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PhotosPicker obtains the result information of the selected video
In the AVP project, a selector pops up, only wanting to filter spatial videos. When selecting the material of one of the spatial videos, the selection result returns empty. How can we obtain the video selected by the user and get the path and the URL of the file The code is as follows: PhotosPicker(selection: $selectedItem, matching: .videos) { Text("Choose a spatial photo or video") } func loadTransferable(from imageSelection: PhotosPickerItem) -> Progress { return imageSelection.loadTransferable(type: URL.self) { result in DispatchQueue.main.async { // guard imageSelection == self.imageSelection else { return } print("加载成功的图片集合:(result)") switch result { case .success(let url?): self.selectSpatialVideoURL = url print("获取视频链接:(url)") case .success(nil): break // Handle the success case with an empty value. case .failure(let error): print("spatial错误:(error)") // Handle the failure case with the provided error. } } } }
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May ’25
How to upload large videos with PHAssetResourceUploadJobChangeRequest?
I'm implementing a PHBackgroundResourceUploadExtension to back up photos and videos from the user's library to our cloud storage service. Our existing upload infrastructure uses chunked uploads for large files (splitting videos into smaller byte ranges and uploading each chunk separately). This approach: Allows resumable uploads if interrupted Stays within server-side request size limits Provides granular progress tracking Looking at the PHAssetResourceUploadJobChangeRequest.createJob(destination:resource:) API, I don't see a way to specify byte ranges or create multiple jobs for chunks of the same resource. Questions: Does the system handle large files (1GB+) automatically under the hood, or is there a recommended maximum file size for a single upload job? Is there a supported pattern for chunked/resumable uploads, or should the destination URL endpoint handle the entire file in one request? If our server requires chunked uploads (e.g., BITS protocol with CreateSession → Fragment → CloseSession), is this extension the right mechanism, or should we use a different approach for large videos? Any guidance on best practices for large asset uploads would be greatly appreciated. Environment: iOS 26, Xcode 18
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"No signal" message when connecting LG tv via HDM
Hi everyone, I am currently on MacOS Tahoe (26.1), and for some weird reason my mac is not connecting via HDMI. To be accurate: it is connecting and the LG TV shows up in the Displays settings, but no image shows up in it, I have no idea why. This used to work as I've tried this cable before with the same exact tv. The cable is a basic Amazon Basics HDMI one. Allow me just to advanced this question a little: usually terminal commands are more advanced recommendations, whereas basic questions like "have you connected it right" are just a waste of time
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Oct ’25
_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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WideFOV - APMP - Stereo
Does anyone have a template of an Apple Projected Media Profile Format Description or a File of a Stereo wideFOV video? Use case I have 2 compatible cameras that I stereo sync and I want to move the projection information from the compatible video to the Spatial video that combines them. Every version I can come up with crashes the AVP and when viewing as Spatial in Tahoe I just get a black screen.
