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Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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Jun ’25
The files generated using AVAudioRecorder have a constant size of only 4kb
Hello. My app uses AVAudioRecorder to generate recording files, which are consistently only 4kb in size. Most users generate audio files normally, with only a few users experiencing this phenomenon occasionally. After uninstalling and installing the app, it will work normally, but it will reappear after a period of time. I have compared that the problematic audio files generated each time are fixed and cannot be played. Added the audioRecorderDidFinishRecording proxy method, which shows that the recording was completed normally. The user also reported that the recording is normal, but there is a problem with the generated file. How should I handle this issue? Look forward to your reply. - (void)startRecordWithOrderID:(NSString *)orderID { AVAudioSession *audioSession = [AVAudioSession sharedInstance]; [audioSession setCategory:AVAudioSessionCategoryRecord error:nil]; [audioSession setActive:YES error:nil]; NSMutableDictionary *settings = [[NSMutableDictionary alloc] init]; [settings setObject:[NSNumber numberWithFloat: 8000.0] forKey:AVSampleRateKey]; [settings setObject:[NSNumber numberWithInt: kAudioFormatLinearPCM] forKey:AVFormatIDKey]; [settings setObject:[NSNumber numberWithInt:16] forKey:AVLinearPCMBitDepthKey]; [settings setObject:[NSNumber numberWithInt: 1] forKey:AVNumberOfChannelsKey]; [settings setObject:[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsBigEndianKey]; [settings setObject:[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsFloatKey]; NSString *path = [WDUtility createDirInDocument:@"audios" withOrderID:orderID withPathExtension:@"wav"]; NSURL *tmpFile = [NSURL fileURLWithPath:path]; recorder = [[AVAudioRecorder alloc] initWithURL:tmpFile settings:settings error:nil]; [recorder setDelegate:self]; [recorder prepareToRecord]; [recorder record]; }
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261
Jul ’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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May ’25
Question about Apple Vision Pro audio input sampling rate for research
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction. Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio. Specifically, I would like to understand: What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones? When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture? Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)? For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful. Thank you in advance! Best regards.
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187
Jan ’26
🎧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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110
Feb ’26
Creating RTP-MIDI Sessions via MIDINetworkSession C API (dlopen/dlsym) on macOS 15?
I’m an amateur developer working on a free utility for composers/producers, for which the macOS release needs to create and name RTP-MIDI sessions in Audio MIDI Setup from the command line (so I can ship a small C helper instead of telling users to click through the UI). Here’s what I’ve tried so far, without luck: • Plist hacks: Injecting entries into ~/Library/Audio/MIDI Configurations/*.mcfg works when AMS is closed, but AMS immediately locks and reverts my changes when it’s open. • CoreMIDI C API: I can create virtual ports with MIDISourceCreate, but attempting MIDIObjectGetDataProperty on the apple.midirtp.session plugin always returns err –10836. • Obj-C & Swift: Loading MIDINetworkSession and calling defaultSession, init, setNetworkName: and setting enabled = YES doesn’t produce a new session object in the Network panel. • dlopen/dlsym: I extracted the real CoreMIDI binary out of the dyld shared cache and tried binding _MIDINetworkSessionCreate, _SetName, _SetEnabled, etc., but all the symbols come back null or my tool segfaults. • Plugin registration: I’ve pulled the factory UUID (70C9C5EA-7C65-11D8-B317-000393A34B5A) from /System/Library/Extensions/AppleMIDIRTPDriver.plugin/Contents/Info.plist and called CFPlugInRegisterFactories, but it still never exposes the session-creation calls. At this point I’m convinced I’m either loading the wrong binary or missing one critical step in registering the RTP-MIDI plugin’s private API. Can anyone point me to: The exact path of the dylib or bundle that actually exports the MIDINetworkSessionCreate/MIDINetworkSessionSetName/MIDINetworkSessionSetEnabled symbols? A minimal working snippet (C or Obj-C) that reliably creates and names a Network-MIDI session? Any pointers, sample code, or even ideas about where Apple hides this functionality on macOS 15 would be hugely appreciated. Thanks!
