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Broadcast Upload Extension - Screen Sharing Fails to Start After Countdown (No Errors Logged)
Hello everyone, I'm working on implementing a screen sharing feature using RPSystemBroadcastPickerView and a Broadcast Upload Extension to share the entire app screen in an iOS application. The Broadcast Upload Extension is set up following Apple's ReplayKit guidelines. However, I’m encountering an issue during the broadcast startup sequence: ❗ Problem Description The Screen Broadcast UI appears as expected I tap “Start Broadcast” The countdown (3 → 2 → 1) completes Then it immediately reverts to the "Start Broadcast" screen, and screen sharing does not begin No error messages are displayed None of the extension lifecycle methods (broadcastStarted(withSetupInfo:), processSampleBuffer, etc.) are called There are no logs or crash reports, neither in the main app nor in the extension ✅ What Has Been Verified Info.plist of the Broadcast Upload Extension includes: NSExtensionPointIdentifier = com.apple.broadcast-services-upload NSExtensionPrincipalClass set correctly RPBroadcastProcessMode = RPBroadcastProcessModeSampleBuffer preferredExtension is set properly to the extension’s bundle identifier Extension is listed in the main app's build settings under "Frameworks, Libraries, and Embedded Content" ⚠️ Additional Concern We noticed that in Xcode (latest version), the Broadcast Upload Extension is listed under "Embedded Frameworks" with the setting "Embed Without Signing", and there is no option to change it to "Embed & Sign". We're wondering if this could be the reason the extension fails to launch correctly at runtime, despite being detected by the broadcast picker. ❓ Questions Has anyone faced similar issues where the broadcast never starts despite correct setup? Could the "Embed Without Signing" be causing the system to silently cancel or ignore the extension at runtime? Are there any provisioning profile or entitlement requirements specific to Broadcast Upload Extensions that might trigger this behavior silently? Any insights, suggestions, or workarounds would be greatly appreciated. Thank you in advance!
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347
Jul ’25
Access to favorited artists from Music API?
It's been well over a year since Apple added favoriting of artists back to Apple Music (the little star icon on an artist page), but yet I still haven't seen a way to get this data from an authenticated user from Music API. I was expecting to hear something about this during the WWDC, but there have been no announcements that I've caught. Has anyone else heard anything? People assume when they provide access to their Apple Music account that we can actually get to the data in their Apple Music account, and we end up looking a little dumb not being able to get this core data.
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306
Jul ’25
About the built-in instrument sound of Apple devices
Does anyone know how to pronounce the sound of a specific instrument when you tap a button on the screen on your iPhone or iPad? Now, in the middle of creating a music learning app, I'm thinking of assigning monotones or chords to the button-like frames on the keyboard and fingerboard on the screen. Can it be achieved with SwiftUI chords alone? Once upon a time, MIDI level 1 I remember that there was a pronunciation function of the instrument, but I don't think about implementing the same function in the current OS. Please lend me your wisdom.
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62
May ’25
Best Approach for Monitoring Music Playback State Across Multiple Apps?
Hey Swift community! I'm exploring building a macOS app that needs to monitor what's currently playing in music apps like Spotify and Apple Music (track info, playback position, play/pause state). I'm trying to figure out the most efficient architecture before diving in. The Goal: Monitor playback state across multiple music players to react to changes in real-time, ideally with minimal CPU overhead since this would run continuously in the background. Approaches I'm Considering AppleScript / ScriptingBridge Distributed Notifications Native Frameworks (Apple Music only) What's the recommended way to do this on macOS? Are distributed notifications reliable enough to avoid polling entirely? Is there a performance difference between AppleScript and ScriptingBridge for IPC? For Apple Music specifically, should I use MusicKit, MediaPlayer, or stick with AppleScript? Are there other approaches I'm missing?
