When multiple identical songs are added to a playlist, Playlist.Entry.id uses a suffix-based identifier (e.g. songID_0, songID_1, etc.). Removing one entry causes others to shift, changing their .id values. This leads to diffing errors and collection view crashes in SwiftUI or UIKit when entries are updated.
Steps to Reproduce:
Add the same song to a playlist multiple times.
Observe .id.rawValue of entries (e.g. i.SONGID_0, i.SONGID_1).
Remove one entry.
Fetch playlist again — note the other IDs have shifted.
FB18879062
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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Hi Apple Music API / MusicKit / MediaPlayer Team,
Similar to the currentPlaybackRate keeps the same pitch, it would be great to have a currentPlaybackPitch parameter as well. Alternatively, adding a preservesPitch parameter would also work.
I see that iOS 26 AutoMix on Apple Music currently does pitch shifting during music transitions, so maybe this is something that could be exposed on the later betas of iOS 26?
Main feature request we get is to have simple pitch changes to Apple Music we play through our app. Is this being considered?
Topic:
Media Technologies
SubTopic:
General
Tags:
Apple Music API
FairPlay Streaming
Media Player
MusicKit
Hi!
I am writing a browser extension that allows you to control the playback of media content on a music service website. Unfortunately Safari does not support tracking changes to the audible property in an event tabs.onUpdated. Is there an alternative to this event? I'm looking for a way to track when the automatic inference engine interrupts playback on a music service website.
That you.
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()
}
}
}
We are currently working on a CarPlay navigation app and so far everything is working well except for speaking turn notifications.
Our TTS implementation works fine on the phone and works fine on CarPlay if the voice is spoken over the speaker in the car. If users connect a BT headset to the car and listen through that headset, then the voice commands are chopped up / stutter.
Why would users use BT headset? Well, we are working on a motorcycle app, and there are no speakers usually on a motorcycle.
It sounds like the BT channel is opened and closed repeatedly for every character / word spoken. This happens on different CarPlay devices and different Bluetooth headsets, we have reports from multiple users that they find this behavior annoying and that other apps work fine.
Is this a known issue? Are there possible workaround?
Hi everyone!
Here's what I observed so far:
On device it's reproducible on iOS/iPadOS18.5, but works on iPadOS17.7.
On iPhone16 iOS 18.5 simulator that I was extensively using for development it was reproducible until I reset content and settings.
On iPhone 16 iOS18.4 simulator, which was also used a lot during development it still works always, so I tend to think it's 18.5 issue.
Setting config.websiteDataStore = .nonPersistent() doesn't help.
Cleaning WKWebsiteDataStore doesn't help.
It works fine using direct URL from the embedded code (see the code below).
Can someone provide some insight on how this could be fixed?
Here's the code:
import SwiftUI
import WebKit
@main
struct IGVideoApp: App {
var body: some Scene {
WindowGroup {
WebView()
}
}
}
private struct WebView: UIViewRepresentable {
func makeUIView(context: Context) -> WKWebView {
let config = WKWebViewConfiguration()
config.allowsInlineMediaPlayback = true
return .init(frame: .zero, configuration: config)
}
func updateUIView(_ uiView: WKWebView, context: Context) {
let urlString = "https://www.instagram.com/reel/DKHFOGct3z7/?utm_source=ig_embed&utm_campaign=loading"
/// It works when loading from the data-instgrm-permalink URL directly
// uiView.load(.init(url: .init(string: "\(urlString)")!))
/// It doesn't work whith embedding
/// Note: the code part for embedding (<blockquote>...</blockquote>) is taken from my
/// Instagram post (https://www.instagram.com/p/DKHFOGct3z7/)
/// and stripped down. The urlString was also extracted for demonstration of direct loading.
let string = """
<!doctype html>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1">
<html>
<head />
<body style="background-color:black; margin:0px">
<blockquote class="instagram-media"
data-instgrm-captioned
data-instgrm-version="14"
data-instgrm-permalink="\(urlString)">
</blockquote>
<script async src="https://www.instagram.com/embed.js"></script>
</body>
</html>
"""
uiView.loadHTMLString(string, baseURL: .init(string: "https://www.instagram.com"))
}
}
We are planning to develop an application using the Apple Music API.