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Jun ’25
MusicKit developer token issue
I'm reaching out regarding a recurring issue I'm experiencing with MusicKit developer tokens. I'm using a valid .p8 private key to sign JWTs for Apple MusicKit integration. Each token I generate includes the appropriate claims (iss, iat, exp) and is signed with the ES256 algorithm, with an expiration date set approximately 6 months ahead. Everything works as expected immediately after generating the token. However, after a few days, the same JWT (still well within its expiration period) suddenly begins returning invalid/unauthorized responses when used in Postman and other API clients. Importantly: I did not delete or revoke the .p8 key during this time. I verified the JWT contains valid claims and a proper structure. The issue consistently resolves only when I create a new .p8 file and regenerate a fresh JWT with it—after which the cycle repeats. This issue occurs even when the environment and app identifiers remain unchanged. I would greatly appreciate it if you could help me understand: Why these tokens become invalid after a few days, despite having a long exp value and an unchanged key. Whether there's any automatic revocation or timeout policy on .p8 keys that could explain this behavior. If there's a better way to maintain long-lived developer tokens without requiring new .p8 key generation every few days. Thank you for your help and clarification on this issue. Best regards, Liad Altif
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Jun ’25
Unexpected Ambisonics format
When trying to load an ambisonics file using this project: https://github.com/robertncoomber/NativeiOSAmbisonicPlayback/ I get "Unexpected Ambisonics format". Interestingly, loading a 3rd order ambisonics file works fine: let ambisonicLayoutTag = kAudioChannelLayoutTag_HOA_ACN_SN3D | 16 let AmbisonicLayout = AVAudioChannelLayout(layoutTag: ambisonicLayoutTag) let StereoLayout = AVAudioChannelLayout(layoutTag: kAudioChannelLayoutTag_Stereo) So it's purely related to the kAudioChannelLayoutTag_Ambisonic_B_Format
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AVAudioFile.read extremely slow after seeking in FLAC and MP3 files
I'm developing an audio player app that uses AVAudio​File to read PCM data from various formats. I'm experiencing severe performance issues when seeking in FLAC, while other compressed formats (M4A/AAC) work correctly. I don't intend to use them in my app, but I also tested mp3 files just by curiosity and they also have this issue. Environment: macOS 26 (Tahoe) Xcode 26.3 Apple Silicon (M1) The issue: After setting AVAudio​File​.frame​Position to a position mid-file, the subsequent call to AVAudio​File​.read(into​:frame​Count:) blocks for an unreasonable amount of time for FLAC and MP3 files. The delay scales linearly with the seek target, seeking near the beginning is fast, seeking toward the end is proportionally slower, which suggests the decoder is decoding linearly from the beginning of the file rather than using any seek index. (My app deals with “images” of Audio CDs ripped as a single long audio file.) The issue is particularly severe when reading files from an SMB network share (server on Ethernet, client on Wi-Fi with the access point ~2 meters away in line of sight). Quick Benchmark results: I tested with the same 75-minute audio content (16-bit/44.1 kHz stereo, 200,502,708 frames) encoded in five formats, seeking to the midpoint. Over SMB (Local Network, Server on Ethernet, Client on WiFi): Format | Seek + Read Time ----------|------------------ WAV | 0.007 s AIFF | 0.009 s Apple | 0.015 s Lossless | MP3 | 9.2 s FLAC | 30.2 s Locally (MacBook Air M1 SSD) : Format | Seek + Read Time ----------|------------------ WAV | 0.0005 s AIFF | 0.0004 s Apple | 0.0011 s Lossless | MP3 | 0.1958 s FLAC | 0.7528 s WAV, AIFF, and M4A all seek virtually instantly (< 15 ms). MP3 and FLAC exhibit linear-time behavior, with FLAC being the worst affected. Note that M4A (AAC) is also a compressed format that requires decoding after seeking, yet it completes in 15 ms. This rules out any inherent limitation of compressed formats, the MP4 container's packet index (stts/stco) is clearly being used for fast random access. Both MP3 (Xing/LAME TOC) and FLAC (SEEKTABLE metadata block) have their own seek mechanisms that should provide similar performance. Minimal CLI