We have been using passthrough in screen capture since visionOS26 with broadcast upload extension which was working in visionOS2.2 but now with visionOS26 it doesn't update. It fails with Invalid Broadcast session started, after a few seconds of starting the broadcast session.
Is there a bug filed for it? or is it a known bug for it?
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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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
Topic:
Media Technologies
SubTopic:
Video
Hi everyone 👋
I’m building an iOS app in Swift where I want to do the following:
Record the user’s voice
Transcribe the spoken sentence (speech-to-text)
Auto-detect the spoken language
Translate it to another language selected by the user (e.g., English → Spanish or Hindi → English)
Speak back (text-to-speech) the translated text on the same device
Is this possible to record via phone mic and play the transcribe voice into headphone's audio?
Hi, I'm working an a video editing software that lets you composite and export videos. I use a custom compositor to apply my effects etc.
In my crash dashboard, I am seeing a report of an EXC_BAD_ACCESS crash from objc_msgSend. Below is the stacktrace.
libobjc.A.dylib objc_msgSend
libdispatch.dylib _dispatch_sync_invoke_and_complete_recurse
libdispatch.dylib _dispatch_sync_f_slow
[symbolication failed]
libdispatch.dylib _dispatch_client_callout
libdispatch.dylib _dispatch_lane_barrier_sync_invoke_and_complete
AVFCore -[AVCustomVideoCompositorSession(AVCustomVideoCompositorSession_FigCallbackHandling) _customCompositorShouldCancelPendingFrames]
AVFCore _customCompositorShouldCancelPendingFramesCallback
MediaToolbox remoteVideoCompositor_HandleVideoCompositorClientMessage
CoreMedia __figXPCConnection_CallClientMessageHandlers_block_invoke
libdispatch.dylib _dispatch_call_block_and_release
libdispatch.dylib _dispatch_client_callout
libdispatch.dylib _dispatch_lane_serial_drain
libdispatch.dylib _dispatch_lane_invoke
libdispatch.dylib _dispatch_root_queue_drain_deferred_wlh
libdispatch.dylib _dispatch_workloop_worker_thread
libsystem_pthread.dylib _pthread_wqthread
libsystem_pthread.dylib start_wqthread
What stood out to me is that this is only being reported from IOS 26.0+ devices. A part of the stacktrace failed to be symbolicated [symbolication failed]. I'm 90% confident that this is Apple code, not my app's code.
I cannot reproduce this locally. Is this a known issue? What are the possible root-causes, and how can I verify/eliminate them?
Thanks,
Hi,
I'm trying to setup a AVAudioEngine for USB Audio recording and monitoring playthrough.
As soon as I try to setup playthough I get an error in the console: AVAEInternal.h:83 required condition is false: [AVAudioEngineGraph.mm:1361:Initialize: (IsFormatSampleRateAndChannelCountValid(outputHWFormat))]
Any ideas how to fix it?
// Input-Device setzen
try? setupInputDevice(deviceID: inputDevice)
let input = audioEngine.inputNode
// Stereo-Format erzwingen
let inputHWFormat = input.inputFormat(forBus: 0)
let stereoFormat = AVAudioFormat(commonFormat: inputHWFormat.commonFormat, sampleRate: inputHWFormat.sampleRate, channels: 2, interleaved: inputHWFormat.isInterleaved)
guard let format = stereoFormat else {
throw AudioError.deviceSetupFailed(-1)
}
print("Input format: \(inputHWFormat)")
print("Forced stereo format: \(format)")
audioEngine.attach(monitorMixer)
audioEngine.connect(input, to: monitorMixer, format: format)
// MonitorMixer -> MainMixer (Output)
// Problem here, format: format also breaks.
audioEngine.connect(monitorMixer, to: audioEngine.mainMixerNode, format: nil)
I am trying to use SpeechTranscriber from Speech framework. Is it possible to use it on Simulator of iOS 26 (Mac OS Tahoe)? Function "supportedLocales" returns an empty array.
Just downloaded iOS 26.1 and my phone keeps ringing after the call has been answered. Any fixes for this?
Topic:
Media Technologies
SubTopic:
Photos & Camera
I have an iPadOS M-processor application with two different running configurations.
In config1, the shared AVAudioSession is configured for .videoChat mode using the built-in microphone. The input/output nodes of the AVAudioEngine are configured with voice processing enabled. The built-in mic is formatted for 1 channel at 48KHz.
In config2, the shared AVAudioSession is configured for .measurement mode using an external USB microphone. The input/output nodes of the AVAudioEngine are configured with voice processing disabled. The external mic is formatted for 2 channels at 44.1KHz
I've written a configuration manager designed to safely switch between these two configurations. It works by stopping AVAudioEngine and detaching all but the input and output nodes, updating the shared audio session for the desired mic and sample-rates, and setting the appropriate state for voice processing to either true or false as required by the configuration. Finally the new audio graph is constructed by attaching appropriate nodes, connecting them, and re-starting AVAudioEngine
I'm experiencing what I believe is a race-condition between switching voice processing on or off and then trying to re-build and start the new audio graph. Even though notifications, which are dumped to the console indicate that my requested input and sample-rate settings are in place, I crash when trying to start the audio engine because the sample-rate is wrong. Investigating further it looks like the switch from remote I/O to voice-processing I/O or vice-versa has not yet actually completed. I introduced a 100ms second delay and that seems to help but is obviously not a reliable way to build software that must work consistently.
