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Posts under Audio tag

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Recording app audio from Device Hub
It appears that recording video of a device in Device Hub does not record the associated audio of the device. Are there any plans to do this? (Or a workaround that's easier than rerouting the audio output to an audio editor app and recording it separately?) It would be incredibly useful for making app demonstrations and tutorials.
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Feedback on Apple Spatial Audio re-render behavior for Dolby Atmos music delivery — perspective from a working mix engineer
Hey everyone, quick disclaimer before jumping in - I used my LLM to structure this around notes/observations I've been taking the last several months. I apologize for the length but felt this was the best distillation of an important challenge my peers and I are facing in mixing music for the largest device/service segment of the listening community - Airpods Pro/Max via Apple Music. Thanks in advance for reading and any feedback you can offer! -Kyle I'm a professional mix engineer working primarily in contemporary pop, indie, and country. After 20+ years of working in stereo, I've started delivering Dolby Atmos ADM masters for Apple Music distribution. I want to share some specific observations about the Apple Spatial Audio re-render in the hope that it's useful to the team that owns this rendering pipeline — and to ask a few questions I haven't been able to find answered in public documentation. I recognize this sits at an unusual intersection of the developer platform and the Apple Music delivery side of the house, but since the rendering behavior is ultimately a platform-level decision, this felt like the right place to start. Background: the three-format problem When delivering an Atmos ADM master, a mixer effectively has to satisfy three distinct listening contexts simultaneously: Speaker playback (7.1.4 or similar) via the Dolby renderer Dolby binaural re-render (AC-4), as heard on TIDAL and Amazon — which respects the OFF/NEAR/MID/FAR binaural mode settings on beds and objects Apple Spatial Audio headphone re-render on Apple Music The first two have reasonably predictable translation. The third is where I'm running into consistent issues — and where I'd value any guidance Apple is able to share. The core issue: Apple's re-render discards binaural mode metadata As best I can tell from testing and from community documentation, Apple's pipeline ingests the ADM, creates an internal 7.1.4 render, and then applies its own proprietary binaural spatialization — one that does not reference the OFF/NEAR/MID/FAR binaural mode parameters embedded by the mixer. This is distinct from the Dolby AC-4 path, which does honor those settings. In practice, this means: Apple's re-render applies a consistent room character regardless of what the mixer has specified for individual elements Elements like lead vocals and kick/snare — which I'm routing through beds or objects with OFF or NEAR binaural settings specifically to preserve intimacy and punch — receive the same ambient room treatment as wider, more spacious elements The result on Apple Music has noticeably more perceived distance and "room" on transient-heavy and close-mic'd elements than either the speaker mix or the Dolby binaural render To be specific about the perceptual effect: the Apple re-render's virtual room introduces early reflections and a sense of speaker-to-listener distance that significantly undercuts the intimacy and impact of close elements. On a pop or country vocal, this is the difference between a performance that feels present and direct versus one that feels recessed in a listening space. On drums, transient attack is softened in a way that doesn't happen in any other delivery context for the same master. Questions for the team I'd be grateful for any clarity on the following: Is the behavior of ignoring OFF/NEAR/MID/FAR metadata intentional and permanent, or is it something that may change as the rendering pipeline evolves? Is there any mechanism — existing or planned — by which a mixer can influence the room character or "closeness" of elements in Apple's re-render, outside of object positioning metadata? Is there any documentation of how Apple's binaural spatialization layer translates object distance metadata (as opposed to binaural mode) — i.e., does Z-axis positioning in the Atmos object space affect perceived distance in the re-render? Is there a recommended workflow or set of delivery parameters that Apple's audio team considers optimal for music content specifically, as opposed to film/TV? Notes on the Audiomovers Binaural Renderer for Apple Music I'm aware of and have used the Audiomovers plugin, which I understand was developed in collaboration with Apple and accurately reflects the Apple Spatial re-render during session monitoring. It's a genuinely useful tool and has improved my ability to anticipate Apple's output. My questions above are about the underlying rendering behavior — not the monitoring workflow, which is solved. Why this matters for music specifically Film and TV post content has different expectations around spatialization — a consistent room or "cinema" quality to the binaural render is arguably appropriate for that material. For music, particularly in contemporary genres where the stereo mix is already highly produced and intimate, an added room layer competes with the mix's own space design and consistently pushes elements further from the listener than intended. I'd argue music content would benefit from a rendering mode with a more "dry" or near-field room character — and I suspect I'm not alone in this among working Atmos music mixers. I'm happy to provide specific A/B examples or additional technical detail if that's useful to anyone on the platform team. Thanks for reading.
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Visualization of Apple Music audio
Certain apps (eg. DJay) at least seem to have access to audio data from Apple Music streams, either directly or via an indirect dataset for visualization purposes either generated from audio data on the device or delivered from a remote service. Is there any framework provided by Apple or special agreement with Apple that gives access to Apple Music audio data, or sets of visualization meta data, or the ability to run processing of audio data on device or remotely (either on-demand or via preprocessing)?
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🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device Type? Provide a more reliable way to know “this route is definitely headphones” for A2DP devices, beyond portType and portName string heuristics?
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Real-time Audio Analysis of Audio Played by Other Apps on iPhone
I’m evaluating a simple iOS application that would perform real-time beat detection and audio analysis. My question is: Can an App Store-compliant iOS application access or analyze audio that is being played by other applications on the same device (e.g. Spotify, Apple Music, YouTube, TikTok, Safari, etc.) in real time, without using the microphone? Specifically: Is there any Apple-supported framework that allows access to system audio for real-time beat detection or frequency analysis? Can ReplayKit be used to analyze audio buffers from other applications in real time without recording or saving the audio? If direct access is not permitted, what Apple-approved architecture would be recommended for synchronizing external hardware with music being played on the iPhone? Would such an implementation be acceptable under App Store Review Guidelines? I am trying to determine whether real-time beat detection from audio played by other apps is technically and policy-wise supported on iOS. Thank you.
