I developed an educational app that implements audio-video communication through RTC, while using WebView to display course materials during classes. However, some users are experiencing an issue where the audio playback from WebView is very quiet. I've checked that the AVAudioSessionCategory is set by RTC to AVAudioSessionCategoryPlayAndRecord, and the AVAudioSessionCategoryOption also includes AVAudioSessionCategoryOptionMixWithOthers. What could be causing the WebView audio to be suppressed, and how can this be resolved?
Audio
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It's only occurs on iOS 18+. Backtrace attached below.
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: SIGNAL 6 Abort trap: 6
Terminating Process: NoteKeys [24384]
Triggered by Thread: 0
Last Exception Backtrace:
0 CoreFoundation 0x1a2d4c7cc __exceptionPreprocess + 164 (NSException.m:249)
1 libobjc.A.dylib 0x1a001f2e4 objc_exception_throw + 88 (objc-exception.mm:356)
2 CoreFoundation 0x1a2e47748 +[NSException raise:format:] + 128 (NSException.m:0)
3 AVFAudio 0x1bd41f4c8 -[AVMIDIPlayer play:] + 300 (AVMIDIPlayer.mm:145)
4 NoteKeys 0x1023c0670 SoundGenerator.playData() + 20 (SoundGenerator.swift:170)
5 NoteKeys 0x1023c0670 EditViewController.playBtnTapped(startIndex:) + 940 (EditViewController.swift:2034)
6 NoteKeys 0x1024497fc specialized Keyboard.playBtnTapped(sender:) + 1904 (Keyboard.swift:1249)
7 NoteKeys 0x10244631c Keyboard.playBtnTapped(sender:) + 4 (<compiler-generated>:0)
8 NoteKeys 0x10244631c @objc Keyboard.playBtnTapped(sender:) + 48
9 UIKitCore 0x1a58739cc -[UIApplication sendAction:to:from:forEvent:] + 100 (UIApplication.m:5816)
10 UIKitCore 0x1a58738a4 -[UIControl sendAction:to:forEvent:] + 112 (UIControl.m:942)
11 UIKitCore 0x1a58736f4 -[UIControl _sendActionsForEvents:withEvent:] + 324 (UIControl.m:1013)
12 UIKitCore 0x1a5fe8d8c -[UIButton _sendActionsForEvents:withEvent:] + 124 (UIButton.m:4198)
13 UIKitCore 0x1a5fea5a0 -[UIControl touchesEnded:withEvent:] + 400 (UIControl.m:692)
14 UIKitCore 0x1a57bb9ac -[UIWindow _sendTouchesForEvent:] + 852 (UIWindow.m:3318)
15 UIKitCore 0x1a57bb3d8 -[UIWindow sendEvent:] + 2964 (UIWindow.m:3641)
16 UIKitCore 0x1a564fb70 -[UIApplication sendEvent:] + 376 (UIApplication.m:12972)
17 UIKitCore 0x1a565009c __dispatchPreprocessedEventFromEventQueue + 1048 (UIEventDispatcher.m:2686)
18 UIKitCore 0x1a5659f3c __processEventQueue + 5696 (UIEventDispatcher.m:3044)
19 UIKitCore 0x1a5552c60 updateCycleEntry + 160 (UIEventDispatcher.m:133)
20 UIKitCore 0x1a55509d8 _UIUpdateSequenceRun + 84 (_UIUpdateSequence.mm:136)
21 UIKitCore 0x1a5550628 schedulerStepScheduledMainSection + 172 (_UIUpdateScheduler.m:1171)
22 UIKitCore 0x1a555159c runloopSourceCallback + 92 (_UIUpdateScheduler.m:1334)
23 CoreFoundation 0x1a2d20328 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 (CFRunLoop.c:1970)
24 CoreFoundation 0x1a2d202bc __CFRunLoopDoSource0 + 176 (CFRunLoop.c:2014)
25 CoreFoundation 0x1a2d1ddc0 __CFRunLoopDoSources0 + 244 (CFRunLoop.c:2051)
26 CoreFoundation 0x1a2d1cfbc __CFRunLoopRun + 840 (CFRunLoop.c:2969)
27 CoreFoundation 0x1a2d1c830 CFRunLoopRunSpecific + 588 (CFRunLoop.c:3434)
28 GraphicsServices 0x1eecfc1c4 GSEventRunModal + 164 (GSEvent.c:2196)
29 UIKitCore 0x1a5882eb0 -[UIApplication _run] + 816 (UIApplication.m:3844)
30 UIKitCore 0x1a59315b4 UIApplicationMain + 340 (UIApplication.m:5496)
31 NoteKeys 0x10254bc10 main + 68 (AppDelegate.swift:15)
32 dyld 0x1c870aec8 start + 2724 (dyldMain.cpp:1334)
Thanks very much for any help: )
Topic:
Media Technologies
SubTopic:
Audio
I’m developing a macOS audio monitoring app using AVAudioEngine, and I’ve run into a critical issue on macOS 26 beta where AVFoundation fails to detect any input devices, and AVAudioEngine.start() throws the familiar error 10877.