How can I make sure that what are apparently asynchronous configuration changes to the shared audio session and the input/output nodes have completed before I go on?
I tried using route change notifications from the shared AVAudioSession but these lie. They say my preferred mic input and sample-rate setting is in place but when I dump the AVAudioEngine graph to the debugger console, I still see the wrong sample rate assigned to the input/output nodes. Also these are the wrong AU nodes. That is, VPIO is still in place when RIO should be, or vice-versa.
How can I make the switch reliable without arbitrary time delays?
Is my configuration manager approach appropriate (question for Apple engineers)?
Hi everyone,
After updating my Apple TV HD (model A1625) to tvOS 26, I’ve noticed a significant spike in CPU usage—up to 3× higher than before the update. Go from around 40% to 120%
Model: Apple TV HD (A1625)
tvOS Version: 26 (stable release) and beta version of 26.1,
App downgrade stream due to lack of cpu power
If anyone else is experiencing this, please share your findings or workarounds.
Would love to hear from Apple engineers or other developers if this is a known regression or if there’s a recommended fix.
Thanks!
My audio app shows a control bar at the bottom of the window. The controls show nicely, but there is a black "slab" appearing behind the inline controls, the same size as the playerView. Setting the player view background color does nothing:
playerView.wantsLayer = true playerView.layer?.backgroundColor = NSColor.clear.cgColor
How can I clear the background?
If I use .floating controlsStyle, I don't get the background "slab".
Topic:
Media Technologies
SubTopic:
Audio
I discovered when editing photos with the PhotoKit API, PHContentEditingOutput's renderedContentURL is a file in the app container's tmp directory with a filename that seems to follow the format render.<uuid>.JPG, and that file does not get deleted if the edit does not complete successfully (the user cancels the edit request, an error occurs, the app crashes, etc). I understand the system is supposed to automatically delete tmp files every once in a while, but some users are noticing my app's Documents & Data inflates, so I'm considering deleting these render files each time the app is launched. But I don't want to delete everything in the tmp directory as there could possibly be other data in there.
What's the best way to remove those temporary files? Does the filename always start with render. no matter the device language? I thought I'd delete files in NSTemporaryDirectory() with that prefix but then I discovered in Mac Catalyst the location is not the tmp directory directly, they're in tmp/TemporaryItems/<bundleid>.
Thanks!
We build mobile apps for creators to edit their videos. Post editing the video, the creator has to export the video so that it can be uploaded to Youtube. The export is a time consuming and GPU intensive process. The creator can exit the app due to various reasons like receiving the call, putting the app in background etc. This causes the export to fail :(
Keeping this limitation in mind there was an announcement from Apple that with the IOS 26 launch would start to support background GPU access. Here is the official documentation: https://developer.apple.com/documentation/BundleResources/Entitlements/com.apple.developer.background-tasks.continued-processing.gpu
When we tried using this feature, we were not able to get it to work on IOS 26. We stumbled upon this ticket(https://developer.apple.com/forums/thread/797538?answerId=854825022#854825022) in the Apple Developer forum, in which possibly an Apple engineer claims it is supported ONLY for iPadOS 26. This is a very big bummer for us.
96% of the users are on iPhone(compared to iPad), and if we refer to the official documentation above, it claims that this feature should work on IOS 26.
This feature is extremely important for having the best user experience and reducing user frustration and will be useful for other video editing apps.
Looking forward to a resolution.
Topic:
Media Technologies
SubTopic:
Video
Using an iPhone Pro 12 running iOS 26.0.1, with AirPods Pro 3. Camera app does capture video with what seems to be "Studio Quality Recording".
Am trying to replicate that SQR with my own Camera like app, and while I can pull audio in from the APP3 mic, and my video capture app is recording a 48,000Hz high-bitrate video, the audio still sounds non-SQR.
I'm seeing bluetoothA2DP , bluetoothLE , bluetoothHFP as portType, and not sure if SQR depends on one of those?
Is there sample code demonstrating a SQR capture? Nevermind video and camera, just audio even?
Also, I don't understand what SQR is doing between the APP3 and the iPhone. What codec is that? What bitrate is that? If I capture video using Capture and inspect the audio stream I see mono 74.14 kbit/s MPEG-4 AAC, 48000 Hz. But I assume that's been recompressed and not really giving me any insight into the APP3 H2 transmission?