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Entitlement "com.apple.developer.carplay-driving-task" not allowing audio playback for voice controlled interaction
According to https://developer.apple.com/download/files/CarPlay-Developer-Guide.pdf , apps with entitlement com.apple.developer.carplay-driving-task are allowed to use voice control. In my current implementation the voice recording working fine but the voice response (AVPlayer with category "playback set") does not output any audio. I suspect that it is a entitlement limitation because if I quickly tap to play a music while the voice assistant AVPlayer is "playing", then I can hear the response, but without this trick it stays playing but mute. In parallel I have now requested com.apple.developer.carplay-voice-based-conversation entitlement , but I don't even know if when approved I will be able to use 2 entitlement for the same CarPlay app. Long story short: 1 - Should an app be able to play audio responses when it's CarPlay entitlement is com.apple.developer.carplay-driving-task? 2 - If not, can I combine entitlements com.apple.developer.carplay-driving-task and com.apple.developer.carplay-voice-based-conversation?
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macOS 26 – NSSound/CoreAudio causes SIGILL crash in caulk allocator
Hi everyone, We are the engineering team behind an enterprise communications application for macOS. We are experiencing a critical crash on macOS 26 that did not occur on any previous macOS version. We are seeking clarification from Apple engineers or anyone who may have insight into this behaviour. Environment Architecturex86_64macOS26.4.1 (25E253)HardwareMac15,13 (MacBook Pro)ExceptionSIGILL / ILL_ILLOPCCrashed ThreadThread 0 (Main Thread)TriggerPlaying a notification sound via NSSound during an incoming call Crash Stack 0 caulk consolidating_free_map::maybe_create_free_node + 119 ← SIGILL 1 caulk tiered_allocator + 1469 2 caulk exported_resource::do_allocate + 15 3 AudioToolboxCore EABLImpl::create + 204 4 CoreAudio AUNotQuiteSoSimpleTimeFactory + 33267 8 AudioToolboxCore AudioUnitInitialize + 189 9 AudioToolbox XAudioUnit::Initialize + 19 10 AudioToolbox MESubmixGraph::initialize + 125 11 AudioToolbox MESubmixGraph::connectInputChannel + 1172 12 AudioToolbox MEDeviceStreamClient::AddRunningClient + 509 15 AudioToolbox AudioQueueObject::StartRunning + 194 16 AudioToolbox AudioQueueObject::Start + 1447 22 AudioToolbox AQ::API::V2Impl::AudioQueueStartWithFlags + 805 23 AVFAudio AVAudioPlayerCpp::playQueue + 354 24 AVFAudio AVAudioPlayerCpp::DoAction + 134 25 AVFAudio -[AVAudioPlayer play] + 26 26 AppKit -[NSSound play] + 100 27 Our App -[AudioHelper tryToStartSound:ofType:] + 569 28 Our App block_invoke + 59 Behaviour Difference Between macOS Versions The exact same code path that triggers this crash on macOS 26 works without any issue on macOS 14 and macOS 15 — no crash, no warning, no log output of any kind. The crash occurs inside Apple's private caulk memory allocator during CoreAudio audio engine initialisation, triggered by a call to [NSSound play]. The SIGILL / ILL_ILLOPC at maybe_create_free_node + 119 suggests a hard ud2 trap — an intentional abort guard inserted at compile time. This strongly suggests that something changed in macOS 26 within NSSound / CoreAudio / caulk that causes this code path to fail in a way it previously did not. Questions We have the following specific questions: Was there a deliberate threading policy change in NSSound / CoreAudio in macOS 26? Is the SIGILL in caulk::consolidating_free_map::maybe_create_free_node an intentional thread-affinity assertion introduced in macOS 26? Are there any other NSSound / AVAudioPlayer / AudioQueue APIs that have similarly tightened their requirements in macOS 26 that we should be aware of? Is there a migration guide, release note, or WWDC session that covers CoreAudio changes in macOS 26 that we may have missed? Has anyone else in the developer community encountered a similar SIGILL crash in caulk on macOS 26 during audio playback?
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audiomxd PVM misclassifies CarPlay head unit as BTHeadphones — CarPlay never activates despite successful iAP2 auth
iPhone 16 Pro, iOS 26.5 (23F77), Nissan Sentra 2022, USB-C wired CarPlay. CarPlay fails every attempt despite the iAP2 handshake completing successfully. Same cable + same car works with a different iPhone. After digging through sysdiagnose logs I found the root cause in audiomxd. The head unit's Bluetooth MAC (BC:42:8C:B8:06:AF) is permanently stored in the PVM as HeadphonesBT: PVM: Route [58] = HeadphonesBT~BC:42:8C:B8:06:AF This causes FigRoutingManagerProcessCustomizedRouting to return: isPortOfTypeCarPlayAtIndex = NO modelID = BTHeadphones4236,19521 And vaemProcessCarPlayCustomizedRouting never adds a starkPort: portsToAdd[0] = AirPlayHandoffDevice portsToAdd does NOT contain a starkPort Without a starkPort the audio routing never activates. The endpoint gets published under endpointManager=Bluetooth as BluetoothHFPInput/Output instead of CarPlay. Disconnect follows with errors -16723 and -16617. This survives Forget Device, Forget Car, Reset Network Settings, and reboots. The only thing that clears it is Reset All Settings. Two questions: Is there a supported way to purge audiomxd's PVM for a specific MAC address without Reset All Settings? 2. Is BTHeadphones4236,19521 a known misclassification for Nissan head units in iOS 26? Sysdiagnose attached to Feedback Assistant report FB22815215.