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138
Nov ’25
Unstable Playlist.Entry.id causes crashes when removing duplicates
When multiple identical songs are added to a playlist, Playlist.Entry.id uses a suffix-based identifier (e.g. songID_0, songID_1, etc.). Removing one entry causes others to shift, changing their .id values. This leads to diffing errors and collection view crashes in SwiftUI or UIKit when entries are updated. Steps to Reproduce: Add the same song to a playlist multiple times. Observe .id.rawValue of entries (e.g. i.SONGID_0, i.SONGID_1). Remove one entry. Fetch playlist again — note the other IDs have shifted. FB18879062
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554
Jul ’25
Apple Music API Library Playlist Images
Hi, I'm sending an API request to: https://api.music.apple.com/v1/me/library/playlists?limit=$limit&offset=$offset To list all of the users library playlists, however the resulting objects do not contain the playlist artwork in the JSON. I've tried adding the extend and include attributes as well but to no avail. A partial example of the response: {"id": PLAYLIST_ID, "type": "library-playlists", "href": "/v1/me/library/playlists/PLAYLIST_ID", "attributes": {"lastModifiedDate": "2024-09-18T20:18:24Z", "canEdit": true, "name": "Afro Party Anthems", "isPublic": false, "description": {"standard": "Definitive African party starters"}, "hasCatalog": false, "dateAdded": "2022-03-10T18:30:56Z", "playParams": {"id": PLAYLIST_ID, "kind": "playlist", "isLibrary": true}}, "relationships": {"catalog": {"href": "/v1/me/library/playlists/PLAYLIST_ID/catalog", "data": []}}} Is there a way to get the artwork URL without sending a request for each playlist? And if not can this be fixed?
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124
Jun ’25
Audio DSP Processing Issue / Metallic Ringing Artifacts when recording acoustic instruments on iPhone 17 Pro Max
Description: I have identified a specific issue when recording acoustic guitar and other instruments on the iPhone 17 Pro Max using native applications (Voice Memos, Camera). The recordings contain an unnatural metallic resonance (ringing artifacts) that should not be present. Testing and Methodology: Hardware Verification: Initially, I suspected a hardware defect in the audio chip or microphone. However, extensive testing with third-party software suggests this is likely a software-level issue. AudioShare Test: I conducted a test using the AudioShare app in "Measurement Mode" (which bypasses standard iOS system-wide audio processing). In this mode, the audio remains perfectly clean, and the metallic ringing disappears entirely. Conclusion: The issue is rooted in the DSP (Digital Signal Processing) algorithms that iOS applies for noise suppression or voice enhancement. These algorithms appear to misinterpret the high-frequency overtones of acoustic instruments as background noise and attempt to "filter" them, resulting in audible digital artifacts. Comparison Results: This issue has not been observed on devices from other brands or on older iPhone models (preliminary tests suggest older versions handle this better). Notably, the problem persists even in GarageBand, as the app still utilizes certain system-level processing layers. Proposed Solution: I suggest adding a "Raw Audio" or "Instrument Mode" toggle within the Microphone/Audio settings for native apps. This mode should disable aggressive DSP processing, similar to how the AVAudioSession.Mode.measurement works in specialized apps. Attachments: I am attaching 4 archives, including a final "Measurement Mode" folder with comparative samples (Measurement Mode vs. Standard Mode). The artifacts are most prominent when monitored through headphones.
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163
Jan ’26
Apple Music API High Error Rate
I am getting high error rates from the Apple Music API. This has been happening for months now, and it is quite frustrating. It is a mix of 404, 504, and random 500 errors. I hit these endpoints all of the time, so it is not like I am hitting a resource that doesn't exist. Why is this happening? Is this a known issue that is getting worked on?
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95
Jun ’25
Different behaviors of USB-C to Headphone Jack Adapters
I bought two "Apple USB-C to Headphone Jack Adapters". Upon closer inspection, they seems to be of different generations: The one with product ID 0x110a on top is working fine. The one with product ID 0x110b has two issues: There is a short but loud click noise on the headphone when I connect it to the iPad. When I play audio using AVAudioPlayer the first half of a second or so is cut off. Here's how I'm playing the audio: audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.delegate = self audioPlayer?.prepareToPlay() audioPlayer?.play() Is this a known issue? Am I doing something wrong?
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340
Jul ’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
May ’25
Can a Location-Based Audio AR Experience Run in the Background on iOS?
Hi everyone! I’ve developed a location-based Audio AR app in Unity with FMOD & Resonance Audio and AirPods Pro Head-Tracking to create a ubiquitous augmented soundscape experience. Think of it as an audio version of Pokémon Go, but with a more precise location requirement to ensure spatial audio is placed correctly. I want this experience to run in the background on iOS, but from what I’ve gathered, it seems Unity doesn’t support this well. So, I’m considering developing a Swift version instead. Since this is primarily for research purposes, privacy concerns are not a major issue in my case. However, I’ve come across some potential challenges: Real-time precise location updates – Can iOS provide fully instantaneous, high-accuracy location updates in the background? Continuous real-time data processing – Can an app continuously process spatial audio, head-tracking, and location data while running in the background? I’m not sure if newer iOS versions have improved in these areas or if there are workarounds to achieve this. Would this kind of experience be feasible to run in the background on iOS? Any insights or pointers would be greatly appreciated! I’m very new to iOS development, so apologies if this is a basic question. Thanks in advance!