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Jun ’25
Delay in Microphone Input When Talking While Receiving Audio in PTT Framework (Full Duplex Mode)
Context: I am currently developing an app using the Push-to-Talk (PTT) framework. I have reviewed both the PTT framework documentation and the CallKit demo project to better understand how to properly manage audio session activation and AVAudioEngine setup. I am not activating the audio session manually. The audio session configuration is handled in the incomingPushResult or didBeginTransmitting callbacks from the PTChannelManagerDelegate. I am using a single AVAudioEngine instance for both input and playback. The engine is started in the didActivate callback from the PTChannelManagerDelegate. When I receive a push in full duplex mode, I set the active participant to the user who is speaking. Issue When I attempt to talk while the other participant is already speaking, my input tap on the input node takes a few seconds to return valid PCM audio data. Initially, it returns an empty PCM audio block. Details: The audio session is already active and configured with .playAndRecord. The input tap is already installed when the engine is started. When I talk from a neutral state (no one is speaking), the system plays the standard "microphone activation" tone, which covers this initial delay. However, this does not happen when I am already receiving audio. Assumptions / Current Setup Because the audio session is active in play and record, I assumed that microphone input would be available immediately, even while receiving audio. However, there seems to be a delay before valid input is delivered to the tap, only occurring when switching from a receive state to simultaneously talking. Questions Is this expected behavior when using the PTT framework in full duplex mode with a shared AVAudioEngine? Should I be restarting or reconfiguring the engine or audio session when beginning to talk while receiving audio? Is there a recommended pattern for managing microphone readiness in this scenario to avoid the initial empty PCM buffer? Would using separate engines for input and output improve responsiveness? I would like to confirm the correct approach to handling simultaneous talk and receive in full duplex mode using PTT framework and AVAudioEngine. Specifically, I need guidance on ensuring the microphone is ready to capture audio immediately without the delay seen in my current implementation. Relevant Code Snippets Engine Setup func setup() { let input = audioEngine.inputNode do { try input.setVoiceProcessingEnabled(true) } catch { print("Could not enable voice processing \(error)") return } input.isVoiceProcessingAGCEnabled = false let output = audioEngine.outputNode let mainMixer = audioEngine.mainMixerNode audioEngine.connect(pttPlayerNode, to: mainMixer, format: outputFormat) audioEngine.connect(beepNode, to: mainMixer, format: outputFormat) audioEngine.connect(mainMixer, to: output, format: outputFormat) // Initialize converters converter = AVAudioConverter(from: inputFormat, to: outputFormat)! f32ToInt16Converter = AVAudioConverter(from: outputFormat, to: inputFormat)! audioEngine.prepare() } Input Tap Installation func installTap() { guard AudioHandler.shared.checkMicrophonePermission() else { print("Microphone not granted for recording") return } guard !isInputTapped else { print("[AudioEngine] Input is already tapped!") return } let input = audioEngine.inputNode let microphoneFormat = input.inputFormat(forBus: 0) let microphoneDownsampler = AVAudioConverter(from: microphoneFormat, to: outputFormat)! let desiredFormat = outputFormat let inputFramesNeeded = AVAudioFrameCount((Double(OpusCodec.DECODED_PACKET_NUM_SAMPLES) * microphoneFormat.sampleRate) / desiredFormat.sampleRate) input.installTap(onBus: 0, bufferSize: inputFramesNeeded, format: input.inputFormat(forBus: 0)) { [weak self] buffer, when in guard let self = self else { return } // Output buffer: 1920 frames at 16kHz guard let outputBuffer = AVAudioPCMBuffer(pcmFormat: desiredFormat, frameCapacity: AVAudioFrameCount(OpusCodec.DECODED_PACKET_NUM_SAMPLES)) else { return } outputBuffer.frameLength = outputBuffer.frameCapacity let inputBlock: AVAudioConverterInputBlock = { inNumPackets, outStatus in outStatus.pointee = .haveData return buffer } var error: NSError? let converterResult = microphoneDownsampler.convert(to: outputBuffer, error: &error, withInputFrom: inputBlock) if converterResult != .haveData { DebugLogger.shared.print("Downsample error \(converterResult)") } else { self.handleDownsampledBuffer(outputBuffer) } } isInputTapped = true }
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Aug ’25
After playing an HDR video on iPhone for a while, the HDR effect disappears and the screen brightness decrease
When i use AVPlayer to obtain the video frame CVPixelBufferRef of an HDR video, and use AVSampleBufferDisplayLayer to display it on the screen, after a period of time, the HDR video content and screen gradually darken, losing the HDR effect. Steps to reproduce: Create an AVPlayer to loop an HDR video, specify the video frame format as kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange Create a timer to get the video frame CVPixelBufferRef at 30 frames per second Use AVSampleBufferDisplayLayer to display CVPixelBufferRef on the screen Don't operate the phone, wait for a period of time (such as 40 minutes), the HDR effect disappears and the screen darkens Note: You need to use an iPhone device, iOS 18.5 and below operating system You need to ensure that the HDR video is played in a loop, that is, to ensure that the screen continues to display HDR content, wait for a period of time, depending on different devices, you need to wait for 20-40 minutes. In the iPhone Photos app,the same problem will occur after playing HDR video in a loop for a long time Expected Results: When rendering HDR content for a long time, it is guaranteed that there is always an HDR effect, and the HDR content and screen will not be darkened. Current Results: After about 20-40 minutes, the HDR effect disappears and the screen darkens.