tool to reproduce: import Foundation guard CommandLine.arguments.count > 1 else { print("Usage: FLACSpeed <audio-file-path>") exit(1) } let path = CommandLine.arguments[1] let fileURL = URL(fileURLWithPath: path) do { let file = try AVAudioFile(forReading: fileURL) let format = file.processingFormat let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: 8192)! let totalFrames = file.length let seekTarget = totalFrames / 2 print("File: \(fileURL.lastPathComponent)") print("Format: \(format)") print("Total frames: \(totalFrames)") print("Seeking to frame: \(seekTarget)") file.framePosition = seekTarget let start = CFAbsoluteTimeGetCurrent() try file.read(into: buffer, frameCount: 8192) let elapsed = CFAbsoluteTimeGetCurrent() - start print("Read after seek took \(elapsed) seconds") } catch { print("Error: \(error.localizedDescription)") exit(1) } Expected behavior: AVAudio​File​.read(into​:frame​Count:) after setting frame​Position should use the available seek mechanisms in FLAC and MP3 files for fast random access, as it already does for M4A (AAC). Even accounting for the fact that seek tables provide approximate (not sample-precise) positioning, the "jump to nearest index point + decode forward" approach should complete in milliseconds, not seconds. Workaround: For FLAC, I've worked around this by using libFLAC directly, which provides instant seeking via FLAC__stream​_decoder​_seek​_absolute(). libFLAC Performance: For comparison, libFLAC's FLAC__stream​_decoder​_seek​_absolute() performs the same seek + read on the same FLAC file in around 0.015, using the FLAC seek table to jump to the nearest preceding seek point, then decoding forward a small number of frames to the exact target sample.
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App Randomly Crashes During Continuous Sound Playback Using AVAudioPlayer
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2 We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function: var audioPlayer: AVAudioPlayer? func soundPlay(resource: String, type: String){ guard let path = Bundle.main.path(forResource: resource, ofType: type) else { return } do { audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path)) audioPlayer!.delegate = self try audioSession.setCategory(.playback) } catch { return } self.audioPlayer!.play() } The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping. Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes. My questions are: **Is this expected behavior from AVAudioPlayer or AVAudioSession? Could this be a known issue or a limitation in AVFoundation? Is there any documentation or guidance on handling frequent sound playback safely?** Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
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227
May ’25
AVAudioPlayer/SKAudioNode audio no longer plays after interruption
Hi 👋! We have a SpriteKit-based app where we play AVAudio sounds in three different ways: Effects (incl. UI sounds) with AVAudioPlayer. Long looping tracks with AVAudioPlayer. Short animation effects on the timeline of SpriteKit's SKScene files (effectively SKAudioNode nodes). We've found that when you exit the app or otherwise interrupt audio plays, future audio plays often fail. For example, there's a WebKit-based video trailer inside the app, and if you play it, our looping background music track (2.) will stop playing, and won't resume as you close the trailer (return from WebKit). This is probably due to us not manually restarting the track (so may well be easily fixed). Periodically played AVAudioPlayer audio (1.) are not affected. However, the more concerning thing is that the audio tracks on SKScene file timelines (3.) will no longer play. My hypothesis is that AVAudioEngine gets interrupted, and needs to be restarted for those AVAudioNode elements to regain functionality. Thing is, we don't deal with AVAudioEngine at all currently in the app, meaning it is never initiated to begin with. Obviously things return to normal when you remove the app from short-term memory and restart it. However, it seems many of our users aren't doing this, and often report audio failing presumably due to some interruption in the past without the app ever being cleared from memory. Any idea why timeline-run SKAudioNodes would fail like this? Should the app react to app backgrounding/foregrounding regarding audio? Any help would be very much appreciated ✌️!