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110
Apr ’25
Personas and Lighting in a visionOS 26 (or earlier) SharePlay Session
Use case: When SharePlay -ing a fully immersive 3D scene (e.g. a virtual stage), I would like to shine lights on specific Personas, so they show up brighter when someone in the scene is recording the feed (think a camera person in the scene wearing Vision Pro). Note: This spotlight effect only needs to render in the camera person's headset and does NOT need to be journaled or shared. Before I dive into this, my technical question: Can environmental and/or scene lighting affect Persona brightness in a SharePlay? If not, is there a way to programmatically make Personas "brighter" when recording? My screen recordings always seem to turn out darker than what's rendered in environment, and manually adjusting the contrast tends to blow out the details in a Persona's face (especially in visionOS 26).
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129
Jun ’25
iOS Audio Routing - Bluetooth Output + Built-in Microphone Input
Hello! I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone. Desired behavior: Play audio through Bluetooth headset (AirPods) Record unprocessed environmental audio from the iPhone's built-in microphone Actual behavior: When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs) However, the actual audio data received is clearly still coming from the AirPods microphone The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds Environment Details Device: iPhone 12 Pro Max iOS Version: 18.4.1 Hardware: AirPods Audio Framework: AVAudioEngine (also tried AudioQueue) Code Attempted I've tried multiple approaches to force the correct routing: func configureAudioSession() { let session = AVAudioSession.sharedInstance() // Configure to allow Bluetooth output but use built-in mic try? session.setCategory(.playAndRecord, options: [.allowBluetoothA2DP, .defaultToSpeaker]) try? session.setActive(true) // Explicitly select built-in microphone if let inputs = session.availableInputs, let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) { try? session.setPreferredInput(builtInMic) print("Selected input: \(builtInMic.portName)") } // Log the current route let route = session.currentRoute print("Current input: \(route.inputs.first?.portName ?? "None")") // Configure audio engine with native format let inputNode = audioEngine.inputNode let nativeFormat = inputNode.inputFormat(forBus: 0) inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in // Process audio buffer // Despite showing "Built-in Microphone" in route, audio appears to be // coming from AirPods with voice isolation applied - welp! } try? audioEngine.start() } I've also tried various combinations of: Different audio session modes (.default, .measurement, .voiceChat) Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP) Setting session.setPreferredInput() both before and after activation Diagnostic Observations When AirPods are connected: AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput() The actual audio data received shows clear signs of AirPods' voice isolation processing Background/environmental sounds are actively filtered out... When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through. Questions Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output? Are there any lower-level configurations that might resolve this issue? Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
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226
May ’25
Error resuming background audio while connected to CarPlay
My app utilizes background audio to play music files. I have the audio background mode enabled and I initialize the AVAudioSession in playback mode with the mixWithOthers option. And it usually works great while the app is backgrounded. I listen for audio interruptions as well as route changes and I am able to handle them appropriately and I can usually resume my background audio no problem. I discovered an issue while connected to CarPlay though. Roughly 50% of the time when I disconnect from a phone call while connected to CarPlay I get the following error after calling the play() method of my AVAudioPlayer instance: "ATAudioSessionClientImpl.mm:281 activation failed. status = 561015905" If I instead try to start a new audio session I get a similar error: Error Domain=NSOSStatusErrorDomain Code=561015905 "Session activation failed" UserInfo={NSLocalizedDescription=Session activation failed} Like I said, this isn't reproducible 100% of the time and is so far only seen while connected to CarPlay. I don't think Im forgetting so additional capability or plist setting, but if anyone has any clues it would be greatly appreciated. Otherwise this is likely just a bug that I need to report to Apple. One very important note, and reason I believe it's just a bug, is that while I was testing I found that other music apps like Spotify will also fail to resume their audio at the same time my app fails. Another important detail is that when it works successfully I receive the audio session interruption ended notification, and when it doesn't work I only receive a route configuration change or route override notification. From there I am able to still successfully granted background time to execute code, but my call to resume audio fails with the above mentioned error codes.
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317
Dec ’25
Creating an initial Now Playing state of paused - impossible?