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AVMutableComposition audio silently drops on iOS 26 when streaming over HTTP/2 (FB22696516)
We've discovered a regression in iOS 26 where AVMutableComposition silently drops audio when the source asset is streamed over HTTP/2. The same file served over HTTP/1.1 plays audio correctly through the same composition code. Direct AVPlayer playback (without composition) works fine on HTTP/2. This did not occur on iOS 18.x. It happens on physical devices only. It does not reproduce on a simulator or on macOS. Tested conditions (same MP4 file, different CDNs): CloudFront (HTTP/2) + Composition → ❌ Audio silent Cloudflare (HTTP/2) + Composition → ❌ Audio silent Akamai (HTTP/1.1) + Composition → ✅ Audio works Apple TS (HTTP/1.1) + Composition → ✅ Audio works Downloaded locally, then composed → ✅ Audio works Direct playback, no composition (HTTP/2) → ✅ Audio works The CloudFront and Akamai URLs serve the identical file — same S3 object, different CDN edge. CDN vendor doesn't matter; any HTTP/2 source triggers it. Minimal reproduction: let asset = AVURLAsset(url: http2URL) let videoTrack = try await asset.loadTracks(withMediaType: .video).first! let audioTrack = try await asset.loadTracks(withMediaType: .audio).first! let duration = try await asset.load(.duration) let composition = AVMutableComposition() let fullRange = CMTimeRange(start: .zero, end: duration) let compVideo = composition.addMutableTrack(withMediaType: .video, preferredTrackID: kCMPersistentTrackID_Invalid)! try compVideo.insertTimeRange(fullRange, of: videoTrack, at: .zero) let compAudio = composition.addMutableTrack(withMediaType: .audio, preferredTrackID: kCMPersistentTrackID_Invalid)! try compAudio.insertTimeRange(fullRange, of: audioTrack, at: .zero) let item = AVPlayerItem(asset: composition.copy() as! AVComposition) player.replaceCurrentItem(with: item) player.play() // Video plays, audio goes silent after a while Playing the same asset directly works fine: player.replaceCurrentItem(with: AVPlayerItem(asset: asset)) player.play() // Both video and audio work Filed as FB22696516 Sample project: https://github.com/karlingen/AVCompositionBug
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May ’26
Mac (Designed for iPad) cannot access microphone
I have an application that is a VOIP application of sorts that needs access to the microphone. I am using the Mac (Designed for iPad) support to not have to do huge amounts of conditional building and support for all the many iOS specific things my app includes. I never get prompted to allow microphone permissions and I never see my app name appear in Privacy & Security -> Microphone permissions setup. So is it that Mac is just a dead end for any form of an application that needs a microphone and is running under Mac (Designed for iPad) compatibility mode? Why doesn't TCC have some mechanism to notice and grant access to mic use?
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May ’26
Electron app + Apple Music playback: queue works, playback does not start. Looking for guidance.
Hi everyone. I’m building a macOS-first desktop app where music drives the app's behavior loop. The app is currently an Electron prototype. The blocker: we’re testing Apple Music inside an Electron app. MusicKit JS authorization works, catalog search works, and setting the queue works, but playback does not actually start in Electron. What we tried: Created Apple Developer / MusicKit credentials. Generated Apple Music developer tokens successfully. Retrieved a Music User Token through MusicKit JS. Confirmed Apple Music API calls work. Confirmed /v1/test and /me/storefront return 200 OK. Built a local HTTP auth/playback window inside Electron instead of using file://. Tested music.setQueue() with both: { song: songId } { url: catalogUrl } In Electron, the queue loads correctly: queueEmpty=false queueLength=1 volume=1 playbackRate=1 But after music.play(), playbackTime stays at 0 and no audio plays. Then we ran the same MusicKit playback test in normal Chrome using the same token, same local origin, same catalog track, and same queue descriptor. Chrome played successfully and playbackTime advanced. We also checked Electron directly and found navigator.requestMediaKeySystemAccess is missing, so our current theory is that stock Electron lacks the protected media / EME support Apple Music web playback needs. Important: we are not trying to bypass DRM or extract audio. We just want a legitimate way for a user-authorized macOS app to control Apple Music playback or observe playback state. What we’re considering next: Use the native macOS Music app as the playback engine and control it from our app. Test AppleScript / Automation permissions for play, pause, next, current track, player state, etc. Later, possibly build a native Swift helper using Apple Music / MediaPlayer APIs and communicate with Electron over IPC. Avoid relying on Electron MusicKit JS playback if this is a known dead end. Questions: Has anyone successfully made Apple Music / MusicKit JS playback work inside Electron? Is the missing EME/protected-media layer the expected blocker here? Is controlling the native macOS Music app the more realistic path? Any gotchas with AppleScript, MusicKit native APIs, or Electron + native helper architecture for this use case? Any pointers from people who have dealt with Electron + Apple Music / protected media would be appreciated.
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May ’26
applicationWillTerminate to wrap up Background Recording
Hello together, the user is able to do recordings with my app. The recordings also runs, while the App is in Background. I have Background Modes Audio & Background enabled. When the user accidentally terminates the App while the recording is still running, the whole recording is lost. I tried AppDelegate applicationWillTerminate on my iOS 26 App and it works perfectly to wrap up the LiveActivity that is shown while the recording is active. But it does not save the Audio and also doesn't update the Widgets (they are interactive and show a different state while recording and stay stuck in recording-state on accidental termination). Any ideas? Best wishes, Dominik
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May ’26
Audio cues not working when app is in the background
I have a iOS/watchOS app that gives audio cues, like a metronome, on specific patterns. The intent of the watch app is to have it at the same time as a workout app (ie Strava, Apple Fitness) and/or a music app (Spotify/Apple Music). The app works in the foreground just fine. But if I start another app (i.e. Strava) the haptic feedback and a "ding" continues to play in the background, but the "beep or voice" stops. Beep/voice works fine in iOS when in the background, just not in watchOS.
