then I need to have spoken words played to the user, while ducking the audio coming from MusicKit (application music player) the built in Siri voices are not off sufficient quality so I am using an external service to create an mp3 file and then play this back using AVAudioSession Sample code below the problem I am having is that .duckOthers is not ducking the Application Music Player output Is this a bug or am I doing this wrong? // Configure audio session for system-wide ducking try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio, options: [.duckOthers, .mixWithOthers]) try AVAudioSession.sharedInstance().setActive(true) // Set the ducking level to maximum try AVAudioSession.sharedInstance().setPreferredIOBufferDuration(0.005) // Create and configure audio player self.audioPlayer = try AVAudioPlayer(data: audioData) self.audioPlayer?.delegate = self self.audioPlayer?.volume = 1.0 // Ensure full volume for speech self.audioPlayer?.prepareToPlay() // Set the audio player's settings for maximum clarity self.audioPlayer?.enableRate = false self.audioPlayer?.pan = 0.0 // Center the audio self.audioPlayer?.play()
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66
Activity
Apr ’25
Keeping PiP alive during third-party video recording (camera capture)
I’m building a teleprompter-style app that relies on Picture in Picture. PiP starts correctly on device. Everything works — until another app (e.g. TikTok / Instagram) starts active video recording. When camera capture begins in the foreground app, iOS terminates my PiP session. Some teleprompter apps appear to keep PiP active while recording in other apps, so I’m trying to understand the recommended architectural pattern for this scenario. Is there a documented approach or best practice to keep PiP stable during third-party camera capture? Looking specifically for guidance on the correct AVKit / AVAudioSession configuration for this use case.
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269
Activity
Feb ’26
AVAudioPlayer/SKAudioNode audio no longer plays after interruption
Hi 👋! We have a SpriteKit-based app where we play AVAudio sounds in three different ways: Effects (incl. UI sounds) with AVAudioPlayer. Long looping tracks with AVAudioPlayer. Short animation effects on the timeline of SpriteKit's SKScene files (effectively SKAudioNode nodes). We've found that when you exit the app or otherwise interrupt audio plays, future audio plays often fail. For example, there's a WebKit-based video trailer inside the app, and if you play it, our looping background music track (2.) will stop playing, and won't resume as you close the trailer (return from WebKit). This is probably due to us not manually restarting the track (so may well be easily fixed). Periodically played AVAudioPlayer audio (1.) are not affected. However, the more concerning thing is that the audio tracks on SKScene file timelines (3.) will no longer play. My hypothesis is that AVAudioEngine gets interrupted, and needs to be restarted for those AVAudioNode elements to regain functionality. Thing is, we don't deal with AVAudioEngine at all currently in the app, meaning it is never initiated to begin with. Obviously things return to normal when you remove the app from short-term memory and restart it. However, it seems many of our users aren't doing this, and often report audio failing presumably due to some interruption in the past without the app ever being cleared from memory. Any idea why timeline-run SKAudioNodes would fail like this? Should the app react to app backgrounding/foregrounding regarding audio? Any help would be very much appreciated ✌️!
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204
Activity
May ’25
Unable to match music with shazamkit for Android
Hello, i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method : suspend fun processAudioFileInBackground( filePath: String, developerTokenProvider: DeveloperTokenProvider ) = withContext(Dispatchers.IO) { val bufferSize = 1024 * 1024 val audioFile = FileInputStream(filePath) val byteBuffer = ByteBuffer.allocate(bufferSize) byteBuffer.order(ByteOrder.LITTLE_ENDIAN) var bytesRead: Int while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) { val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis()) val signature = signatureGenerator.generateSignature() println("Signature: ${signature.durationInMs}") val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH) val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data val matchResult = session.match(signature) println("MatchResult : $matchResult") setMatchResult(matchResult) byteBuffer.clear() } audioFile.close() } I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this? Do i need to create a custom catalog?