FB#: FB19024508
Strange Behavior:
AVAudioEngine.inputNode shows no channels or input format on bus 0.
AVAudioEngine.start() fails with -10877 (AudioUnit connection error).
AVCaptureDevice.DiscoverySession returns zero audio devices.
Microphone permission is granted (authorized), and the app is properly signed and sandboxed with com.apple.security.device.audio-input.
However, CoreAudio HAL does detect all input/output devices:
Using AudioObjectGetPropertyDataSize and AudioObjectGetPropertyData with kAudioHardwarePropertyDevices, I can enumerate 14+ devices, including AirPods, USB DACs, and BlackHole.
This suggests the lower-level audio stack is functional.
I have tried:
Resetting CoreAudio with sudo killall coreaudiod
Rebuilding and re-signing the app
Clearing TCC with tccutil reset Microphone
Running on Apple Silicon and testing Rosetta/native detection via sysctl.proc_translated
Using a fallback mechanism that logs device info from HAL and rotates logs for submission via Feedback Assistant
I have submitted logs and a reproducible test case via Feedback Assitant : FB#: FB19024508]
I'm able to get text to speech to audio file using the following code for iOS 12 iPhone 8 to create a car file:
audioFile = try AVAudioFile(
forWriting: saveToURL,
settings: pcmBuffer.format.settings,
commonFormat: .pcmFormatInt16,
interleaved: false)
where pcmBuffer.format.settings is:
[AVAudioFileTypeKey: kAudioFileMP3Type,
AVSampleRateKey: 48000,
AVEncoderBitRateKey: 128000,
AVNumberOfChannelsKey: 2,
AVFormatIDKey: kAudioFormatLinearPCM]
However, this code does not work when I run the app in iOS 18 on iPhone 13 Pro Max. The audio file is created, but it doesn't sound right. It has a lot of static and it seems the speech is very low pitch.
Can anyone give me a hint or an answer?
Hi everyone,
I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time.
I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue.
Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio?
Any tips, examples, or advice would be appreciated. Thanks!
We are developing an apple music app on phone, the developed web works fine on chrome, but when i load it on webivew on my phone, i can't play the first song,
We doubt that the drm init, key exchange, session creation was on the music.play() function, while we trigger the play, the drm or session was not ok for play a real song, so it got an error
so we may wanna know:
what about the realative process of drm, key, session, etc in the play() function?
are there some state detect function to show weather the drm is ok?
Topic:
Media Technologies
SubTopic:
Audio
Tags:
Apple Music API
MusicKit
MusicKit JS
Apple Music Feed
Hi all,
with my app ScreenFloat, you can record your screen, along with system- and microphone audio.
Those two audio feeds are recorded into separate audio tracks in order to individually remove or edit them later on.
Now, these recordings you create with ScreenFloat can be drag-and-dropped to other apps instantly. So far, so good, but some apps, like Slack, or VLC, or even websites like YouTube, do not play back multiple audio tracks, just one.
So what I'm trying to do is, on dragging the video recording file out of ScreenFloat, instantly baking together the two individual audio tracks into one, and offering that new file as the drag and drop file, so that all audio is played in the target app.