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Jul ’25
Raycasting VNFaceLandmarkRegion2D
Hello, Does anyone have a recipe on how to raycast VNFaceLandmarkRegion2D points obtained from a frame's capturedImage? More specifically, how to construct the "from" parameter of the frame's raycastQuery from a VNFaceLandmarkRegion2D point? Do the points need to be flipped vertically? Is there any other transformation that needs to be performed on the points prior to passing them to raycastQuery?
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Sep ’25
Coverting CVPixelBuffer 2VUY to a Metal Texture
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image. I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off. I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors. On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues. My code for the conversion is also attached. If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it. Many Thanks Conversion_Logs.txt ConversionCode.swift
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Apr ’25
Save MPEG-TS (h264 or HEVC) video stream using AVAssetWriter.
I'm capturing video stream from GoPro camera (I demux UDP MPEG-TS packets) and create CMSampleBuffers from them, this works fine when I display them using CMSampleBufferLayer. However when I dump them to disk using AVAssetWriter and then playback it with AVPlayer, AVPlayer has problems with scrubbing, it also cannot render previous frames, it needs to go back to key frames. Also thumbnails generated with AVAssetImageGenerator are mostly distorted and green, even though I set the requestedTimeToleranceAfter longer than the key frames frequency. When I re-encode saved video once again with AVAssetExportSession and play it back then I can scrub the video just fine. Is it because re-transcoding adds additional metadata to enable generating frames when rewinding the video and scrubbing? If so is there a way to achieve it with AVAssetWriter without much time penalty? I need the dump/save operation to be very fast. I also considered the following: Instead of de-muxing video and creating CMSampleBuffers, maybe I could directly dump the stream to disk and somehow add moov atoms with timing information. Would this approach work? If so where I can find information how to do it? Thank you!
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Apr ’25
AVCaptureSession video and audio out of sync
I'm using an AVCaptureSession to send video and audio samples to an AVAssetWriter. When I play back the resultant video, sometimes there is a significant lag between the audio compared with the video, so they're just not in sync. But sometimes they are, with the same code. If I look at the very first presentation time stamps of the buffers being sent to the delegate, via func captureOutput(_: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) I see something like this: Adding audio samples for pts time 227711.0855328798, Adding video samples for pts time 227710.778785374 That is, the clock for audio vs video is behind: the first audio sample I receive is at 11.08 something, while the video video sample is earlier in time, at 10.778 something. The times are the presentation time stamps of the buffer, and the outputPresentationTimeStamp is the exact same number. It feels like "video" vs the "audio" clock are just mismatched. This doesn't always happen: sometimes they're synced. Sometimes they're not. Any ideas? The device I'm recording is a webcam, on iPadOS, connected via the usb-c port.
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Apr ’25
ShazamKit for Android and 16 KB native library alignment
Hello, I'm working on a Flutter app targeting both Android and iOS, where I implemented ShazamKit. In order to achieve that, I first tried with the flutter_shazam_kit package, but since it's not maintained anymore, I forked it here, and tried to update it to meet the Google Play Store requirements, as you can see here: https://github.com/mregnauld/flutter_shazam_kit/tree/fix-16k Unfortunately, after trying everything, my app still doesn't meet the (not so) new 16 KB native library alignment. Also, I'm 100% sure it comes from that because the error message disappears if I remove that package from my app. So after investigating, it seems that the problem comes from the ShazamKit for Android (that you can find here: https://developer.apple.com/download/all/?q=Android%20ShazamKit), and especially the .so files in the .aar file. Is there anything I can do to fix that, or should I wait before the ShazamKit team fix that? I'm totally stuck with that so any help is highly appreciated. Thanks.