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Apr ’26
Notarization stuck "In Progress" — app uses audio, clipboard and accessibility APIs
Hi, My first notarization submission has been stuck in "In Progress" for several hours with no status change. I'm wondering if it's being held for in-depth analysis given the nature of the app. The app is a macOS dictation utility triggered by a global hotkey. It captures audio input, transcribes it, and pastes the result at the cursor position in whatever app the user is focused on. Because of how it works, it relies on a combination of APIs that may be less common in typical submissions: continuous microphone access, programmatic clipboard manipulation, global keyboard event monitoring, and Accessibility APIs to inject text into the frontmost application. This is the first submission for this app, so there's no prior notarization history for the system to learn from. Is this the kind of profile that typically triggers in-depth analysis? Is there anything I should check or provide, or is waiting the right move here? Thanks
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Mar ’26
SpeechAnalyzer.start(inputSequence:) fails with _GenericObjCError nilError, while the same WAV succeeds with start(inputAudioFile:)
I'm trying to use the new Speech framework for streaming transcription on macOS 26.3, and I can reproduce a failure with SpeechAnalyzer.start(inputSequence:). What is working: SpeechAnalyzer + SpeechTranscriber offline path using start(inputAudioFile:finishAfterFile:) same Spanish WAV file transcribes successfully and returns a coherent final result What is not working: SpeechAnalyzer + SpeechTranscriber stream path using start(inputSequence:) same WAV, replayed as AnalyzerInput(buffer:bufferStartTime:) fails once replay starts with: _GenericObjCError domain=Foundation._GenericObjCError code=0 detail=nilError I also tried: DictationTranscriber instead of SpeechTranscriber no realtime pacing during replay Both still fail in stream mode with the same error. So this does not currently look like a ScreenCaptureKit issue or a Python integration issue. I reduced it to a pure Swift CLI repro. Environment: macOS 26.3 (25D122) Xcode 26.3 Swift 6.2.4 Apple Silicon Mac Has anyone here gotten SpeechAnalyzer.start(inputSequence:) working reliably on macOS 26.x? If so, I'd be interested in any workaround or any detail that differs from the obvious setup: prepareToAnalyze(in:) bestAvailableAudioFormat(...) AnalyzerInput(buffer:bufferStartTime:) replaying a known-good WAV in chunks I already filed Feedback Assistant: FB22149971
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Mar ’26
Incoming calls thrue Jisti Meet and locked screen
Problem: When the screen is locked, an incoming call does not initiate the launch of the Flutter application required for audio and video communication through Jitsi Meet. In the unlocked state, the application functions correctly. The current implementation does not have a mechanism for activating the Flutter engine when receiving a call via CallKit while the screen is locked. Although CallKit UI displays the call acceptance interface and the audio session is configured, the Flutter application remains in a suspended state, making it impossible to connect to the media server. Audio session activated using didActivateAudioSession method.
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Mar ’26
_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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Mar ’26
Final Cut Pro not loading my plugin
I have exhausted standard debugging approaches and need guidance on Final Cut Pro's AU plugin loading behavior. PLUGIN OVERVIEW My plugin is an AUv2 audio plugin built with JUCE 8. The plugin loads and functions correctly in: Pro Tools (AAX) Media Composer (AAX) Reaper (AU + VST3) Logic Pro (AU) GarageBand (AU) Audacity (AU) DaVinci Resolve / Fairlight (AU) Harrison Mixbus (AU) Ableton Live (AU) Cubase (VST3) Nuendo (VST3) It does NOT load in Final Cut Pro (tested on 10.8.x, macOS 14.6 and 15.2). DIAGNOSTICS COMPLETED auval passes cleanly: auval -v aufx Hwhy Manu → AU VALIDATION SUCCEEDED Plugin is notarized and stapled: xcrun stapler validate → The validate action worked spctl --assess --type exec → Note: returns 'not an app' which we understand is expected for .component bundles. Hardened Runtime is enabled on the bundle. We identified that our Info.plist contained a 'resourceUsage' dictionary in the AudioComponents entry. We found via system logs that this was setting au_componentFlags = 2 (kAudioComponentFlag_SandboxSafe), causing FCP to attempt loading the plugin in-process inside its sandbox, where our UDP networking is denied. We removed the resourceUsage dict, confirmed au_componentFlags = 0 in the CAReportingClient log, and FCP now loads the plugin out-of-process via AUHostingServiceXPC_arrow. Despite au_componentFlags = 0 and out-of-process loading confirmed, the plugin still does not appear in FCP's effects browser. We also identified and fixed a channel layout issue — our isBusesLayoutSupported was not returning true for 5-channel layouts (which FCP uses internally). This is now fixed. AU cache has been fully cleared: ~/Library/Caches/com.apple.audio.AudioComponentRegistrar /Library/Caches/com.apple.audio.AudioComponentRegistrar coreaudiod and AudioComponentRegistrar killed to force rescan auval -a run to force re-registration
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Mar ’26
Remote control of DRM audio - need to customise
I'm using MusicKit for DRM track playback in my iOS app and a third party library to play local user-owned music on the file system and from the music library. This app is also supporting accessory devices that offer Bluetooth remote media control. The wish is to achieve parity between how the remote interacts with user owned music and the DRM / cloud / Apple Music tracks in my application music player. Track navigation, app volume (rather than system volume), and scrubbing need to work consistently on a mix of tracks which could alternate DRM and cloud status within one album or playlist. Apple Music queue and track pickers are not useful tools in my app. How can I support playing DRM and Apple Music tracks while not surrendering the remote control features to the system?
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Mar ’26
Recording app audio from Device Hub
It appears that recording video of a device in Device Hub does not record the associated audio of the device. Are there any plans to do this? (Or a workaround that's easier than rerouting the audio output to an audio editor app and recording it separately?) It would be incredibly useful for making app demonstrations and tutorials.