I am working on an app which plays audio - https://youtu.be/VbAfUk_eYl0?si=nJg5ayy2faWE78-g - and one of the features is, on restart, if you had paused playback of a file at the time the app was previously shut down (or were playing one at the time of shutdown), the paused state and position in the file is restored exactly as it was, on restart. The functionality works. However, it seems impossible to get the "now playing" information in iOS into the right state to reflect that via the MediaPlayer API. On restart, handlers are attached to the play/pause/togglePlayPause actions on MPRemoteCommandCenter.shared(), and the map of media info is updated on MPNowPlayingInfoCenter.default().nowPlayingInfo. What happens is that iOS's media view shows the audio as playing and offers a pause button - even though the play action is enabled and the pause action is disabled. Once playback has been initiated (my workaround is to have the pause action toggle the play state, since otherwise you wouldn't be able to initiate playback from controls in a car without initiating it once from a device first). I've created a simplified white-noise-player demo to illustrate the problem - simply build and deploy it, and then start the app, lock your device and look at the playback controls on the lock screen. It will show a pause button - same behavior I've described. https://github.com/timboudreau/ios-play-pause-demo I've tried a few things to narrow down the source of the issue - for example, thinking that not MPNowPlayingInfoPropertyPlaybackProgress and MPMediaItemPropertyPlaybackDuration might be the culprit (since the system interpolates elapsed time and it's recommended to update those properties infrequently) on startup might do the trick, but the result is the same, just without a duration or progress shown. What governs this behavior, and is there some way to explicitly tell the media player API your current state is paused?
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172
Apr ’25
All boys wanna access Media Library (sung to All Gurls Wanna Have Fun)
Howdy. I'm trying to access media from a users song library and receive: <ICUserIdentityStoreACAccountBackend: 0x148f8af30> Failed to initialize active account, error=Error Domain=ICError Code=-7013 "Client is not entitled to access account store" UserInfo={NSDebugDescription=Client is not entitled to access account store} I'm told I need to add a Media Library Access Capability. Nothing like this shows up in Xcode under Signing & Capabilities > +Capabilities. Also I can't find anything like this in my account in dev.apple.com. How do I enable myself and a test user using another iPhone device to access my music and their music respectively? Thanks!
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335
Jun ’25
Switching default input/output channels using Core Audio
I wrote a Swift macOS app to control a PCI audio device. The code switches between the default output and input channels. As soon as I launch the Audio-Midi Setup utility, channel switching stops working. The driver properties allow switching, but the system doesn't respond. I have to delete the contents of /Library/Preferences/Audio and reset Core Audio. What am I missing? func setDefaultChannelsOutput() { guard let deviceID = getDeviceIDByName(deviceName: "PCI-424") else { return } let selectedIndex = DefaultChannelsOutput.indexOfSelectedItem if selectedIndex < 0 || selectedIndex >= 24 { return } let channel1 = UInt32(selectedIndex * 2 + 1) let channel2 = UInt32(selectedIndex * 2 + 2) var channels: [UInt32] = [channel1, channel2] var propertyAddress = AudioObjectPropertyAddress( mSelector: kAudioDevicePropertyPreferredChannelsForStereo, mScope: kAudioDevicePropertyScopeOutput, mElement: kAudioObjectPropertyElementWildcard ) let dataSize = UInt32(MemoryLayout<UInt32>.size * channels.count) let status = AudioObjectSetPropertyData(deviceID, &propertyAddress, 0, nil, dataSize, &channels) if status != noErr { print("Error setting default output channels: \(status)") } }
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298
Dec ’25
Album parquet files don't include song names
The documentation of the Apple Music Feed API states that the Album object would include songs — a list of songs in the album. As per the doc, this would be an array of object Album.RelatedSong, which would include both an id and nameDefault. Unfortunately, the album parquet files only include the song id and not the name of the song itself. Please advise - is the documentation incorrect or are the recently posted parquet files in error?
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88
May ’25
AVFoundationErrorDomain Code=-11819 in AVPlayer – Causes & Fixes?
We are encountering an issue where AVPlayer throws the error: Error Domain=AVFoundationErrorDomain Code=-11819 "Cannot Complete Action" > Underlying Error Domain[(null)]:Code[0]:Desc[(null)] This error seems to occur intermittently during video playback, especially after extended usage or when switching between different streams. We observe Error 11819 (AVFoundationErrorDomain) in Conviva platform that some of our users experience it but we couldn't reproduce it so far and we’re need support to determine the root cause and/or best practices to prevent it. Some questions we have: What typically triggers this error? Could it be related to memory/resource constraints, network instability, or backgrounding? Are there any recommended ways to handle or recover from this error gracefully? Any insights or guidance would be greatly appreciated. Thanks!