But it's slow. I mean, it's actually quite fast, but for drag and drop, it's slow.
My approach is this:
"Bake together" the two audio tracks into a one-track m4a audio file using AVMutableAudioMix and AVAssetExportSession
Take the video track, add the new audio file as an audio track to it, and render that out using AVAssetExportSession
For a quick benchmark, a 3'40'' movie, step 1 takes ~1.7 seconds, and step two adds another ~1.5 seconds, so we're at ~3.2 seconds. That's an eternity for a drag and drop, where the user might cancel if there's no immediate feedback.
I could also do it in one step, but then I couldn't use the AV*Passthrough preset, and that makes it take around 32 seconds then, because I assume it touches the video data (which is unnecessary in this case, so I think the two-step approach here is the fastest).
So, my question is, is there a faster way?
The best idea I can come up with right now is, when initially recording the screen with system- and microphone audio as separate tracks, to also record both of them into a third, muted, "hidden" track I could use later on, basically eliminating the need for step one and just ripping the two single audio tracks out of the movie and only have the video and the "hidden" track (then unmuted), but I'd still have a ~1.5 second delay there. Also, there's the processing and data overhead (basically doubling the movie's audio data).
All this would be great for an export operation (where one expects it to take a little time), but for a drag-and-drop operation, it's not ideal.
I've discarded the idea of doing a promise file drag, because many apps do not accept those, and I want to keep wide compatibility with all sorts of apps.
I'd appreciate any ideas or pointers.
Thank you kindly,
Matthias
Dear Sirs,
I’ve written a virtual audio driver based on AudioDriverKit and running as dext in my MacOS app. Sometimes when waking up from a sleep state the recording side of my driver extension seems to hang and I don’t see any calls to my io_operation callback. Then the recording app like a DAW seems to hang when trying to start a recording. This doesn’t happen after short sleep states or after a complete new start of my MacBook.
I already opened a case in Feedback-Assistant on 5th of May (FB17503622) which also includes a sysdiagnose and a ktrace but I didn't get any feedback so far. Meanwhile some of our customers are getting angry and I'd like to know if there's anything I could do to fix this problem on my side.
We’re not sure whether this worked in previous MacOS versions, we think we didn’t observe this before 15.3.1 but at least since 15.3.1. we’ve seen this problem.
Best regards,
Johannes
My current app implements a custom video player, based on a AVSampleBufferRenderSynchronizer synchronising two renderers:
an AVSampleBufferDisplayLayer receiving decoded CVPixelBuffer-based video CMSampleBuffers,
and an AVSampleBufferAudioRenderer receiving decoded lpcm-based audio CMSampleBuffers.
The AVSampleBufferRenderSynchronizer is started when the first image (in presentation order) is decoded and enqueued, using avSynchronizer.setRate(_ rate: Float, time: CMTime), with rate = 1 and time the presentation timestamp of the first decoded image.
Presentation timestamps of video and audio sample buffers are consistent, and on most streams, the audio and video are correctly synchronized.
However on some network streams, on iOS, the audio and video aren't synchronized, with a time difference that seems to increase with time.
On the other hand, with the same player code and network streams on macOS, the synchronization always works fine.
This reminds me of something I've read, about cases where an AVSampleBufferRenderSynchronizer could not synchronize audio and video, causing them to run with independent and potentially drifting clocks, but I cannot find it again.
So, any help / hints on this sync problem will be greatly appreciated! :)
Hey everyone,
I'm encountering an issue with audio sample rate conversion that I'm hoping someone can help with. Here's the breakdown:
Issue Description:
I've installed a tap on an input device to convert audio to an optimal sample rate.
There's a converter node added on top of this setup.
The problem arises when joining Zoom or FaceTime calls—the converter gets deallocated from memory, causing the program to crash.
Symptoms:
The converter node is being deallocated during video calls.
The program crashes entirely when this happens.
Traditional methods of monitoring sample rate changes (tracking nominal or actual sample rates) aren't working as expected.
The Big Challenge:
I can't figure out how to properly monitor sample rate changes.