We would like to design our system based on the details of the rate limits mentioned below and have a few questions:
https://developer.apple.com/documentation/applemusicapi/generating-developer-tokens#Request-Rate-Limiting
Regarding the Catalog API (/v1/catalog/*), we understand that server-side caching is enabled, making it less likely to reach the rate limit. Is this understanding correct? (Excluding the search API)
For APIs like the Library API (/v1/me/library/*), where responses vary by user, we assume they are more likely to reach the rate limit. Is this correct?
We plan to implement optimizations to minimize unnecessary API calls. Given this, would the current Music API be able to handle a significant increase in users? (Assuming a DAU of around 100,000 to 1,000,000)
If the API cannot support this scale, would it be allowed under Apple’s policy to cache responses from the Catalog API (/v1/catalog/*) via our proxy server to avoid hitting the rate limit?
The third question is the one we most want to confirm.
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.
I need to implement a solution through an API or custom driver to completely block out the built-in speakers and microphone of Mac, because I need other apps to use specified external devices as audio input and output. Is there a way to achieve this requirement? What I mean is that even in system preferences, it should not be possible to choose the built-in microphone and speakers; only my external device can be used.
AVPictureInPictureControllerContentSource *contentSource = [[AVPictureInPictureControllerContentSource alloc] initWithSampleBufferDisplayLayer:self.renderView.sampleBufferDisplayLayer playbackDelegate:self];
AVPictureInPictureController *pictureInPictureController = [[AVPictureInPictureController alloc] initWithContentSource:contentSource];
pictureInPictureController.delegate = self;
(void)pictureInPictureController:(AVPictureInPictureController *)pictureInPictureController failedToStartPictureInPictureWithError:(NSError *)error
{
//error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0
}
when first start the PiP play, I got the error "//error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0", why?
and second start is Ok.
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!
Our Final Cut Pro workflow extension built with ProExtensionHost framework uses an advanced NSPasteboardItemDataProvider system with multi-version FCPXML support (1.9, 1.10, 1.13) and proper relative path
UIDs for Motion templates. We've implemented clip wrapper approach with placeholder assets and elements containing effects to enable direct timeline drag functionality. However, drag
and drop from our Final Cut Pro workflow extension directly to timeline is still not working despite proper element structure in our FCPXML. Our implementation creates valid clip elements with
effects applied, but Final Cut Pro timeline doesn't accept them during drag operations from our ProExtensionHost-based workflow extension.
Steps to Reproduce:
Create Final Cut Pro workflow extension using ProExtensionHost framework with NSPasteboardItemDataProvider implementation
Generate FCPXML with proper element structure:
Expected Result: Clip should be accepted by timeline and effect applied from workflow extension
Actual Result: Timeline rejects drag operation from ProExtensionHost-based workflow extension
Question: Are there additional requirements or ProExtensionHost API calls needed beyond standard NSPasteboardItemDataProvider for Final Cut Pro workflow extension timeline drag functionality?
Hello Apple Developer Community,
I am trying to play an HLS stream using the React Native Video player (underneath it's using AvPlayer). I am able to play the stream smoothly, but in some cases the player can not play the stream properly.
Behaviour:
react-native-video: I am getting the below error.
Error details from react-native-video player:
Error Code: -12971
Domain: CoreMediaErrorDomain
Localised Description: The operation couldn’t be completed. (CoreMediaErrorDomain error -12971.)
Target: 2457
The error does not provide a specific failure reason or recovery suggestion, which makes troubleshooting challenging.
AvPlayer on native iOS project: Video playback stopped after playing a few seconds.
AVPlayer configuration:
player.currentItem?.preferredForwardBufferDuration = 1
player.automaticallyWaitsToMinimizeStalling = true
N.B.: The same buffer duration is working perfectly for others.
Stream properties:
video resolution: 1280 x 720
I have attached an overview report generated from MediaStreamValidator.
I would appreciate any insights or suggestions on how to address this error. Has anyone in the community experienced a similar issue or have any advice on potential solutions?
Thank you for your help!