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624
Oct ’25
AVPlayer unpredictable range requests on iOS when streaming *.mov file
Hi all, I'm trying to diagnose and resolve an issue with stuttering video playback using the standard AVPlayer. The video in question is a 4K, 39-second file in *.mov format, being played on an iOS device. It's served via a local HTTP server that proxies requests to a backend to fetch and process the content. The project uses end-to-end encrypted storage, which necessitates the proxy for handling data processing. While playback in offline scenarios is smooth, we are encountering issues with smooth playback during streaming. The same video streams smoothly on other platforms using the same connection, so network limitations are not a factor. On iOS, playback is consistently choppy, with pauses every 1-3 seconds. The video does not appear to buffer adequately for smooth playback. One particularly curious aspect is the seemingly random pattern of Content-Range requests made by the AVPlayer when streaming the video. Below is an example of the range requests:
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Apr ’25
AVAudioUnit host - PCM buffer output silent
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
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509
Aug ’25
Can backgrounded apps record audio?
I'd like to find out: Can backgrounded apps record audio? In the past as I recall, I found that backgrounded apps were pretty restricted and couldn't do much of anything. However I'm not familiar with the current state of affairs. With iOS 15.8 and above, can backgrounded apps record audio if they've been given permission by the user to access the microphone? Thanks.
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576
Jan ’26
Audio Unit v3 host v2 third party plugins
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
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747
Aug ’25
iOS26中ALAssetsLibrary 编译报错问题
mac os 系统版本:26.0 (25A354) Xcode版本:Version 26.0 (17A324) 项目编译报错 `SwiftExplicitDependencyCompileModuleFromInterface arm64 /Users/zhz/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/AssetsLibrary-HTIJ05N58KN3.swiftmodule /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:10:25: error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 8 | public import _StringProcessing 9 | public import _SwiftConcurrencyShims 10 | extension AssetsLibrary.ALAssetsLibrary { | `- error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 11 | #if compiler(>=5.3) && $NonescapableTypes 12 | @available(iOS, introduced: 9.0, deprecated: 9.0, obsoleted: 26.0) /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/System/Library/Frameworks/AssetsLibrary.framework/Headers/ALAssetsLibrary.h:80:12: note: 'ALAssetsLibrary' was obsoleted in iOS 26.0 78 | 79 | OS_EXPORT AL_DEPRECATED(4, "Use PHPhotoLibrary from the Photos framework instead") 80 | @interface ALAssetsLibrary : NSObject { | `- note: 'ALAssetsLibrary' was obsoleted in iOS 26.0 81 | @package 82 | id _internal; /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:1:1: error: failed to build module 'AssetsLibrary'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.17.14 clang-1700.3.17.1)', while this compiler is 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.19.9 clang-1700.3.19.1)'). Please select a toolchain which matches the SDK.
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2k
Oct ’25
AVSpeechSynthesizer read Mandarin as Cantonese(iOS 26 beta 3))
In iOS 26, AVSpeechSynthesizer read Mandarin into Cantonese pronunciation. No matter how you set the language, and change the settings of my phone system, it doesn't work. let utterance = AVSpeechUtterance(string: "你好啊") //let voice = AVSpeechSynthesisVoice(language: "zh-CN") // not work let voice = AVSpeechSynthesisVoice(language: "zh-Hans") // not work too utterance.voice = voice et synth = AVSpeechSynthesizer() synth.speak(utterance)
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601
4w
Apple watch for child
Hi, my daughter was given an Apple Watch due to her grandfather's passing. It is not GPS/cellular, and we cannot connect it to her Apple ID because of this. It doesn't seem right to leave her logged in to his Apple ID, but we are currently out of options. Is there a workaround to this? When I try to set her up from my phone, it tells me that the watch must have GPS/cellular to set it up. Why? Am I missing something?