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Feedback on Apple Spatial Audio re-render behavior for Dolby Atmos music delivery — perspective from a working mix engineer
Hey everyone, quick disclaimer before jumping in - I used my LLM to structure this around notes/observations I've been taking the last several months. I apologize for the length but felt this was the best distillation of an important challenge my peers and I are facing in mixing music for the largest device/service segment of the listening community - Airpods Pro/Max via Apple Music. Thanks in advance for reading and any feedback you can offer! -Kyle I'm a professional mix engineer working primarily in contemporary pop, indie, and country. After 20+ years of working in stereo, I've started delivering Dolby Atmos ADM masters for Apple Music distribution. I want to share some specific observations about the Apple Spatial Audio re-render in the hope that it's useful to the team that owns this rendering pipeline — and to ask a few questions I haven't been able to find answered in public documentation. I recognize this sits at an unusual intersection of the developer platform and the Apple Music delivery side of the house, but since the rendering behavior is ultimately a platform-level decision, this felt like the right place to start. Background: the three-format problem When delivering an Atmos ADM master, a mixer effectively has to satisfy three distinct listening contexts simultaneously: Speaker playback (7.1.4 or similar) via the Dolby renderer Dolby binaural re-render (AC-4), as heard on TIDAL and Amazon — which respects the OFF/NEAR/MID/FAR binaural mode settings on beds and objects Apple Spatial Audio headphone re-render on Apple Music The first two have reasonably predictable translation. The third is where I'm running into consistent issues — and where I'd value any guidance Apple is able to share. The core issue: Apple's re-render discards binaural mode metadata As best I can tell from testing and from community documentation, Apple's pipeline ingests the ADM, creates an internal 7.1.4 render, and then applies its own proprietary binaural spatialization — one that does not reference the OFF/NEAR/MID/FAR binaural mode parameters embedded by the mixer. This is distinct from the Dolby AC-4 path, which does honor those settings. In practice, this means: Apple's re-render applies a consistent room character regardless of what the mixer has specified for individual elements Elements like lead vocals and kick/snare — which I'm routing through beds or objects with OFF or NEAR binaural settings specifically to preserve intimacy and punch — receive the same ambient room treatment as wider, more spacious elements The result on Apple Music has noticeably more perceived distance and "room" on transient-heavy and close-mic'd elements than either the speaker mix or the Dolby binaural render To be specific about the perceptual effect: the Apple re-render's virtual room introduces early reflections and a sense of speaker-to-listener distance that significantly undercuts the intimacy and impact of close elements. On a pop or country vocal, this is the difference between a performance that feels present and direct versus one that feels recessed in a listening space. On drums, transient attack is softened in a way that doesn't happen in any other delivery context for the same master. Questions for the team I'd be grateful for any clarity on the following: Is the behavior of ignoring OFF/NEAR/MID/FAR metadata intentional and permanent, or is it something that may change as the rendering pipeline evolves? Is there any mechanism — existing or planned — by which a mixer can influence the room character or "closeness" of elements in Apple's re-render, outside of object positioning metadata? Is there any documentation of how Apple's binaural spatialization layer translates object distance metadata (as opposed to binaural mode) — i.e., does Z-axis positioning in the Atmos object space affect perceived distance in the re-render? Is there a recommended workflow or set of delivery parameters that Apple's audio team considers optimal for music content specifically, as opposed to film/TV? Notes on the Audiomovers Binaural Renderer for Apple Music I'm aware of and have used the Audiomovers plugin, which I understand was developed in collaboration with Apple and accurately reflects the Apple Spatial re-render during session monitoring. It's a genuinely useful tool and has improved my ability to anticipate Apple's output. My questions above are about the underlying rendering behavior — not the monitoring workflow, which is solved. Why this matters for music specifically Film and TV post content has different expectations around spatialization — a consistent room or "cinema" quality to the binaural render is arguably appropriate for that material. For music, particularly in contemporary genres where the stereo mix is already highly produced and intimate, an added room layer competes with the mix's own space design and consistently pushes elements further from the listener than intended. I'd argue music content would benefit from a rendering mode with a more "dry" or near-field room character — and I suspect I'm not alone in this among working Atmos music mixers. I'm happy to provide specific A/B examples or additional technical detail if that's useful to anyone on the platform team. Thanks for reading.
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Activity
3d
Visualization of Apple Music audio
Certain apps (eg. DJay) at least seem to have access to audio data from Apple Music streams, either directly or via an indirect dataset for visualization purposes either generated from audio data on the device or delivered from a remote service. Is there any framework provided by Apple or special agreement with Apple that gives access to Apple Music audio data, or sets of visualization meta data, or the ability to run processing of audio data on device or remotely (either on-demand or via preprocessing)?
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26
Activity
5d
🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device Type? Provide a more reliable way to know “this route is definitely headphones” for A2DP devices, beyond portType and portName string heuristics?
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247
Activity
5d
Real-time Audio Analysis of Audio Played by Other Apps on iPhone
I’m evaluating a simple iOS application that would perform real-time beat detection and audio analysis. My question is: Can an App Store-compliant iOS application access or analyze audio that is being played by other applications on the same device (e.g. Spotify, Apple Music, YouTube, TikTok, Safari, etc.) in real time, without using the microphone? Specifically: Is there any Apple-supported framework that allows access to system audio for real-time beat detection or frequency analysis? Can ReplayKit be used to analyze audio buffers from other applications in real time without recording or saving the audio? If direct access is not permitted, what Apple-approved architecture would be recommended for synchronizing external hardware with music being played on the iPhone? Would such an implementation be acceptable under App Store Review Guidelines? I am trying to determine whether real-time beat detection from audio played by other apps is technically and policy-wise supported on iOS. Thank you.