Listeners set up to track these changes don't trigger when the device joins a Zoom or FaceTime call.
Please, if anyone has experience with this or knows a solution, I'd really appreciate your help. Thanks in advance!
Hi team,
With regards to Call (Live) Translations on VOIP:
Is it possible to invoke live translations within the app? (without going into the Call System UI)
Is it possible to navigate users from app to Call System UI via an API? (and also invoking the new live translations directly)
Will Apple support more languages apart from the current ones? (Currently I see 4 supported languages)
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2
I'm using AVAudioSession to record sound in my application. But I recently came to realize that when the app starts a recording session on a tablet, OS automatically sets the tablet volume to 50% and when after recording ends, it doesn't change back to the previous volume level before starting the recording. So I would like to know whether this is an OS default behavior or a bug?
If it's a default behavior, I much appreciate if I can get a link to the documentation.
Since iOS 18, the system setting “Allow Audio Playback” (enabled by default) allows third-party app audio to continue playing while the user is recording video with the Camera app. This has created a problem for the app I’m developing.
➡️ The problem:
My app plays continuous audio in both foreground and background states. If the user starts recording video using the iOS Camera app, the app’s audio — still playing in the background — gets captured in the video — obviously an unintended behavior.
Yes, the user could stop the app manually before starting the video recording, but that can’t be guaranteed. As a developer, I need a way to stop the app’s audio before the video recording begins.
So far, I haven’t found a reliable way to detect when video recording starts if ‘Allow Audio Playback’ is ON.
➡️ What I’ve tried:
— AVAudioSession.interruptionNotification → doesn’t fire
— devicesChangedEventStream → not triggered
I don’t want to request mic permission (app doesn’t use mic). also, disabling the app from playing audio in the background isn’t an option as it is a crucial part of the user experience
➡️ What I need:
A reliable, supported way to detect when the Camera app begins video recording, without requiring mic access — so I can stop audio and avoid unintentional overlap with the user’s recordings.
Any official guidance, workarounds, or AVFoundation techniques would be greatly appreciated.
Thanks.
After updating to iOS 18.5, we’ve observed that outgoing audio from our app intermittently stops being transmitted during VoIP calls using AVAudioSession configured with .playAndRecord and .voiceChat. The session is set active without errors, and interruptions are handled correctly, yet audio capture suddenly ceases mid-call. This was not observed in earlier iOS versions (≤ 18.4). We’d like to confirm if there have been any recent changes in AVAudioSession, CallKit, or related media handling that could affect audio input behavior during long-running calls.
func configureForVoIPCall() throws {
try setCategory(
.playAndRecord, mode: .voiceChat,
options: [.allowBluetooth, .allowBluetoothA2DP, .defaultToSpeaker])
try setActive(true)
}
Hi everyone!
I’ve developed a location-based Audio AR app in Unity with FMOD & Resonance Audio and AirPods Pro Head-Tracking to create a ubiquitous augmented soundscape experience. Think of it as an audio version of Pokémon Go, but with a more precise location requirement to ensure spatial audio is placed correctly.
I want this experience to run in the background on iOS, but from what I’ve gathered, it seems Unity doesn’t support this well. So, I’m considering developing a Swift version instead.
Since this is primarily for research purposes, privacy concerns are not a major issue in my case. However, I’ve come across some potential challenges:
Real-time precise location updates – Can iOS provide fully instantaneous, high-accuracy location updates in the background?
Continuous real-time data processing – Can an app continuously process spatial audio, head-tracking, and location data while running in the background?
I’m not sure if newer iOS versions have improved in these areas or if there are workarounds to achieve this.
Would this kind of experience be feasible to run in the background on iOS? Any insights or pointers would be greatly appreciated!
I’m very new to iOS development, so apologies if this is a basic question. Thanks in advance!
I want the audio session to always use the built-in microphone. However, when using the setPreferredInput() method like in this example
private func enableBuiltInMic() {
// Get the shared audio session.
let session = AVAudioSession.sharedInstance()
// Find the built-in microphone input.
guard let availableInputs = session.availableInputs,
let builtInMicInput = availableInputs.first(where: { $0.portType == .builtInMic }) else {
print("The device must have a built-in microphone.")
return
}
// Make the built-in microphone input the preferred input.
do {
try session.setPreferredInput(builtInMicInput)
} catch {
print("Unable to set the built-in mic as the preferred input.")