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145
Activity
May ’25
Apple Music for DJ App
Hi there, I recently launched a dj app to the mac app store, and was wondering how I could access songs for mixing purposes via Apple Music just like how serato, rekordbox, djay, and other DJ apps do? Thanks, Gunek
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347
Activity
Nov ’25
App Randomly Crashes During Continuous Sound Playback Using AVAudioPlayer
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2 We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function: var audioPlayer: AVAudioPlayer? func soundPlay(resource: String, type: String){ guard let path = Bundle.main.path(forResource: resource, ofType: type) else { return } do { audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path)) audioPlayer!.delegate = self try audioSession.setCategory(.playback) } catch { return } self.audioPlayer!.play() } The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping. Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes. My questions are: **Is this expected behavior from AVAudioPlayer or AVAudioSession? Could this be a known issue or a limitation in AVFoundation? Is there any documentation or guidance on handling frequent sound playback safely?** Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
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227
Activity
May ’25
How to use Front UW and TrueDepth in iPad
I want to use both front UW and TrueDepth cameras in iPad which has front UW camera. Firstly, I have used only front builtInDualCamera by AVFoundation and tried all the formats that can be used with builtInDualCamera, but there was no format that could capture UW. Secondly, I have tried to both front builtInDualCamera and builtInUltraWideCamera, but there was no combination that could use builtInUltraWideCamera and builtInDualCamera. Is there any way ?
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165
Activity
Sep ’25
Ability to programatically download Premium and Enhanced voices
Please consider adding the ability to programatically download Premium and Enhanced voices. At the moment it is extremely inconvenient for our users, as they have to navigate to settings themselves to download voices. Our app relies heavily on SpeechSynthesis integration, and it would greatly benefit from this feature. FB16307193
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86
Activity
Jun ’25
Unexpected Ambisonics format
When trying to load an ambisonics file using this project: https://github.com/robertncoomber/NativeiOSAmbisonicPlayback/ I get "Unexpected Ambisonics format". Interestingly, loading a 3rd order ambisonics file works fine: let ambisonicLayoutTag = kAudioChannelLayoutTag_HOA_ACN_SN3D | 16 let AmbisonicLayout = AVAudioChannelLayout(layoutTag: ambisonicLayoutTag) let StereoLayout = AVAudioChannelLayout(layoutTag: kAudioChannelLayoutTag_Stereo) So it's purely related to the kAudioChannelLayoutTag_Ambisonic_B_Format
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45
Activity
3w
Mac Catalyst: AUv3 Extension no longer works on MacOS, still works on iOS
I have a Catalyst app ('container') which hosts an embedded AUv3 Audio Unit extension ('plugin'). This used to work for years and has worked with this project until a few days ago. it still works on iOS as expected on MacOS the extension is never registered/installed and won't load extension won't show up with AUVal seems to have stopped working with the 26.1 XCode update I'm fairly certain the problem is not code related (i.e. likely build settings, project settings, entitlements, signing, etc.) I have compared all settings with another still-working project and can't find any meaningful difference (I can't request code-level support because even the minimal thing vastly exceeds the 250 lines of code limit.) How can I debug the issue? I literally don't know where to start to fix this problem, short of rebuilding the entire thing and hope that it magically starts working again.