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147
Activity
1w
Entitlement "com.apple.developer.carplay-driving-task" not allowing audio playback for voice controlled interaction
According to https://developer.apple.com/download/files/CarPlay-Developer-Guide.pdf , apps with entitlement com.apple.developer.carplay-driving-task are allowed to use voice control. In my current implementation the voice recording working fine but the voice response (AVPlayer with category "playback set") does not output any audio. I suspect that it is a entitlement limitation because if I quickly tap to play a music while the voice assistant AVPlayer is "playing", then I can hear the response, but without this trick it stays playing but mute. In parallel I have now requested com.apple.developer.carplay-voice-based-conversation entitlement , but I don't even know if when approved I will be able to use 2 entitlement for the same CarPlay app. Long story short: 1 - Should an app be able to play audio responses when it's CarPlay entitlement is com.apple.developer.carplay-driving-task? 2 - If not, can I combine entitlements com.apple.developer.carplay-driving-task and com.apple.developer.carplay-voice-based-conversation?
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861
Activity
1w
macOS 26 – NSSound/CoreAudio causes SIGILL crash in caulk allocator
Hi everyone, We are the engineering team behind an enterprise communications application for macOS. We are experiencing a critical crash on macOS 26 that did not occur on any previous macOS version. We are seeking clarification from Apple engineers or anyone who may have insight into this behaviour. Environment Architecturex86_64macOS26.4.1 (25E253)HardwareMac15,13 (MacBook Pro)ExceptionSIGILL / ILL_ILLOPCCrashed ThreadThread 0 (Main Thread)TriggerPlaying a notification sound via NSSound during an incoming call Crash Stack 0 caulk consolidating_free_map::maybe_create_free_node + 119 ← SIGILL 1 caulk tiered_allocator + 1469 2 caulk exported_resource::do_allocate + 15 3 AudioToolboxCore EABLImpl::create + 204 4 CoreAudio AUNotQuiteSoSimpleTimeFactory + 33267 8 AudioToolboxCore AudioUnitInitialize + 189 9 AudioToolbox XAudioUnit::Initialize + 19 10 AudioToolbox MESubmixGraph::initialize + 125 11 AudioToolbox MESubmixGraph::connectInputChannel + 1172 12 AudioToolbox MEDeviceStreamClient::AddRunningClient + 509 15 AudioToolbox AudioQueueObject::StartRunning + 194 16 AudioToolbox AudioQueueObject::Start + 1447 22 AudioToolbox AQ::API::V2Impl::AudioQueueStartWithFlags + 805 23 AVFAudio AVAudioPlayerCpp::playQueue + 354 24 AVFAudio AVAudioPlayerCpp::DoAction + 134 25 AVFAudio -[AVAudioPlayer play] + 26 26 AppKit -[NSSound play] + 100 27 Our App -[AudioHelper tryToStartSound:ofType:] + 569 28 Our App block_invoke + 59 Behaviour Difference Between macOS Versions The exact same code path that triggers this crash on macOS 26 works without any issue on macOS 14 and macOS 15 — no crash, no warning, no log output of any kind. The crash occurs inside Apple's private caulk memory allocator during CoreAudio audio engine initialisation, triggered by a call to [NSSound play]. The SIGILL / ILL_ILLOPC at maybe_create_free_node + 119 suggests a hard ud2 trap — an intentional abort guard inserted at compile time. This strongly suggests that something changed in macOS 26 within NSSound / CoreAudio / caulk that causes this code path to fail in a way it previously did not. Questions We have the following specific questions: Was there a deliberate threading policy change in NSSound / CoreAudio in macOS 26? Is the SIGILL in caulk::consolidating_free_map::maybe_create_free_node an intentional thread-affinity assertion introduced in macOS 26? Are there any other NSSound / AVAudioPlayer / AudioQueue APIs that have similarly tightened their requirements in macOS 26 that we should be aware of? Is there a migration guide, release note, or WWDC session that covers CoreAudio changes in macOS 26 that we may have missed? Has anyone else in the developer community encountered a similar SIGILL crash in caulk on macOS 26 during audio playback?
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Activity
2w
audiomxd PVM misclassifies CarPlay head unit as BTHeadphones — CarPlay never activates despite successful iAP2 auth
iPhone 16 Pro, iOS 26.5 (23F77), Nissan Sentra 2022, USB-C wired CarPlay. CarPlay fails every attempt despite the iAP2 handshake completing successfully. Same cable + same car works with a different iPhone. After digging through sysdiagnose logs I found the root cause in audiomxd. The head unit's Bluetooth MAC (BC:42:8C:B8:06:AF) is permanently stored in the PVM as HeadphonesBT: PVM: Route [58] = HeadphonesBT~BC:42:8C:B8:06:AF This causes FigRoutingManagerProcessCustomizedRouting to return: isPortOfTypeCarPlayAtIndex = NO modelID = BTHeadphones4236,19521 And vaemProcessCarPlayCustomizedRouting never adds a starkPort: portsToAdd[0] = AirPlayHandoffDevice portsToAdd does NOT contain a starkPort Without a starkPort the audio routing never activates. The endpoint gets published under endpointManager=Bluetooth as BluetoothHFPInput/Output instead of CarPlay. Disconnect follows with errors -16723 and -16617. This survives Forget Device, Forget Car, Reset Network Settings, and reboots. The only thing that clears it is Reset All Settings. Two questions: Is there a supported way to purge audiomxd's PVM for a specific MAC address without Reset All Settings? 2. Is BTHeadphones4236,19521 a known misclassification for Nissan head units in iOS 26? Sysdiagnose attached to Feedback Assistant report FB22815215.