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May ’25
Blockchain question
I’m a normie: not a developer at all. My idea might be super dumb. Would it be possible to please let us have a button in iphone photos that when toggled allows us to save certain chosen raw images to an iphone block chain, AND have Apple authenticate they are native photos, marked the milisecond they were taken, that they are native and no AI was used on those images? That might go a long way toward restoring trust in truth in photos again. We could also have the same thing for AI. Marked notification in the data on AI photos that can't be erased. Sorry if this is already underway and I'm just a normal person and therefore don't know it. I just want to be able to trust things again. 🤷🏽‍♀️
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Feb ’26
How to mark Audio Unit as dirty (needing to be saved)
I'm working on a v2 Audio Unit that has some complicated internal state (audio, midi, other settings). When the internal state changes, I want to inform the host (f.i. Logic Pro) that my plugin state has changed, and that the main window should show the 'project changed' status through the window close button. This was easy to achieve for the VST version of the plugin, but I can't figure out a way to do it for the Audio Unit. I've tried: Notifying change of the kAudioUnitProperty_ClassInfo property that stores the plugin state: unit->PropertyChanged(kAudioUnitProperty_ClassInfo, kAudioUnitScope_Global, 0); Setting the kAudioUnitProperty_ClassInfo property value each time the plugin state changes. Adding a new parameter called 'dirtystate' and toggling it and notifying the change each time the plugin state changes. But nothing really make Logic take notice. This should be an easy task, but I can't put my finger on it. How do I flag may AUv2 as needing its status saved (i.e. the host project needs saving)?
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163
Jan ’26
Uploading PhotoKit Resources in the Background
The introduction of PHBackgroundResourceUploadExtension is a welcome addition in iOS 26.1. I wonder however, how to attach a debugger and actually get the system to call the process() method of the extension. I tried to run the extension both inside photos app (and also the main app for testing), but when I take a photo or add photos to the library (saving), the process() method does never get called. Any hints would be appreciated to debug the PHBackgroundResourceUploadExtension during development.
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270
Nov ’25
AVAudioMixerNode outputVolume range?
According to the header file the outputVolume properties supported range is 0.0-1.0: /*! @property outputVolume @abstract The mixer's output volume. @discussion This accesses the mixer's output volume (0.0-1.0, inclusive). @property (nonatomic) float outputVolume; However when setting the volume to 2.0 the audio does indeed play louder. Is the header file out of date and if so, what is the supported range for outputVolume? Thanks
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160
Apr ’25
When deleting photos, encountered PHPhotosError.operationInterrupted (3301).
Hi, I’ve developed a photo app that includes a photo deletion feature. Some users have reported encountering PHPhotosError.operationInterrupted (3301) when attempting to delete photos. Initially, I suspected that some of the assets might have a sourceType of typeiTunesSynced, since the documentation notes that iTunes-synced assets cannot be edited or deleted. However, after checking the logs, all of the assets involved are of typeUserLibrary. Additionally, the user mentioned that some photos in the iPhone Photos do not show a delete button. I’m unsure whether the absence of the delete button is related to the 3301 error. I’d like to confirm the following: Under what conditions does PHPhotosError.operationInterrupted (3301) occur, and how should it be handled? Why do some photos in the iPhone Photos not show a delete button? The code for deleting photos is as follows: PHPhotoLibrary *library = [PHPhotoLibrary sharedPhotoLibrary]; [library performChanges:^{ PHFetchResult *assetsToBeDeleted = [PHAsset fetchAssetsWithLocalIdentifiers:delUrls options:nil]; if (assetsToBeDeleted) { [PHAssetChangeRequest deleteAssets:assetsToBeDeleted]; } } completionHandler:^(BOOL success, NSError *error) {
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132
Jun ’25
AVAudioEngine obtains channel audio data
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem. I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
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293
Dec ’25
How to Get Device Orientation in Background (PiP) Mode?
My app is a camera app that supports Picture-in-Picture (PiP) mode. Normally, when the device rotates, I get the device orientation from iOS and use it to rotate the camera feed so that the preview stays correctly aligned. However, when the app enters PiP mode, it is considered to be in the background, and I can no longer receive orientation updates from the system. As a result, I can’t apply rotation corrections to the camera video in PiP mode. Is there any way to retrieve device orientation while the app is in the background (specifically during PiP mode)? Any guidance would be greatly appreciated. Thank you!