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222
Activity
Nov ’25
Xcode 26.3: Simulators incorrectly shown as "build only device" — Run (Cmd+R) fails while Build (Cmd+B) and command-line build/deploy succeed
Product Xcode Version 26.3 (26C5131e) Platform macOS / iOS Simulator / iOS Device Classification Bug / Incorrect UI Behaviour Reproducibility Always (persists across restarts, scheme recreation, DerivedData clearing) Date Encountered February 20, 2026 Hardware Mac mini (M2) running macOS Test Device iPhone SE (2nd generation), iOS 26.3 Summary In Xcode 26.3, attempting to run an iOS app on any simulator destination using Cmd+R fails with the error: "A build only device cannot be used to run this target. Please select an available device or choose a simulated device as the destination." This occurs despite the selected destination being a valid iOS Simulator (not a "build only" device). The same project builds successfully using Cmd+B within Xcode and builds, installs, and runs correctly via the command line using xcodebuild, xcrun simctl, and xcrun devicectl. Steps to Reproduce Open a valid iOS project in Xcode 26.3. The project in question has target name "h", product name "DiabetesHbA1cPrediction", bundle identifier "com.diabeteshba1c.DiabetesHbA1cPrediction", with IPHONEOS_DEPLOYMENT_TARGET set to 26.0. In the scheme/destination picker toolbar, select any iOS Simulator destination (e.g. iPhone 16, iPhone 17 Pro, or any other available simulator). The destination name appears correctly in the toolbar without any "build only" annotation. Press Cmd+R (Product > Run). Xcode immediately displays the error: "A build only device cannot be used to run this target." Press Cmd+B (Product > Build) instead. The build succeeds with no errors. Expected Behaviour Cmd+R should build and launch the application on the selected simulator, just as it does in previous Xcode versions. The user had been running simulators successfully for the prior week before this issue appeared. Actual Behaviour Xcode refuses to run the app, treating every simulator destination as a "build only device." The error appears instantly upon pressing Cmd+R, before any build activity begins. Cmd+B succeeds normally, confirming the project and scheme configuration are valid. Workarounds Attempted (All Failed) The following troubleshooting steps were performed, none of which resolved the Xcode UI issue: Changed IPHONEOS_DEPLOYMENT_TARGET across multiple values (26.2, 18.0, 26.0) in all build settings within project.pbxproj. Deleted and recreated the Xcode scheme (removed .xcscheme files from xcshareddata and xcuserdata, let Xcode auto-create a new scheme). Deleted the entire DerivedData folder (rm -rf ~/Library/Developer/Xcode/DerivedData). Selected multiple different simulator destinations (iPhone 16, iPhone 16 Pro, iPhone 17 Pro) — all produced the same error. Verified the scheme’s Executable setting (confirmed it was set to the correct .app target). Changed "Show Run Destination" setting between Automatic and Always. Quit and restarted Xcode completely. Confirmed that simulator device names in the destination dropdown appeared normally, without any "build only" suffix. Working Workaround: Command-Line Build and Deploy The project builds, installs, and runs correctly when using command-line tools, confirming the project configuration is valid: Simulator deployment: xcodebuild -scheme h -destination 'platform=iOS Simulator,name=iPhone 16' build xcrun simctl boot 7F0DF8DA-E4A3-41B2-A2E4-B1F528753189 xcrun simctl install booted xcrun simctl launch booted com.diabeteshba1c.DiabetesHbA1cPrediction Result: App launched and ran correctly in the simulator. Physical device deployment (iPhone SE 2020, iOS 26.3): xcodebuild -scheme h -destination 'id=00008030-001128DC2E51402E' build xcrun devicectl device install app --device xcrun devicectl device process launch --device com.diabeteshba1c.DiabetesHbA1cPrediction Result: BUILD SUCCEEDED, app installed and launched on the physical device without issue. Key Observations The disconnect between Xcode’s UI-based Run (Cmd+R) failing and the command-line build/deploy succeeding with identical configuration strongly suggests this is an Xcode IDE bug in the run destination resolution logic, not a project configuration issue. Cmd+B succeeds in Xcode itself, meaning the build system correctly recognises the project, scheme, and destination. The failure occurs specifically in the “run” pathway where Xcode evaluates whether the destination supports execution. The simulator dropdown shows destination names without any "build only" label, yet Xcode internally treats them as build-only when the Run action is invoked. This behaviour started occurring in Xcode 26.3. The same project and simulators worked correctly in the preceding week under the same Xcode installation. Environment Xcode version: 26.3 (26C5131e) macOS: Running on Mac mini (M2) iOS SDK: 26.3 Available simulator runtimes: iOS 18.6, iOS 26.2 Physical test device: iPhone SE (2nd generation), iOS 26.3 Project type: SwiftUI iOS app with HealthKit integration Signing: Automatic, with valid provisioning for both simulator and device
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163
Activity
Feb ’26
AVAudioMixerNode outputVolume range?
According to the header file the outputVolume properties supported range is 0.0-1.0: /*! @property outputVolume @abstract The mixer's output volume. @discussion This accesses the mixer's output volume (0.0-1.0, inclusive). @property (nonatomic) float outputVolume; However when setting the volume to 2.0 the audio does indeed play louder. Is the header file out of date and if so, what is the supported range for outputVolume? Thanks
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160
Activity
Apr ’25