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Activity
3w
AVMutableComposition audio silently drops on iOS 26 when streaming over HTTP/2 (FB22696516)
We've discovered a regression in iOS 26 where AVMutableComposition silently drops audio when the source asset is streamed over HTTP/2. The same file served over HTTP/1.1 plays audio correctly through the same composition code. Direct AVPlayer playback (without composition) works fine on HTTP/2. This did not occur on iOS 18.x. It happens on physical devices only. It does not reproduce on a simulator or on macOS. Tested conditions (same MP4 file, different CDNs): CloudFront (HTTP/2) + Composition → ❌ Audio silent Cloudflare (HTTP/2) + Composition → ❌ Audio silent Akamai (HTTP/1.1) + Composition → ✅ Audio works Apple TS (HTTP/1.1) + Composition → ✅ Audio works Downloaded locally, then composed → ✅ Audio works Direct playback, no composition (HTTP/2) → ✅ Audio works The CloudFront and Akamai URLs serve the identical file — same S3 object, different CDN edge. CDN vendor doesn't matter; any HTTP/2 source triggers it. Minimal reproduction: let asset = AVURLAsset(url: http2URL) let videoTrack = try await asset.loadTracks(withMediaType: .video).first! let audioTrack = try await asset.loadTracks(withMediaType: .audio).first! let duration = try await asset.load(.duration) let composition = AVMutableComposition() let fullRange = CMTimeRange(start: .zero, end: duration) let compVideo = composition.addMutableTrack(withMediaType: .video, preferredTrackID: kCMPersistentTrackID_Invalid)! try compVideo.insertTimeRange(fullRange, of: videoTrack, at: .zero) let compAudio = composition.addMutableTrack(withMediaType: .audio, preferredTrackID: kCMPersistentTrackID_Invalid)! try compAudio.insertTimeRange(fullRange, of: audioTrack, at: .zero) let item = AVPlayerItem(asset: composition.copy() as! AVComposition) player.replaceCurrentItem(with: item) player.play() // Video plays, audio goes silent after a while Playing the same asset directly works fine: player.replaceCurrentItem(with: AVPlayerItem(asset: asset)) player.play() // Both video and audio work Filed as FB22696516 Sample project: https://github.com/karlingen/AVCompositionBug
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459
Activity
May ’26
Mac (Designed for iPad) cannot access microphone
I have an application that is a VOIP application of sorts that needs access to the microphone. I am using the Mac (Designed for iPad) support to not have to do huge amounts of conditional building and support for all the many iOS specific things my app includes. I never get prompted to allow microphone permissions and I never see my app name appear in Privacy & Security -> Microphone permissions setup. So is it that Mac is just a dead end for any form of an application that needs a microphone and is running under Mac (Designed for iPad) compatibility mode? Why doesn't TCC have some mechanism to notice and grant access to mic use?
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639
Activity
May ’26
Electron app + Apple Music playback: queue works, playback does not start. Looking for guidance.
Hi everyone. I’m building a macOS-first desktop app where music drives the app's behavior loop. The app is currently an Electron prototype. The blocker: we’re testing Apple Music inside an Electron app. MusicKit JS authorization works, catalog search works, and setting the queue works, but playback does not actually start in Electron. What we tried: Created Apple Developer / MusicKit credentials. Generated Apple Music developer tokens successfully. Retrieved a Music User Token through MusicKit JS. Confirmed Apple Music API calls work. Confirmed /v1/test and /me/storefront return 200 OK. Built a local HTTP auth/playback window inside Electron instead of using file://. Tested music.setQueue() with both: { song: songId } { url: catalogUrl } In Electron, the queue loads correctly: queueEmpty=false queueLength=1 volume=1 playbackRate=1 But after music.play(), playbackTime stays at 0 and no audio plays. Then we ran the same MusicKit playback test in normal Chrome using the same token, same local origin, same catalog track, and same queue descriptor. Chrome played successfully and playbackTime advanced. We also checked Electron directly and found navigator.requestMediaKeySystemAccess is missing, so our current theory is that stock Electron lacks the protected media / EME support Apple Music web playback needs. Important: we are not trying to bypass DRM or extract audio. We just want a legitimate way for a user-authorized macOS app to control Apple Music playback or observe playback state. What we’re considering next: Use the native macOS Music app as the playback engine and control it from our app. Test AppleScript / Automation permissions for play, pause, next, current track, player state, etc. Later, possibly build a native Swift helper using Apple Music / MediaPlayer APIs and communicate with Electron over IPC. Avoid relying on Electron MusicKit JS playback if this is a known dead end. Questions: Has anyone successfully made Apple Music / MusicKit JS playback work inside Electron? Is the missing EME/protected-media layer the expected blocker here? Is controlling the native macOS Music app the more realistic path? Any gotchas with AppleScript, MusicKit native APIs, or Electron + native helper architecture for this use case? Any pointers from people who have dealt with Electron + Apple Music / protected media would be appreciated.
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325
Activity
May ’26
applicationWillTerminate to wrap up Background Recording
Hello together, the user is able to do recordings with my app. The recordings also runs, while the App is in Background. I have Background Modes Audio & Background enabled. When the user accidentally terminates the App while the recording is still running, the whole recording is lost. I tried AppDelegate applicationWillTerminate on my iOS 26 App and it works perfectly to wrap up the LiveActivity that is shown while the recording is active. But it does not save the Audio and also doesn't update the Widgets (they are interactive and show a different state while recording and stay stuck in recording-state on accidental termination). Any ideas? Best wishes, Dominik
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368
Activity
May ’26
How to get NFR license for Logic Pro?
Is it true that Apple developers can get NFR licenses for Logic Pro? My boss seems convinced and asked that I find out. Any help is appreciated.
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1
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1
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1.2k
Activity
Apr ’26
Audio cues not working when app is in the background
I have a iOS/watchOS app that gives audio cues, like a metronome, on specific patterns. The intent of the watch app is to have it at the same time as a workout app (ie Strava, Apple Fitness) and/or a music app (Spotify/Apple Music). The app works in the foreground just fine. But if I start another app (i.e. Strava) the haptic feedback and a "ding" continues to play in the background, but the "beep or voice" stops. Beep/voice works fine in iOS when in the background, just not in watchOS.