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May ’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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Dec ’25
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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162
Activity
Jun ’25
The files generated using AVAudioRecorder have a constant size of only 4kb
Hello. My app uses AVAudioRecorder to generate recording files, which are consistently only 4kb in size. Most users generate audio files normally, with only a few users experiencing this phenomenon occasionally. After uninstalling and installing the app, it will work normally, but it will reappear after a period of time. I have compared that the problematic audio files generated each time are fixed and cannot be played. Added the audioRecorderDidFinishRecording proxy method, which shows that the recording was completed normally. The user also reported that the recording is normal, but there is a problem with the generated file. How should I handle this issue? Look forward to your reply. - (void)startRecordWithOrderID:(NSString *)orderID { AVAudioSession *audioSession = [AVAudioSession sharedInstance]; [audioSession setCategory:AVAudioSessionCategoryRecord error:nil]; [audioSession setActive:YES error:nil]; NSMutableDictionary *settings = [[NSMutableDictionary alloc] init]; [settings setObject:[NSNumber numberWithFloat: 8000.0] forKey:AVSampleRateKey]; [settings setObject:[NSNumber numberWithInt: kAudioFormatLinearPCM] forKey:AVFormatIDKey]; [settings setObject:[NSNumber numberWithInt:16] forKey:AVLinearPCMBitDepthKey]; [settings setObject:[NSNumber numberWithInt: 1] forKey:AVNumberOfChannelsKey]; [settings setObject:[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsBigEndianKey]; [settings setObject:[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsFloatKey]; NSString *path = [WDUtility createDirInDocument:@"audios" withOrderID:orderID withPathExtension:@"wav"]; NSURL *tmpFile = [NSURL fileURLWithPath:path]; recorder = [[AVAudioRecorder alloc] initWithURL:tmpFile settings:settings error:nil]; [recorder setDelegate:self]; [recorder prepareToRecord]; [recorder record]; }
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261
Activity
Jul ’25
Infrequent Sound inconsitency with Apple Music
Since MacOS 26 Apple Music has inconsitent drops to the Quality of some Tracks indiscrimantly. I don't know if others Expereinced it. It doesn't happen on the Speakers or connected via Bluetooth, but the AUX I/O has it quite often. It is more noticable on Headphones with 48kHz and higher Frequency Bandwidth. Here is the FB18062589
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184
Activity
Jul ’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
Question about Apple Vision Pro audio input sampling rate for research
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction. Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio. Specifically, I would like to understand: What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones? When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture? Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)? For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful. Thank you in advance! Best regards.
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187
Activity
Jan ’26
🎧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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110
Activity
Feb ’26
Creating RTP-MIDI Sessions via MIDINetworkSession C API (dlopen/dlsym) on macOS 15?
I’m an amateur developer working on a free utility for composers/producers, for which the macOS release needs to create and name RTP-MIDI sessions in Audio MIDI Setup from the command line (so I can ship a small C helper instead of telling users to click through the UI). Here’s what I’ve tried so far, without luck: • Plist hacks: Injecting entries into ~/Library/Audio/MIDI Configurations/*.mcfg works when AMS is closed, but AMS immediately locks and reverts my changes when it’s open. • CoreMIDI C API: I can create virtual ports with MIDISourceCreate, but attempting MIDIObjectGetDataProperty on the apple.midirtp.session plugin always returns err –10836. • Obj-C & Swift: Loading MIDINetworkSession and calling defaultSession, init, setNetworkName: and setting enabled = YES doesn’t produce a new session object in the Network panel. • dlopen/dlsym: I extracted the real CoreMIDI binary out of the dyld shared cache and tried binding _MIDINetworkSessionCreate, _SetName, _SetEnabled, etc., but all the symbols come back null or my tool segfaults. • Plugin registration: I’ve pulled the factory UUID (70C9C5EA-7C65-11D8-B317-000393A34B5A) from /System/Library/Extensions/AppleMIDIRTPDriver.plugin/Contents/Info.plist and called CFPlugInRegisterFactories, but it still never exposes the session-creation calls. At this point I’m convinced I’m either loading the wrong binary or missing one critical step in registering the RTP-MIDI plugin’s private API. Can anyone point me to: The exact path of the dylib or bundle that actually exports the MIDINetworkSessionCreate/MIDINetworkSessionSetName/MIDINetworkSessionSetEnabled symbols? A minimal working snippet (C or Obj-C) that reliably creates and names a Network-MIDI session? Any pointers, sample code, or even ideas about where Apple hides this functionality on macOS 15 would be hugely appreciated. Thanks!