}
}
and calling that function once in the initializer,
the audio session still switches to the external microphone once one is plugged in.
The session's preferredInput is nil again at that point, even if the built-in microphone is still listed in availableInputs.
So,
why is the preferredInput suddenly reset?
when would be the appropriate time to set the preferredInput again?
Observing the session’s availableInputs did not work and setting the preferredInput again in the routeChangeNotification handler seems a bad choice as it’s already a bit too late then.
I have an AUv3 that passes all validation and can be loaded into Logic Pro without issue. The UI for the plug in can be any aspect ratio but Logic insists on presenting it in a view with a fixed aspect ratio. That is when resizing, both the height and width are resized. I have never managed to work out what it is I need to do specify to Logic to allow the user to resize width or height independently of each other.
Can anyone tell me what I need to specify in the AU code that will inform Logic that the view can be resized from any side of the window/panel?
Two issues:
No matter what I set in
try audioSession.setPreferredSampleRate(x)
the sample rate on both iOS and macOS is always 48000 when the output goes through the speaker, and 24000 when my Airpods connect to an iPhone/iPad.
Now, I'm checking the current output loudness to animate a 3D character, using
mixerNode.installTap(onBus: 0, bufferSize: y, format: nil) { [weak self] buffer, time in
Task { @MainActor in
// calculate rms and animate character accordingly
but any buffer size under 4800 is just ignored and the buffers I get are 4800 sized.
This is ok, when the sampleRate is currently 48000, as 10 samples per second lead to decent visual results.
But when AirPods connect, the samplerate is 24000, which means only 5 samples per second, so the character animation looks lame.
My AVAudioEngine setup is the following:
audioEngine.connect(playerNode, to: pitchShiftEffect, format: format)
audioEngine.connect(pitchShiftEffect, to: mixerNode, format: format)
audioEngine.connect(mixerNode, to: audioEngine.outputNode, format: nil)
Now, I'd be fine if the outputNode runs at whatever if it needs, as long as my tap would get at least 10 samples per second.
PS: Specifying my favorite format in the
let format = AVAudioFormat(standardFormatWithSampleRate: 48_000, channels: 2)!
mixerNode.installTap(onBus: 0, bufferSize: y, format: format)
doesn't change anything either
Hello,
I'm observing an intermittent memory leak being reported in the iOS Simulator when initializing and starting an AVAudioEngine. Even with minimal setup—just attaching a single AVAudioPlayerNode and connecting it to the mainMixerNode—Xcode's memory diagnostics and Instruments sometimes flag a leak.
Here is a simplified version of the code I'm using:
// This function is called when the user taps a button in the view controller:
#import "ViewController.h"
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
}
- (IBAction)myButtonAction:(id)sender {
NSLog(@"Test");
soundCreate();
}
@end
// media.m
static AVAudioEngine *audioEngine = nil;
void soundCreate(void)
{
if (audioEngine != nil)
return;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
[[AVAudioSession sharedInstance] setActive:YES error:nil];
audioEngine = [[AVAudioEngine alloc] init];
AVAudioPlayerNode* playerNode = [[AVAudioPlayerNode alloc] init];
[audioEngine attachNode:playerNode];
[audioEngine connect:playerNode to:(AVAudioNode *)[audioEngine mainMixerNode] format:nil];
[audioEngine startAndReturnError:nil];
}
In the memory leak report, the following call stack is repeated, seemingly in a loop:
ListenerMap::InsertEvent(XAudioUnitEvent const&, ListenerBinding*) AudioToolboxCore
ListenerMap::AddParameter(AUListener*, void*, XAudioUnitEvent const&) AudioToolboxCore
AUListenerAddParameter AudioToolboxCore
addOrRemoveParameterListeners(OpaqueAudioComponentInstance*, AUListenerBase*, AUParameterTree*, bool) AudioToolboxCore
0x180178ddf
I'm streaming mp3 audio data using URLSession/AudioFileStream/AVAudioConverter and getting occasional silent buffers and glitches (little bleeps and whoops as opposed to clicks). The issues are present in an offline test, so this isn't an issue of underruns.