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171
Jun ’25
PhotosPicker obtains the result information of the selected video
In the AVP project, a selector pops up, only wanting to filter spatial videos. When selecting the material of one of the spatial videos, the selection result returns empty. How can we obtain the video selected by the user and get the path and the URL of the file The code is as follows: PhotosPicker(selection: $selectedItem, matching: .videos) { Text("Choose a spatial photo or video") } func loadTransferable(from imageSelection: PhotosPickerItem) -> Progress { return imageSelection.loadTransferable(type: URL.self) { result in DispatchQueue.main.async { // guard imageSelection == self.imageSelection else { return } print("加载成功的图片集合:(result)") switch result { case .success(let url?): self.selectSpatialVideoURL = url print("获取视频链接:(url)") case .success(nil): break // Handle the success case with an empty value. case .failure(let error): print("spatial错误:(error)") // Handle the failure case with the provided error. } } } }
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4
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192
Activity
May ’25
How to upload large videos with PHAssetResourceUploadJobChangeRequest?
I'm implementing a PHBackgroundResourceUploadExtension to back up photos and videos from the user's library to our cloud storage service. Our existing upload infrastructure uses chunked uploads for large files (splitting videos into smaller byte ranges and uploading each chunk separately). This approach: Allows resumable uploads if interrupted Stays within server-side request size limits Provides granular progress tracking Looking at the PHAssetResourceUploadJobChangeRequest.createJob(destination:resource:) API, I don't see a way to specify byte ranges or create multiple jobs for chunks of the same resource. Questions: Does the system handle large files (1GB+) automatically under the hood, or is there a recommended maximum file size for a single upload job? Is there a supported pattern for chunked/resumable uploads, or should the destination URL endpoint handle the entire file in one request? If our server requires chunked uploads (e.g., BITS protocol with CreateSession → Fragment → CloseSession), is this extension the right mechanism, or should we use a different approach for large videos? Any guidance on best practices for large asset uploads would be greatly appreciated. Environment: iOS 26, Xcode 18
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4
Boosts
0
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530
Activity
2w
"No signal" message when connecting LG tv via HDM
Hi everyone, I am currently on MacOS Tahoe (26.1), and for some weird reason my mac is not connecting via HDMI. To be accurate: it is connecting and the LG TV shows up in the Displays settings, but no image shows up in it, I have no idea why. This used to work as I've tried this cable before with the same exact tv. The cable is a basic Amazon Basics HDMI one. Allow me just to advanced this question a little: usually terminal commands are more advanced recommendations, whereas basic questions like "have you connected it right" are just a waste of time
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4
Boosts
0
Views
724
Activity
Oct ’25
_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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932
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2w
WideFOV - APMP - Stereo
Does anyone have a template of an Apple Projected Media Profile Format Description or a File of a Stereo wideFOV video? Use case I have 2 compatible cameras that I stereo sync and I want to move the projection information from the compatible video to the Spatial video that combines them. Every version I can come up with crashes the AVP and when viewing as Spatial in Tahoe I just get a black screen.
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246
Activity
Jun ’25
Delay in Microphone Input When Talking While Receiving Audio in PTT Framework (Full Duplex Mode)
Context: I am currently developing an app using the Push-to-Talk (PTT) framework. I have reviewed both the PTT framework documentation and the CallKit demo project to better understand how to properly manage audio session activation and AVAudioEngine setup. I am not activating the audio session manually. The audio session configuration is handled in the incomingPushResult or didBeginTransmitting callbacks from the PTChannelManagerDelegate. I am using a single AVAudioEngine instance for both input and playback. The engine is started in the didActivate callback from the PTChannelManagerDelegate. When I receive a push in full duplex mode, I set the active participant to the user who is speaking. Issue When I attempt to talk while the other participant is already speaking, my input tap on the input node takes a few seconds to return valid PCM audio data. Initially, it returns an empty PCM audio block. Details: The audio session is already active and configured with .playAndRecord. The input tap is already installed when the engine is started. When I talk from a neutral state (no one is speaking), the system plays the standard "microphone activation" tone, which covers this initial delay. However, this does not happen when I am already receiving audio. Assumptions / Current Setup Because the audio session is active in play and record, I assumed that microphone input would be available immediately, even while receiving audio. However, there seems to be a delay before valid input is delivered to the tap, only occurring when switching from a receive state to simultaneously talking. Questions Is this expected behavior when using the PTT framework in full duplex mode with a shared AVAudioEngine? Should I be restarting or reconfiguring the engine or audio session when beginning to talk while receiving audio? Is there a recommended pattern for managing microphone readiness in this scenario to avoid the initial empty PCM buffer? Would using separate engines for input and output improve responsiveness? I would like to confirm the correct approach to handling simultaneous talk and receive in full duplex mode using PTT framework and AVAudioEngine. Specifically, I need guidance on ensuring the microphone is ready to capture audio immediately without the delay seen in my current implementation. Relevant Code Snippets Engine Setup func setup() { let input = audioEngine.inputNode do { try input.setVoiceProcessingEnabled(true) } catch { print("Could not enable voice processing \(error)") return } input.isVoiceProcessingAGCEnabled = false let output = audioEngine.outputNode let mainMixer = audioEngine.mainMixerNode audioEngine.connect(pttPlayerNode, to: mainMixer, format: outputFormat) audioEngine.connect(beepNode, to: mainMixer, format: outputFormat) audioEngine.connect(mainMixer, to: output, format: outputFormat) // Initialize converters converter = AVAudioConverter(from: inputFormat, to: outputFormat)! f32ToInt16Converter = AVAudioConverter(from: outputFormat, to: inputFormat)! audioEngine.prepare() } Input Tap Installation func installTap() { guard AudioHandler.shared.checkMicrophonePermission() else { print("Microphone not granted for recording") return } guard !isInputTapped else { print("[AudioEngine] Input is already tapped!") return } let input = audioEngine.inputNode let microphoneFormat = input.inputFormat(forBus: 0) let microphoneDownsampler = AVAudioConverter(from: microphoneFormat, to: outputFormat)! let desiredFormat = outputFormat let inputFramesNeeded = AVAudioFrameCount((Double(OpusCodec.DECODED_PACKET_NUM_SAMPLES) * microphoneFormat.sampleRate) / desiredFormat.sampleRate) input.installTap(onBus: 0, bufferSize: inputFramesNeeded, format: input.inputFormat(forBus: 0)) { [weak self] buffer, when in guard let self = self else { return } // Output buffer: 1920 frames at 16kHz guard let outputBuffer = AVAudioPCMBuffer(pcmFormat: desiredFormat, frameCapacity: AVAudioFrameCount(OpusCodec.DECODED_PACKET_NUM_SAMPLES)) else { return } outputBuffer.frameLength = outputBuffer.frameCapacity let inputBlock: AVAudioConverterInputBlock = { inNumPackets, outStatus in outStatus.pointee = .haveData return buffer } var error: NSError? let converterResult = microphoneDownsampler.convert(to: outputBuffer, error: &error, withInputFrom: inputBlock) if converterResult != .haveData { DebugLogger.shared.print("Downsample error \(converterResult)") } else { self.handleDownsampledBuffer(outputBuffer) } } isInputTapped = true }
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503
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Aug ’25
After playing an HDR video on iPhone for a while, the HDR effect disappears and the screen brightness decrease
When i use AVPlayer to obtain the video frame CVPixelBufferRef of an HDR video, and use AVSampleBufferDisplayLayer to display it on the screen, after a period of time, the HDR video content and screen gradually darken, losing the HDR effect. Steps to reproduce: Create an AVPlayer to loop an HDR video, specify the video frame format as kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange Create a timer to get the video frame CVPixelBufferRef at 30 frames per second Use AVSampleBufferDisplayLayer to display CVPixelBufferRef on the screen Don't operate the phone, wait for a period of time (such as 40 minutes), the HDR effect disappears and the screen darkens Note: You need to use an iPhone device, iOS 18.5 and below operating system You need to ensure that the HDR video is played in a loop, that is, to ensure that the screen continues to display HDR content, wait for a period of time, depending on different devices, you need to wait for 20-40 minutes. In the iPhone Photos app,the same problem will occur after playing HDR video in a loop for a long time Expected Results: When rendering HDR content for a long time, it is guaranteed that there is always an HDR effect, and the HDR content and screen will not be darkened. Current Results: After about 20-40 minutes, the HDR effect disappears and the screen darkens.