We have a Low-Latency HLS stream, and on iOS 26, even though the bandwidth is sufficient, it still selects a low-bandwidth resolution (e.g., RESOLUTION=640x360) for playback instead of using a higher-bandwidth resolution (e.g., RESOLUTION=1920x1080) when using AVPlayerViewController with AVPlayer.
This works fine on iOS version 18 and previous versions. What could be the solution to this issue?
Topic:
Media Technologies
SubTopic:
Streaming
Currently, I am using the Broadcast UploadExtension function to obtain samplebuffer data through APP Group and IPC (based on the local Unix Domain Socket) The screen recording data transmission method of the domain socket is transmitted to the APP. However, when the APP goes back to the background to view videos in the album or other audio and video, the data transmission stops and the APP cannot obtain the screen recording data. I would like to ask how to solve this problem. I suspect that the system has suspended the extended screen recording
Topic:
Media Technologies
SubTopic:
Video
My app has been using the iTunes Search API (itunes.apple.com/search) for a few years now, but at some point over the last week or so (late Sept. 2025) it is no longer returning track results with explicit content, regardless of whether I provide "explicit=Yes" (which is the default anyway, according to the API documentation - https://performance-partners.apple.com/search-api). Has anyone else experienced this with this API and have you figured out a workaround?
FYI, I do also use the more robust Apple Music API in another part of my app, which isn't going through this issue, so I know it's technically an alternative. I just need to stick with iTunes Search API in this particular case. Thanks.
I'm working on a project to support spatial audio editing, using this sample project as a reference: https://developer.apple.com/documentation/Cinematic/editing-spatial-audio-with-an-audio-mix
This sample works well on an unedited capture, but does not work for a capture that has already been edited.
The failure is occurring at "let audioInfo = try await CNAssetSpatialAudioInfo(asset: myAsset)", which is throwing "no eligible audio tracks in asset".
I also find that for already edited captures, if i use CNAssetSpatialAudioInfo.assetContainsSpatialAudio, it returns false.
What i mean by "already edited" is that if I take a spatial capture with my iPhone 16, and then edit that capture in the Photos app using the Cinematic effect, and then save the edited output (e.g. edited_capture.mov), I can't import that edited_capture.mov into my project as a spatial audio asset.
Is this intentional behavior or a bug?
If it's intentional, can you describe why?
Topic:
Media Technologies
SubTopic:
Audio
Hi, We have created an app which allows recording 4K 60 fps videos in the app. We have noted that some time the recording switched to 20 fps (the value 20 is constant) even though the resolution settings is at 4K 60fps. We are using AVCaptureDevice to invoke the camera.
has anyone experienced this problem before ? What is unique to 20 fps? Why does it resort to 20 fps from 60 fps and why not to other numbers ?
Topic:
Media Technologies
SubTopic:
Photos & Camera
Tags:
VideoToolbox
Professional Video Applications
Media
add a currently playing track endpoint on the apple music api. its kinda wild how apple music goes after spotify without having such a useful endpoint.
Hello everyone,
I'm implementing the new AVInputPickerInteraction API on iOS 26 to allow users to select their microphone from a custom settings menu before recording.
The implementation seems correct, but I'm encountering a strange issue where the input selection immediately reverts to the previous device.
The Situation:
The picker is presented correctly via a manual call to .present(). I can see all available inputs (e.g., "iPhone Microphone" and "AirPods").
The current input is "iPhone Microphone".
I tap on "AirPods".
The UI updates to show "AirPods" as selected for a fraction of a second, then immediately jumps back to "iPhone Microphone".
The same thing happens in reverse.
It seems like the system is automatically reverting the audio route change requested by the picker.
My Implementation:
My setup follows the standard pattern discussed in the WWDC sessions.
Setup Code:
This setup is performed once before the user can trigger the picker.
@available(iOS 26.0, *)
var inputPickerInteraction: AVInputPickerInteraction?
// Note: The AVAudioSession is configured to .playAndRecord
// and set to active elsewhere in the code before this setup is called.
if #available(iOS 26.0, *) {
// Setup the picker
let picker = AVInputPickerInteraction()
self.inputPickerInteraction = picker
self.view.addInteraction(picker) // Added to establish context
}
Presentation Code:
When a user selects "Change Input" from my custom settings menu, I call .present() on the main thread.
// In a delegate method from a custom menu
if #available(iOS 26.0, *) {
DispatchQueue.main.async {
self.inputPickerInteraction?.present(animated: true)
}
}
What I've already checked:
The AVAudioSession is active and its category is .playAndRecord.
The inputPickerInteraction object is not nil.
The .present() method is being called on the main thread.
The picker is added to a view using view.addInteraction() in the setup phase.
I've reviewed my code to ensure there is no other logic that could be manually resetting the AVAudioSession's preferred input.
Has anyone else experienced this behavior? I suspect this might be a bug in the new API, but I want to make sure I'm not missing a crucial step in managing the AVAudioSession state.
Any insights or potential workarounds would be greatly appreciated.
Thank you.
Topic:
Media Technologies
SubTopic:
Audio