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219
Activity
Jun ’25
MusicKit developer token issue
I'm reaching out regarding a recurring issue I'm experiencing with MusicKit developer tokens. I'm using a valid .p8 private key to sign JWTs for Apple MusicKit integration. Each token I generate includes the appropriate claims (iss, iat, exp) and is signed with the ES256 algorithm, with an expiration date set approximately 6 months ahead. Everything works as expected immediately after generating the token. However, after a few days, the same JWT (still well within its expiration period) suddenly begins returning invalid/unauthorized responses when used in Postman and other API clients. Importantly: I did not delete or revoke the .p8 key during this time. I verified the JWT contains valid claims and a proper structure. The issue consistently resolves only when I create a new .p8 file and regenerate a fresh JWT with it—after which the cycle repeats. This issue occurs even when the environment and app identifiers remain unchanged. I would greatly appreciate it if you could help me understand: Why these tokens become invalid after a few days, despite having a long exp value and an unchanged key. Whether there's any automatic revocation or timeout policy on .p8 keys that could explain this behavior. If there's a better way to maintain long-lived developer tokens without requiring new .p8 key generation every few days. Thank you for your help and clarification on this issue. Best regards, Liad Altif
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151
Activity
Jun ’25
Unexpected Ambisonics format
When trying to load an ambisonics file using this project: https://github.com/robertncoomber/NativeiOSAmbisonicPlayback/ I get "Unexpected Ambisonics format". Interestingly, loading a 3rd order ambisonics file works fine: let ambisonicLayoutTag = kAudioChannelLayoutTag_HOA_ACN_SN3D | 16 let AmbisonicLayout = AVAudioChannelLayout(layoutTag: ambisonicLayoutTag) let StereoLayout = AVAudioChannelLayout(layoutTag: kAudioChannelLayoutTag_Stereo) So it's purely related to the kAudioChannelLayoutTag_Ambisonic_B_Format
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48
Activity
3w
AVAudioFile.read extremely slow after seeking in FLAC and MP3 files
I'm developing an audio player app that uses AVAudio​File to read PCM data from various formats. I'm experiencing severe performance issues when seeking in FLAC, while other compressed formats (M4A/AAC) work correctly. I don't intend to use them in my app, but I also tested mp3 files just by curiosity and they also have this issue. Environment: macOS 26 (Tahoe) Xcode 26.3 Apple Silicon (M1) The issue: After setting AVAudio​File​.frame​Position to a position mid-file, the subsequent call to AVAudio​File​.read(into​:frame​Count:) blocks for an unreasonable amount of time for FLAC and MP3 files. The delay scales linearly with the seek target, seeking near the beginning is fast, seeking toward the end is proportionally slower, which suggests the decoder is decoding linearly from the beginning of the file rather than using any seek index. (My app deals with “images” of Audio CDs ripped as a single long audio file.) The issue is particularly severe when reading files from an SMB network share (server on Ethernet, client on Wi-Fi with the access point ~2 meters away in line of sight). Quick Benchmark results: I tested with the same 75-minute audio content (16-bit/44.1 kHz stereo, 200,502,708 frames) encoded in five formats, seeking to the midpoint. Over SMB (Local Network, Server on Ethernet, Client on WiFi): Format | Seek + Read Time ----------|------------------ WAV | 0.007 s AIFF | 0.009 s Apple | 0.015 s Lossless | MP3 | 9.2 s FLAC | 30.2 s Locally (MacBook Air M1 SSD) : Format | Seek + Read Time ----------|------------------ WAV | 0.0005 s AIFF | 0.0004 s Apple | 0.0011 s Lossless | MP3 | 0.1958 s FLAC | 0.7528 s WAV, AIFF, and M4A all seek virtually instantly (< 15 ms). MP3 and FLAC exhibit linear-time behavior, with FLAC being the worst affected. Note that M4A (AAC) is also a compressed format that requires decoding after seeking, yet it completes in 15 ms. This rules out any inherent limitation of compressed formats, the MP4 container's packet index (stts/stco) is clearly being used for fast random access. Both MP3 (Xing/LAME TOC) and FLAC (SEEKTABLE metadata block) have their own seek mechanisms that should provide similar performance. Minimal