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777
Activity
Jul ’25
Raycasting VNFaceLandmarkRegion2D
Hello, Does anyone have a recipe on how to raycast VNFaceLandmarkRegion2D points obtained from a frame's capturedImage? More specifically, how to construct the "from" parameter of the frame's raycastQuery from a VNFaceLandmarkRegion2D point? Do the points need to be flipped vertically? Is there any other transformation that needs to be performed on the points prior to passing them to raycastQuery?
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4
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323
Activity
Sep ’25
Coverting CVPixelBuffer 2VUY to a Metal Texture
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image. I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off. I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors. On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues. My code for the conversion is also attached. If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it. Many Thanks Conversion_Logs.txt ConversionCode.swift
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285
Activity
Apr ’25
Save MPEG-TS (h264 or HEVC) video stream using AVAssetWriter.
I'm capturing video stream from GoPro camera (I demux UDP MPEG-TS packets) and create CMSampleBuffers from them, this works fine when I display them using CMSampleBufferLayer. However when I dump them to disk using AVAssetWriter and then playback it with AVPlayer, AVPlayer has problems with scrubbing, it also cannot render previous frames, it needs to go back to key frames. Also thumbnails generated with AVAssetImageGenerator are mostly distorted and green, even though I set the requestedTimeToleranceAfter longer than the key frames frequency. When I re-encode saved video once again with AVAssetExportSession and play it back then I can scrub the video just fine. Is it because re-transcoding adds additional metadata to enable generating frames when rewinding the video and scrubbing? If so is there a way to achieve it with AVAssetWriter without much time penalty? I need the dump/save operation to be very fast. I also considered the following: Instead of de-muxing video and creating CMSampleBuffers, maybe I could directly dump the stream to disk and somehow add moov atoms with timing information. Would this approach work? If so where I can find information how to do it? Thank you!
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188
Activity
Apr ’25
AVCaptureSession video and audio out of sync
I'm using an AVCaptureSession to send video and audio samples to an AVAssetWriter. When I play back the resultant video, sometimes there is a significant lag between the audio compared with the video, so they're just not in sync. But sometimes they are, with the same code. If I look at the very first presentation time stamps of the buffers being sent to the delegate, via func captureOutput(_: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) I see something like this: Adding audio samples for pts time 227711.0855328798, Adding video samples for pts time 227710.778785374 That is, the clock for audio vs video is behind: the first audio sample I receive is at 11.08 something, while the video video sample is earlier in time, at 10.778 something. The times are the presentation time stamps of the buffer, and the outputPresentationTimeStamp is the exact same number. It feels like "video" vs the "audio" clock are just mismatched. This doesn't always happen: sometimes they're synced. Sometimes they're not. Any ideas? The device I'm recording is a webcam, on iPadOS, connected via the usb-c port.
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209
Activity
Apr ’25
ShazamKit for Android and 16 KB native library alignment
Hello, I'm working on a Flutter app targeting both Android and iOS, where I implemented ShazamKit. In order to achieve that, I first tried with the flutter_shazam_kit package, but since it's not maintained anymore, I forked it here, and tried to update it to meet the Google Play Store requirements, as you can see here: https://github.com/mregnauld/flutter_shazam_kit/tree/fix-16k Unfortunately, after trying everything, my app still doesn't meet the (not so) new 16 KB native library alignment. Also, I'm 100% sure it comes from that because the error message disappears if I remove that package from my app. So after investigating, it seems that the problem comes from the ShazamKit for Android (that you can find here: https://developer.apple.com/download/all/?q=Android%20ShazamKit), and especially the .so files in the .aar file. Is there anything I can do to fix that, or should I wait before the ShazamKit team fix that? I'm totally stuck with that so any help is highly appreciated. Thanks.