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186
Apr ’25
How can media resources in my app be recommended to the system media control center
How can media resources in my app be recommended to the system media control center, just like TikTok in the picture
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120
Activity
Aug ’25
Broadcast Upload Extension - Screen Sharing Fails to Start After Countdown (No Errors Logged)
Hello everyone, I'm working on implementing a screen sharing feature using RPSystemBroadcastPickerView and a Broadcast Upload Extension to share the entire app screen in an iOS application. The Broadcast Upload Extension is set up following Apple's ReplayKit guidelines. However, I’m encountering an issue during the broadcast startup sequence: ❗ Problem Description The Screen Broadcast UI appears as expected I tap “Start Broadcast” The countdown (3 → 2 → 1) completes Then it immediately reverts to the "Start Broadcast" screen, and screen sharing does not begin No error messages are displayed None of the extension lifecycle methods (broadcastStarted(withSetupInfo:), processSampleBuffer, etc.) are called There are no logs or crash reports, neither in the main app nor in the extension ✅ What Has Been Verified Info.plist of the Broadcast Upload Extension includes: NSExtensionPointIdentifier = com.apple.broadcast-services-upload NSExtensionPrincipalClass set correctly RPBroadcastProcessMode = RPBroadcastProcessModeSampleBuffer preferredExtension is set properly to the extension’s bundle identifier Extension is listed in the main app's build settings under "Frameworks, Libraries, and Embedded Content" ⚠️ Additional Concern We noticed that in Xcode (latest version), the Broadcast Upload Extension is listed under "Embedded Frameworks" with the setting "Embed Without Signing", and there is no option to change it to "Embed & Sign". We're wondering if this could be the reason the extension fails to launch correctly at runtime, despite being detected by the broadcast picker. ❓ Questions Has anyone faced similar issues where the broadcast never starts despite correct setup? Could the "Embed Without Signing" be causing the system to silently cancel or ignore the extension at runtime? Are there any provisioning profile or entitlement requirements specific to Broadcast Upload Extensions that might trigger this behavior silently? Any insights, suggestions, or workarounds would be greatly appreciated. Thank you in advance!
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347
Activity
Jul ’25
Access to favorited artists from Music API?
It's been well over a year since Apple added favoriting of artists back to Apple Music (the little star icon on an artist page), but yet I still haven't seen a way to get this data from an authenticated user from Music API. I was expecting to hear something about this during the WWDC, but there have been no announcements that I've caught. Has anyone else heard anything? People assume when they provide access to their Apple Music account that we can actually get to the data in their Apple Music account, and we end up looking a little dumb not being able to get this core data.
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0
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1
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306
Activity
Jul ’25
About the built-in instrument sound of Apple devices
Does anyone know how to pronounce the sound of a specific instrument when you tap a button on the screen on your iPhone or iPad? Now, in the middle of creating a music learning app, I'm thinking of assigning monotones or chords to the button-like frames on the keyboard and fingerboard on the screen. Can it be achieved with SwiftUI chords alone? Once upon a time, MIDI level 1 I remember that there was a pronunciation function of the instrument, but I don't think about implementing the same function in the current OS. Please lend me your wisdom.
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0
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0
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62
Activity
May ’25
Best Approach for Monitoring Music Playback State Across Multiple Apps?
Hey Swift community! I'm exploring building a macOS app that needs to monitor what's currently playing in music apps like Spotify and Apple Music (track info, playback position, play/pause state). I'm trying to figure out the most efficient architecture before diving in. The Goal: Monitor playback state across multiple music players to react to changes in real-time, ideally with minimal CPU overhead since this would run continuously in the background. Approaches I'm Considering AppleScript / ScriptingBridge Distributed Notifications Native Frameworks (Apple Music only) What's the recommended way to do this on macOS? Are distributed notifications reliable enough to avoid polling entirely? Is there a performance difference between AppleScript and ScriptingBridge for IPC? For Apple Music specifically, should I use MusicKit, MediaPlayer, or stick with AppleScript? Are there other approaches I'm missing?