I'm using AVFoundation to make a multi-track editor app, which can insert multiple track and clip, including scale some clip to change the speed of the clip, (also I'm not sure whether AVFoundation the best choice for me) but after making the scale with scaleTimeRange API, there is some short noise sound in play back. Also, sometimes it's fine when play AVMutableCompostion using AVPlayer with AVPlayerItem, but after exporting with AVAssetReader, will catch some short noise sounds in result file.... Not sure why.
Here is the example project, which can build and run directly. https://github.com/luckysmg/daily_images/raw/refs/heads/main/TestDemo.zip
I'm working on adding CarPlay support to an audio app and am running into an issue. Occasionally, when a user opens the app from CarPlay while the main app scene is either not connected or is currently in the background, I will receive an error when attempting to activate the audio session. The code below mimics my setup:
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio)
try AVAudioSession.sharedInstance().setActive(true)
} catch {
print(error) // NSOSStatusErrorDomain - 560557684: Session activation failed
}
That error code maps to AVAudioSession.ErrorCode.cannotInterruptOthers.
Once in this state, all subsequent attempts to play different pieces of content will fail. However, things will start working normally if the user opens the app on their phone and tries again from CarPlay (while the app is in the foreground on their phone).
I'm not sure why it would behave this way and want to note that I do have the audio background mode capability enabled.
Has anyone else encountered this? Are there any workarounds or changes I could make to prevent this from happening?
We have a React website build to scan qr codes. The website is properly working for Android devices but for Iphone we see a camera glitch causing delay in scan which is unexpected.
Website URL : https://react-qr-code-scanner-app.vercel.app/
Topic:
Media Technologies
SubTopic:
Photos & Camera
Does anyone know how to pronounce the sound of a specific instrument when you tap a button on the screen on your iPhone or iPad? Now, in the middle of creating a music learning app, I'm thinking of assigning monotones or chords to the button-like frames on the keyboard and fingerboard on the screen. Can it be achieved with SwiftUI chords alone? Once upon a time, MIDI level 1 I remember that there was a pronunciation function of the instrument, but I don't think about implementing the same function in the current OS. Please lend me your wisdom.
Topic:
Media Technologies
SubTopic:
Audio
On Apple TV 4K 3rd generation, with tvOS 26 beta 2, when two HomePod 2 are paired to the device, music and movie sources with Dolby Atmos can only be listened to in stereo. dolby atmos not supported
Topic:
Media Technologies
SubTopic:
Audio
I am developing a VOD playback app, but when I stream video to an external monitor connected via HDMI with Lightning on iOS 18 or later, the screen goes dark and I cannot confirm playback.
The app I am developing does not detect the HDMI and display the Player separately, but simply mirrors the video.
We have confirmed that the same phenomenon occurs with other services, but we were able to confirm playback with some services such as Apple TV.
Please let us know if there are any other necessary settings such as video certificates required for video playback.
We would also like to know if the problem occurs with iOS 18 or later.
Topic:
Media Technologies
SubTopic:
Audio
Hello everyone,
I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes.
Following AVFoundation documentation, I’m configuring my audio session like this:
let session = AVAudioSession.sharedInstance()
try session.setCategory(
.playback,
mode: .default,
options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers]
)
self.engine.attach(self.player)
self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat)
try? session.setActive(true)
When it’s time to play cues, I schedule playback on a DispatchQueue:
// scheduleAudio uses DispatchQueue
self.scheduleAudio(at: interval.start) {
do {
try audio.engine.start()
audio.node.play()
for sample in interval.samples {
audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime))
}
} catch {
print("Audio activation failed: \(error)")
}
}
This works perfectly in the foreground. But once the app goes into the background, the scheduled callback runs, yet the audio engine fails to start, resulting in an error with code 561015905.
Interestingly, if the app is already playing audio before going to the background, the scheduled sounds continue to play as expected.
I have added the required background audio mode to my Info plist file by including the key UIBackgroundModes with the value audio.
Is there anything else I should configure? What is the best practice to play periodic audio when the app runs in the background? How do apps like turn-by-turn navigation handle continuous audio playback in the background?
Any advice or pointers would be greatly appreciated!