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624
Activity
Oct ’25
AVPlayer unpredictable range requests on iOS when streaming *.mov file
Hi all, I'm trying to diagnose and resolve an issue with stuttering video playback using the standard AVPlayer. The video in question is a 4K, 39-second file in *.mov format, being played on an iOS device. It's served via a local HTTP server that proxies requests to a backend to fetch and process the content. The project uses end-to-end encrypted storage, which necessitates the proxy for handling data processing. While playback in offline scenarios is smooth, we are encountering issues with smooth playback during streaming. The same video streams smoothly on other platforms using the same connection, so network limitations are not a factor. On iOS, playback is consistently choppy, with pauses every 1-3 seconds. The video does not appear to buffer adequately for smooth playback. One particularly curious aspect is the seemingly random pattern of Content-Range requests made by the AVPlayer when streaming the video. Below is an example of the range requests:
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564
Activity
Apr ’25
Delete songs from playlist via Apple Music API
I use htttps://api.music.apple.com/v1/me/library/playlists/${playlistId}/tracks to add tracks to a playlist I created. How do I DELETE tracks from the playlist? The documentation does not mention a method for this. I have tried calling DELETE methods in various combinations but nothing seems to work. Is this possible?
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3
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503
Activity
Oct ’25
AVAudioUnit host - PCM buffer output silent
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
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509
Activity
Aug ’25
Can backgrounded apps record audio?
I'd like to find out: Can backgrounded apps record audio? In the past as I recall, I found that backgrounded apps were pretty restricted and couldn't do much of anything. However I'm not familiar with the current state of affairs. With iOS 15.8 and above, can backgrounded apps record audio if they've been given permission by the user to access the microphone? Thanks.
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576
Activity
Jan ’26
Audio Unit v3 host v2 third party plugins
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
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747
Activity
Aug ’25
iOS26中ALAssetsLibrary 编译报错问题
mac os 系统版本:26.0 (25A354) Xcode版本:Version 26.0 (17A324) 项目编译报错 `SwiftExplicitDependencyCompileModuleFromInterface arm64 /Users/zhz/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/AssetsLibrary-HTIJ05N58KN3.swiftmodule /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:10:25: error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 8 | public import _StringProcessing 9 | public import _SwiftConcurrencyShims 10 | extension AssetsLibrary.ALAssetsLibrary { | `- error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 11 | #if compiler(>=5.3) && $NonescapableTypes 12 | @available(iOS, introduced: 9.0, deprecated: 9.0, obsoleted: 26.0) /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/System/Library/Frameworks/AssetsLibrary.framework/Headers/ALAssetsLibrary.h:80:12: note: 'ALAssetsLibrary' was obsoleted in iOS 26.0 78 | 79 | OS_EXPORT AL_DEPRECATED(4, "Use PHPhotoLibrary from the Photos framework instead") 80 | @interface ALAssetsLibrary : NSObject { | `- note: 'ALAssetsLibrary' was obsoleted in iOS 26.0 81 | @package 82 | id _internal; /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:1:1: error: failed to build module 'AssetsLibrary'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.17.14 clang-1700.3.17.1)', while this compiler is 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.19.9 clang-1700.3.19.1)'). Please select a toolchain which matches the SDK.
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2k
Activity
Oct ’25
AVSpeechSynthesizer read Mandarin as Cantonese(iOS 26 beta 3))
In iOS 26, AVSpeechSynthesizer read Mandarin into Cantonese pronunciation. No matter how you set the language, and change the settings of my phone system, it doesn't work. let utterance = AVSpeechUtterance(string: "你好啊") //let voice = AVSpeechSynthesisVoice(language: "zh-CN") // not work let voice = AVSpeechSynthesisVoice(language: "zh-Hans") // not work too utterance.voice = voice et synth = AVSpeechSynthesizer() synth.speak(utterance)
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601
Activity
4w
Apple watch for child
Hi, my daughter was given an Apple Watch due to her grandfather's passing. It is not GPS/cellular, and we cannot connect it to her Apple ID because of this. It doesn't seem right to leave her logged in to his Apple ID, but we are currently out of options. Is there a workaround to this? When I try to set her up from my phone, it tells me that the watch must have GPS/cellular to set it up. Why? Am I missing something?
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171
Activity
Jun ’25