Replies
0
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138
Activity
Nov ’25
Unstable Playlist.Entry.id causes crashes when removing duplicates
When multiple identical songs are added to a playlist, Playlist.Entry.id uses a suffix-based identifier (e.g. songID_0, songID_1, etc.). Removing one entry causes others to shift, changing their .id values. This leads to diffing errors and collection view crashes in SwiftUI or UIKit when entries are updated. Steps to Reproduce: Add the same song to a playlist multiple times. Observe .id.rawValue of entries (e.g. i.SONGID_0, i.SONGID_1). Remove one entry. Fetch playlist again — note the other IDs have shifted. FB18879062
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554
Activity
Jul ’25
Apple Music API Library Playlist Images
Hi, I'm sending an API request to: https://api.music.apple.com/v1/me/library/playlists?limit=$limit&offset=$offset To list all of the users library playlists, however the resulting objects do not contain the playlist artwork in the JSON. I've tried adding the extend and include attributes as well but to no avail. A partial example of the response: {"id": PLAYLIST_ID, "type": "library-playlists", "href": "/v1/me/library/playlists/PLAYLIST_ID", "attributes": {"lastModifiedDate": "2024-09-18T20:18:24Z", "canEdit": true, "name": "Afro Party Anthems", "isPublic": false, "description": {"standard": "Definitive African party starters"}, "hasCatalog": false, "dateAdded": "2022-03-10T18:30:56Z", "playParams": {"id": PLAYLIST_ID, "kind": "playlist", "isLibrary": true}}, "relationships": {"catalog": {"href": "/v1/me/library/playlists/PLAYLIST_ID/catalog", "data": []}}} Is there a way to get the artwork URL without sending a request for each playlist? And if not can this be fixed?
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1
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124
Activity
Jun ’25
Audio DSP Processing Issue / Metallic Ringing Artifacts when recording acoustic instruments on iPhone 17 Pro Max
Description: I have identified a specific issue when recording acoustic guitar and other instruments on the iPhone 17 Pro Max using native applications (Voice Memos, Camera). The recordings contain an unnatural metallic resonance (ringing artifacts) that should not be present. Testing and Methodology: Hardware Verification: Initially, I suspected a hardware defect in the audio chip or microphone. However, extensive testing with third-party software suggests this is likely a software-level issue. AudioShare Test: I conducted a test using the AudioShare app in "Measurement Mode" (which bypasses standard iOS system-wide audio processing). In this mode, the audio remains perfectly clean, and the metallic ringing disappears entirely. Conclusion: The issue is rooted in the DSP (Digital Signal Processing) algorithms that iOS applies for noise suppression or voice enhancement. These algorithms appear to misinterpret the high-frequency overtones of acoustic instruments as background noise and attempt to "filter" them, resulting in audible digital artifacts. Comparison Results: This issue has not been observed on devices from other brands or on older iPhone models (preliminary tests suggest older versions handle this better). Notably, the problem persists even in GarageBand, as the app still utilizes certain system-level processing layers. Proposed Solution: I suggest adding a "Raw Audio" or "Instrument Mode" toggle within the Microphone/Audio settings for native apps. This mode should disable aggressive DSP processing, similar to how the AVAudioSession.Mode.measurement works in specialized apps. Attachments: I am attaching 4 archives, including a final "Measurement Mode" folder with comparative samples (Measurement Mode vs. Standard Mode). The artifacts are most prominent when monitored through headphones.
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0
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163
Activity
Jan ’26
Apple Music API High Error Rate
I am getting high error rates from the Apple Music API. This has been happening for months now, and it is quite frustrating. It is a mix of 404, 504, and random 500 errors. I hit these endpoints all of the time, so it is not like I am hitting a resource that doesn't exist. Why is this happening? Is this a known issue that is getting worked on?
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0
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0
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95
Activity
Jun ’25
Different behaviors of USB-C to Headphone Jack Adapters
I bought two "Apple USB-C to Headphone Jack Adapters". Upon closer inspection, they seems to be of different generations: The one with product ID 0x110a on top is working fine. The one with product ID 0x110b has two issues: There is a short but loud click noise on the headphone when I connect it to the iPad. When I play audio using AVAudioPlayer the first half of a second or so is cut off. Here's how I'm playing the audio: audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.delegate = self audioPlayer?.prepareToPlay() audioPlayer?.play() Is this a known issue? Am I doing something wrong?
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0
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340
Activity
Jul ’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
Can a Location-Based Audio AR Experience Run in the Background on iOS?
Hi everyone! I’ve developed a location-based Audio AR app in Unity with FMOD &amp; Resonance Audio and AirPods Pro Head-Tracking to create a ubiquitous augmented soundscape experience. Think of it as an audio version of Pokémon Go, but with a more precise location requirement to ensure spatial audio is placed correctly. I want this experience to run in the background on iOS, but from what I’ve gathered, it seems Unity doesn’t support this well. So, I’m considering developing a Swift version instead. Since this is primarily for research purposes, privacy concerns are not a major issue in my case. However, I’ve come across some potential challenges: Real-time precise location updates – Can iOS provide fully instantaneous, high-accuracy location updates in the background? Continuous real-time data processing – Can an app continuously process spatial audio, head-tracking, and location data while running in the background? I’m not sure if newer iOS versions have improved in these areas or if there are workarounds to achieve this. Would this kind of experience be feasible to run in the background on iOS? Any insights or pointers would be greatly appreciated! I’m very new to iOS development, so apologies if this is a basic question. Thanks in advance!