CLI tool to reproduce: import Foundation guard CommandLine.arguments.count > 1 else { print("Usage: FLACSpeed <audio-file-path>") exit(1) } let path = CommandLine.arguments[1] let fileURL = URL(fileURLWithPath: path) do { let file = try AVAudioFile(forReading: fileURL) let format = file.processingFormat let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: 8192)! let totalFrames = file.length let seekTarget = totalFrames / 2 print("File: \(fileURL.lastPathComponent)") print("Format: \(format)") print("Total frames: \(totalFrames)") print("Seeking to frame: \(seekTarget)") file.framePosition = seekTarget let start = CFAbsoluteTimeGetCurrent() try file.read(into: buffer, frameCount: 8192) let elapsed = CFAbsoluteTimeGetCurrent() - start print("Read after seek took \(elapsed) seconds") } catch { print("Error: \(error.localizedDescription)") exit(1) } Expected behavior: AVAudio​File​.read(into​:frame​Count:) after setting frame​Position should use the available seek mechanisms in FLAC and MP3 files for fast random access, as it already does for M4A (AAC). Even accounting for the fact that seek tables provide approximate (not sample-precise) positioning, the "jump to nearest index point + decode forward" approach should complete in milliseconds, not seconds. Workaround: For FLAC, I've worked around this by using libFLAC directly, which provides instant seeking via FLAC__stream​_decoder​_seek​_absolute(). libFLAC Performance: For comparison, libFLAC's FLAC__stream​_decoder​_seek​_absolute() performs the same seek + read on the same FLAC file in around 0.015, using the FLAC seek table to jump to the nearest preceding seek point, then decoding forward a small number of frames to the exact target sample.
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141
Activity
2w
App Randomly Crashes During Continuous Sound Playback Using AVAudioPlayer
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2 We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function: var audioPlayer: AVAudioPlayer? func soundPlay(resource: String, type: String){ guard let path = Bundle.main.path(forResource: resource, ofType: type) else { return } do { audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path)) audioPlayer!.delegate = self try audioSession.setCategory(.playback) } catch { return } self.audioPlayer!.play() } The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping. Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes. My questions are: **Is this expected behavior from AVAudioPlayer or AVAudioSession? Could this be a known issue or a limitation in AVFoundation? Is there any documentation or guidance on handling frequent sound playback safely?** Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
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227
Activity
May ’25
AVAudioPlayer/SKAudioNode audio no longer plays after interruption
Hi 👋! We have a SpriteKit-based app where we play AVAudio sounds in three different ways: Effects (incl. UI sounds) with AVAudioPlayer. Long looping tracks with AVAudioPlayer. Short animation effects on the timeline of SpriteKit's SKScene files (effectively SKAudioNode nodes). We've found that when you exit the app or otherwise interrupt audio plays, future audio plays often fail. For example, there's a WebKit-based video trailer inside the app, and if you play it, our looping background music track (2.) will stop playing, and won't resume as you close the trailer (return from WebKit). This is probably due to us not manually restarting the track (so may well be easily fixed). Periodically played AVAudioPlayer audio (1.) are not affected. However, the more concerning thing is that the audio tracks on SKScene file timelines (3.) will no longer play. My hypothesis is that AVAudioEngine gets interrupted, and needs to be restarted for those AVAudioNode elements to regain functionality. Thing is, we don't deal with AVAudioEngine at all currently in the app, meaning it is never initiated to begin with. Obviously things return to normal when you remove the app from short-term memory and restart it. However, it seems many of our users aren't doing this, and often report audio failing presumably due to some interruption in the past without the app ever being cleared from memory. Any idea why timeline-run SKAudioNodes would fail like this? Should the app react to app backgrounding/foregrounding regarding audio? Any help would be very much appreciated ✌️!