Doing some buffering on the input coming from the URLSession (URLSessionDataTask) reduces the glitches/silent buffers to rather infrequent, but they do still happen occasionally.
var bufferedData = Data()
func parseBytes(data: Data) {
bufferedData.append(data)
// XXX: this buffering reduces glitching
// to rather infrequent. But why?
if bufferedData.count > 32768 {
bufferedData.withUnsafeBytes { (bytes: UnsafeRawBufferPointer) in
guard let baseAddress = bytes.baseAddress else { return }
let result = AudioFileStreamParseBytes(audioStream!,
UInt32(bufferedData.count),
baseAddress,
[])
if result != noErr {
print("❌ error parsing stream: \(result)")
}
}
bufferedData = Data()
}
}
No errors are returned by AudioFileStream or AVAudioConverter.
func handlePackets(data: Data,
packetDescriptions: [AudioStreamPacketDescription]) {
guard let audioConverter else {
return
}
var maxPacketSize: UInt32 = 0
for packetDescription in packetDescriptions {
maxPacketSize = max(maxPacketSize, packetDescription.mDataByteSize)
if packetDescription.mDataByteSize == 0 {
print("EMPTY PACKET")
}
if Int(packetDescription.mStartOffset) + Int(packetDescription.mDataByteSize) > data.count {
print("❌ Invalid packet: offset \(packetDescription.mStartOffset) + size \(packetDescription.mDataByteSize) > data.count \(data.count)")
}
}
let bufferIn = AVAudioCompressedBuffer(format: inFormat!, packetCapacity: AVAudioPacketCount(packetDescriptions.count), maximumPacketSize: Int(maxPacketSize))
bufferIn.byteLength = UInt32(data.count)
for i in 0 ..< Int(packetDescriptions.count) {
bufferIn.packetDescriptions![i] = packetDescriptions[i]
}
bufferIn.packetCount = AVAudioPacketCount(packetDescriptions.count)
_ = data.withUnsafeBytes { ptr in
memcpy(bufferIn.data, ptr.baseAddress, data.count)
}
if verbose {
print("handlePackets: \(data.count) bytes")
}
// Setup input provider closure
var inputProvided = false
let inputBlock: AVAudioConverterInputBlock = { packetCount, statusPtr in
if !inputProvided {
inputProvided = true
statusPtr.pointee = .haveData
return bufferIn
} else {
statusPtr.pointee = .noDataNow
return nil
}
}
// Loop until converter runs dry or is done
while true {
let bufferOut = AVAudioPCMBuffer(pcmFormat: outFormat, frameCapacity: 4096)!
bufferOut.frameLength = 0
var error: NSError?
let status = audioConverter.convert(to: bufferOut, error: &error, withInputFrom: inputBlock)
switch status {
case .haveData:
if verbose {
print("✅ convert returned haveData: \(bufferOut.frameLength) frames")
}
if bufferOut.frameLength > 0 {
if bufferOut.isSilent {
print("(haveData) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)")
}
outBuffers.append(bufferOut)
totalFrames += Int(bufferOut.frameLength)
}
case .inputRanDry:
if verbose {
print("🔁 convert returned inputRanDry: \(bufferOut.frameLength) frames")
}
if bufferOut.frameLength > 0 {
if bufferOut.isSilent {
print("(inputRanDry) SILENT BUFFER at frame \(totalFrames), pending: \(pendingFrames), inputPackets=\(bufferIn.packetCount), outputFrames=\(bufferOut.frameLength)")
}
outBuffers.append(bufferOut)
totalFrames += Int(bufferOut.frameLength)
}
return // wait for next handlePackets
case .endOfStream:
if verbose {
print("✅ convert returned endOfStream")
}
return
case .error:
if verbose {
print("❌ convert returned error")
}
if let error = error {
print("error converting: \(error.localizedDescription)")
}
return
@unknown default:
fatalError()
}
}
}