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6
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378
Activity
Apr ’26
Notarization stuck "In Progress" — app uses audio, clipboard and accessibility APIs
Hi, My first notarization submission has been stuck in "In Progress" for several hours with no status change. I'm wondering if it's being held for in-depth analysis given the nature of the app. The app is a macOS dictation utility triggered by a global hotkey. It captures audio input, transcribes it, and pastes the result at the cursor position in whatever app the user is focused on. Because of how it works, it relies on a combination of APIs that may be less common in typical submissions: continuous microphone access, programmatic clipboard manipulation, global keyboard event monitoring, and Accessibility APIs to inject text into the frontmost application. This is the first submission for this app, so there's no prior notarization history for the system to learn from. Is this the kind of profile that typically triggers in-depth analysis? Is there anything I should check or provide, or is waiting the right move here? Thanks
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713
Activity
Mar ’26
SpeechAnalyzer.start(inputSequence:) fails with _GenericObjCError nilError, while the same WAV succeeds with start(inputAudioFile:)
I'm trying to use the new Speech framework for streaming transcription on macOS 26.3, and I can reproduce a failure with SpeechAnalyzer.start(inputSequence:). What is working: SpeechAnalyzer + SpeechTranscriber offline path using start(inputAudioFile:finishAfterFile:) same Spanish WAV file transcribes successfully and returns a coherent final result What is not working: SpeechAnalyzer + SpeechTranscriber stream path using start(inputSequence:) same WAV, replayed as AnalyzerInput(buffer:bufferStartTime:) fails once replay starts with: _GenericObjCError domain=Foundation._GenericObjCError code=0 detail=nilError I also tried: DictationTranscriber instead of SpeechTranscriber no realtime pacing during replay Both still fail in stream mode with the same error. So this does not currently look like a ScreenCaptureKit issue or a Python integration issue. I reduced it to a pure Swift CLI repro. Environment: macOS 26.3 (25D122) Xcode 26.3 Swift 6.2.4 Apple Silicon Mac Has anyone here gotten SpeechAnalyzer.start(inputSequence:) working reliably on macOS 26.x? If so, I'd be interested in any workaround or any detail that differs from the obvious setup: prepareToAnalyze(in:) bestAvailableAudioFormat(...) AnalyzerInput(buffer:bufferStartTime:) replaying a known-good WAV in chunks I already filed Feedback Assistant: FB22149971
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574
Activity
Mar ’26
Incoming calls thrue Jisti Meet and locked screen
Problem: When the screen is locked, an incoming call does not initiate the launch of the Flutter application required for audio and video communication through Jitsi Meet. In the unlocked state, the application functions correctly. The current implementation does not have a mechanism for activating the Flutter engine when receiving a call via CallKit while the screen is locked. Although CallKit UI displays the call acceptance interface and the audio session is configured, the Flutter application remains in a suspended state, making it impossible to connect to the media server. Audio session activated using didActivateAudioSession method.
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210
Activity
Mar ’26
_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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4
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1.3k
Activity
Mar ’26
Final Cut Pro not loading my plugin
I have exhausted standard debugging approaches and need guidance on Final Cut Pro's AU plugin loading behavior. PLUGIN OVERVIEW My plugin is an AUv2 audio plugin built with JUCE 8. The plugin loads and functions correctly in: Pro Tools (AAX) Media Composer (AAX) Reaper (AU + VST3) Logic Pro (AU) GarageBand (AU) Audacity (AU) DaVinci Resolve / Fairlight (AU) Harrison Mixbus (AU) Ableton Live (AU) Cubase (VST3) Nuendo (VST3) It does NOT load in Final Cut Pro (tested on 10.8.x, macOS 14.6 and 15.2). DIAGNOSTICS COMPLETED auval passes cleanly: auval -v aufx Hwhy Manu → AU VALIDATION SUCCEEDED Plugin is notarized and stapled: xcrun stapler validate → The validate action worked spctl --assess --type exec → Note: returns 'not an app' which we understand is expected for .component bundles. Hardened Runtime is enabled on the bundle. We identified that our Info.plist contained a 'resourceUsage' dictionary in the AudioComponents entry. We found via system logs that this was setting au_componentFlags = 2 (kAudioComponentFlag_SandboxSafe), causing FCP to attempt loading the plugin in-process inside its sandbox, where our UDP networking is denied. We removed the resourceUsage dict, confirmed au_componentFlags = 0 in the CAReportingClient log, and FCP now loads the plugin out-of-process via AUHostingServiceXPC_arrow. Despite au_componentFlags = 0 and out-of-process loading confirmed, the plugin still does not appear in FCP's effects browser. We also identified and fixed a channel layout issue — our isBusesLayoutSupported was not returning true for 5-channel layouts (which FCP uses internally). This is now fixed. AU cache has been fully cleared: ~/Library/Caches/com.apple.audio.AudioComponentRegistrar /Library/Caches/com.apple.audio.AudioComponentRegistrar coreaudiod and AudioComponentRegistrar killed to force rescan auval -a run to force re-registration
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474
Activity
Mar ’26
Remote control of DRM audio - need to customise
I'm using MusicKit for DRM track playback in my iOS app and a third party library to play local user-owned music on the file system and from the music library. This app is also supporting accessory devices that offer Bluetooth remote media control. The wish is to achieve parity between how the remote interacts with user owned music and the DRM / cloud / Apple Music tracks in my application music player. Track navigation, app volume (rather than system volume), and scrubbing need to work consistently on a mix of tracks which could alternate DRM and cloud status within one album or playlist. Apple Music queue and track pickers are not useful tools in my app. How can I support playing DRM and Apple Music tracks while not surrendering the remote control features to the system?
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577
Activity
Mar ’26