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110
Activity
Apr ’25
Personas and Lighting in a visionOS 26 (or earlier) SharePlay Session
Use case: When SharePlay -ing a fully immersive 3D scene (e.g. a virtual stage), I would like to shine lights on specific Personas, so they show up brighter when someone in the scene is recording the feed (think a camera person in the scene wearing Vision Pro). Note: This spotlight effect only needs to render in the camera person's headset and does NOT need to be journaled or shared. Before I dive into this, my technical question: Can environmental and/or scene lighting affect Persona brightness in a SharePlay? If not, is there a way to programmatically make Personas "brighter" when recording? My screen recordings always seem to turn out darker than what's rendered in environment, and manually adjusting the contrast tends to blow out the details in a Persona's face (especially in visionOS 26).
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129
Activity
Jun ’25
iOS Audio Routing - Bluetooth Output + Built-in Microphone Input
Hello! I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone. Desired behavior: Play audio through Bluetooth headset (AirPods) Record unprocessed environmental audio from the iPhone's built-in microphone Actual behavior: When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs) However, the actual audio data received is clearly still coming from the AirPods microphone The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds Environment Details Device: iPhone 12 Pro Max iOS Version: 18.4.1 Hardware: AirPods Audio Framework: AVAudioEngine (also tried AudioQueue) Code Attempted I've tried multiple approaches to force the correct routing: func configureAudioSession() { let session = AVAudioSession.sharedInstance() // Configure to allow Bluetooth output but use built-in mic try? session.setCategory(.playAndRecord, options: [.allowBluetoothA2DP, .defaultToSpeaker]) try? session.setActive(true) // Explicitly select built-in microphone if let inputs = session.availableInputs, let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) { try? session.setPreferredInput(builtInMic) print("Selected input: \(builtInMic.portName)") } // Log the current route let route = session.currentRoute print("Current input: \(route.inputs.first?.portName ?? "None")") // Configure audio engine with native format let inputNode = audioEngine.inputNode let nativeFormat = inputNode.inputFormat(forBus: 0) inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in // Process audio buffer // Despite showing "Built-in Microphone" in route, audio appears to be // coming from AirPods with voice isolation applied - welp! } try? audioEngine.start() } I've also tried various combinations of: Different audio session modes (.default, .measurement, .voiceChat) Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP) Setting session.setPreferredInput() both before and after activation Diagnostic Observations When AirPods are connected: AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput() The actual audio data received shows clear signs of AirPods' voice isolation processing Background/environmental sounds are actively filtered out... When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through. Questions Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output? Are there any lower-level configurations that might resolve this issue? Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
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226
Activity
May ’25
Error resuming background audio while connected to CarPlay
My app utilizes background audio to play music files. I have the audio background mode enabled and I initialize the AVAudioSession in playback mode with the mixWithOthers option. And it usually works great while the app is backgrounded. I listen for audio interruptions as well as route changes and I am able to handle them appropriately and I can usually resume my background audio no problem. I discovered an issue while connected to CarPlay though. Roughly 50% of the time when I disconnect from a phone call while connected to CarPlay I get the following error after calling the play() method of my AVAudioPlayer instance: "ATAudioSessionClientImpl.mm:281 activation failed. status = 561015905" If I instead try to start a new audio session I get a similar error: Error Domain=NSOSStatusErrorDomain Code=561015905 "Session activation failed" UserInfo={NSLocalizedDescription=Session activation failed} Like I said, this isn't reproducible 100% of the time and is so far only seen while connected to CarPlay. I don't think Im forgetting so additional capability or plist setting, but if anyone has any clues it would be greatly appreciated. Otherwise this is likely just a bug that I need to report to Apple. One very important note, and reason I believe it's just a bug, is that while I was testing I found that other music apps like Spotify will also fail to resume their audio at the same time my app fails. Another important detail is that when it works successfully I receive the audio session interruption ended notification, and when it doesn't work I only receive a route configuration change or route override notification. From there I am able to still successfully granted background time to execute code, but my call to resume audio fails with the above mentioned error codes.
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317
Activity
Dec ’25
Creating an initial Now Playing state of paused - impossible?