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206
Activity
May ’25
Blockchain question
I’m a normie: not a developer at all. My idea might be super dumb. Would it be possible to please let us have a button in iphone photos that when toggled allows us to save certain chosen raw images to an iphone block chain, AND have Apple authenticate they are native photos, marked the milisecond they were taken, that they are native and no AI was used on those images? That might go a long way toward restoring trust in truth in photos again. We could also have the same thing for AI. Marked notification in the data on AI photos that can't be erased. Sorry if this is already underway and I'm just a normal person and therefore don't know it. I just want to be able to trust things again. 🤷🏽‍♀️
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66
Activity
Feb ’26
How to mark Audio Unit as dirty (needing to be saved)
I'm working on a v2 Audio Unit that has some complicated internal state (audio, midi, other settings). When the internal state changes, I want to inform the host (f.i. Logic Pro) that my plugin state has changed, and that the main window should show the 'project changed' status through the window close button. This was easy to achieve for the VST version of the plugin, but I can't figure out a way to do it for the Audio Unit. I've tried: Notifying change of the kAudioUnitProperty_ClassInfo property that stores the plugin state: unit->PropertyChanged(kAudioUnitProperty_ClassInfo, kAudioUnitScope_Global, 0); Setting the kAudioUnitProperty_ClassInfo property value each time the plugin state changes. Adding a new parameter called 'dirtystate' and toggling it and notifying the change each time the plugin state changes. But nothing really make Logic take notice. This should be an easy task, but I can't put my finger on it. How do I flag may AUv2 as needing its status saved (i.e. the host project needs saving)?
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163
Activity
Jan ’26
Uploading PhotoKit Resources in the Background
The introduction of PHBackgroundResourceUploadExtension is a welcome addition in iOS 26.1. I wonder however, how to attach a debugger and actually get the system to call the process() method of the extension. I tried to run the extension both inside photos app (and also the main app for testing), but when I take a photo or add photos to the library (saving), the process() method does never get called. Any hints would be appreciated to debug the PHBackgroundResourceUploadExtension during development.
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270
Activity
Nov ’25
AVAudioMixerNode outputVolume range?
According to the header file the outputVolume properties supported range is 0.0-1.0: /*! @property outputVolume @abstract The mixer's output volume. @discussion This accesses the mixer's output volume (0.0-1.0, inclusive). @property (nonatomic) float outputVolume; However when setting the volume to 2.0 the audio does indeed play louder. Is the header file out of date and if so, what is the supported range for outputVolume? Thanks
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160
Activity
Apr ’25
When deleting photos, encountered PHPhotosError.operationInterrupted (3301).
Hi, I’ve developed a photo app that includes a photo deletion feature. Some users have reported encountering PHPhotosError.operationInterrupted (3301) when attempting to delete photos. Initially, I suspected that some of the assets might have a sourceType of typeiTunesSynced, since the documentation notes that iTunes-synced assets cannot be edited or deleted. However, after checking the logs, all of the assets involved are of typeUserLibrary. Additionally, the user mentioned that some photos in the iPhone Photos do not show a delete button. I’m unsure whether the absence of the delete button is related to the 3301 error. I’d like to confirm the following: Under what conditions does PHPhotosError.operationInterrupted (3301) occur, and how should it be handled? Why do some photos in the iPhone Photos not show a delete button? The code for deleting photos is as follows: PHPhotoLibrary *library = [PHPhotoLibrary sharedPhotoLibrary]; [library performChanges:^{ PHFetchResult *assetsToBeDeleted = [PHAsset fetchAssetsWithLocalIdentifiers:delUrls options:nil]; if (assetsToBeDeleted) { [PHAssetChangeRequest deleteAssets:assetsToBeDeleted]; } } completionHandler:^(BOOL success, NSError *error) {
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132
Activity
Jun ’25
AVAudioEngine obtains channel audio data
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem. I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
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293
Activity
Dec ’25
How to Get Device Orientation in Background (PiP) Mode?
My app is a camera app that supports Picture-in-Picture (PiP) mode. Normally, when the device rotates, I get the device orientation from iOS and use it to rotate the camera feed so that the preview stays correctly aligned. However, when the app enters PiP mode, it is considered to be in the background, and I can no longer receive orientation updates from the system. As a result, I can’t apply rotation corrections to the camera video in PiP mode. Is there any way to retrieve device orientation while the app is in the background (specifically during PiP mode)? Any guidance would be greatly appreciated. Thank you!
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76
Activity
May ’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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299
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Dec ’25