I am working on an app which plays audio - https://youtu.be/VbAfUk_eYl0?si=nJg5ayy2faWE78-g - and one of the features is, on restart, if you had paused playback of a file at the time the app was previously shut down (or were playing one at the time of shutdown), the paused state and position in the file is restored exactly as it was, on restart. The functionality works. However, it seems impossible to get the "now playing" information in iOS into the right state to reflect that via the MediaPlayer API. On restart, handlers are attached to the play/pause/togglePlayPause actions on MPRemoteCommandCenter.shared(), and the map of media info is updated on MPNowPlayingInfoCenter.default().nowPlayingInfo. What happens is that iOS's media view shows the audio as playing and offers a pause button - even though the play action is enabled and the pause action is disabled. Once playback has been initiated (my workaround is to have the pause action toggle the play state, since otherwise you wouldn't be able to initiate playback from controls in a car without initiating it once from a device first). I've created a simplified white-noise-player demo to illustrate the problem - simply build and deploy it, and then start the app, lock your device and look at the playback controls on the lock screen. It will show a pause button - same behavior I've described. https://github.com/timboudreau/ios-play-pause-demo I've tried a few things to narrow down the source of the issue - for example, thinking that not MPNowPlayingInfoPropertyPlaybackProgress and MPMediaItemPropertyPlaybackDuration might be the culprit (since the system interpolates elapsed time and it's recommended to update those properties infrequently) on startup might do the trick, but the result is the same, just without a duration or progress shown. What governs this behavior, and is there some way to explicitly tell the media player API your current state is paused?
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172
Activity
Apr ’25
All boys wanna access Media Library (sung to All Gurls Wanna Have Fun)
Howdy. I'm trying to access media from a users song library and receive: <ICUserIdentityStoreACAccountBackend: 0x148f8af30> Failed to initialize active account, error=Error Domain=ICError Code=-7013 "Client is not entitled to access account store" UserInfo={NSDebugDescription=Client is not entitled to access account store} I'm told I need to add a Media Library Access Capability. Nothing like this shows up in Xcode under Signing & Capabilities > +Capabilities. Also I can't find anything like this in my account in dev.apple.com. How do I enable myself and a test user using another iPhone device to access my music and their music respectively? Thanks!
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335
Activity
Jun ’25
Switching default input/output channels using Core Audio
I wrote a Swift macOS app to control a PCI audio device. The code switches between the default output and input channels. As soon as I launch the Audio-Midi Setup utility, channel switching stops working. The driver properties allow switching, but the system doesn't respond. I have to delete the contents of /Library/Preferences/Audio and reset Core Audio. What am I missing? func setDefaultChannelsOutput() { guard let deviceID = getDeviceIDByName(deviceName: "PCI-424") else { return } let selectedIndex = DefaultChannelsOutput.indexOfSelectedItem if selectedIndex < 0 || selectedIndex >= 24 { return } let channel1 = UInt32(selectedIndex * 2 + 1) let channel2 = UInt32(selectedIndex * 2 + 2) var channels: [UInt32] = [channel1, channel2] var propertyAddress = AudioObjectPropertyAddress( mSelector: kAudioDevicePropertyPreferredChannelsForStereo, mScope: kAudioDevicePropertyScopeOutput, mElement: kAudioObjectPropertyElementWildcard ) let dataSize = UInt32(MemoryLayout<UInt32>.size * channels.count) let status = AudioObjectSetPropertyData(deviceID, &propertyAddress, 0, nil, dataSize, &channels) if status != noErr { print("Error setting default output channels: \(status)") } }
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298
Activity
Dec ’25
Album parquet files don't include song names
The documentation of the Apple Music Feed API states that the Album object would include songs — a list of songs in the album. As per the doc, this would be an array of object Album.RelatedSong, which would include both an id and nameDefault. Unfortunately, the album parquet files only include the song id and not the name of the song itself. Please advise - is the documentation incorrect or are the recently posted parquet files in error?
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88
Activity
May ’25
AVFoundationErrorDomain Code=-11819 in AVPlayer – Causes & Fixes?
We are encountering an issue where AVPlayer throws the error: Error Domain=AVFoundationErrorDomain Code=-11819 "Cannot Complete Action" > Underlying Error Domain[(null)]:Code[0]:Desc[(null)] This error seems to occur intermittently during video playback, especially after extended usage or when switching between different streams. We observe Error 11819 (AVFoundationErrorDomain) in Conviva platform that some of our users experience it but we couldn't reproduce it so far and we’re need support to determine the root cause and/or best practices to prevent it. Some questions we have: What typically triggers this error? Could it be related to memory/resource constraints, network instability, or backgrounding? Are there any recommended ways to handle or recover from this error gracefully? Any insights or guidance would be greatly appreciated. Thanks!
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186
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Apr ’25