I'm trying to load Music Kit on the server with solid js. I can confirm that my implementation has been sufficient to return authentication tokens and for MusicKit.isAuthorized to return true. My issue is that if I reload the page, it only succeeds intermittently (perhaps 25% of the time?). My question is - what is wrong with my implementation? Removing the async keyword ensures it loads every time but playing and queuing music no longer works. I'm currently assuming this is an SSR issue but the docs haven't explicitly specified this isn't possible.
I have the following boilerplate:
export default createHandler(
() => (
<StartServer
document={({ assets, children, scripts }) => {
return (
<html lang="en">
<head>
<meta name="apple-music-developer-token" content={authResult.token} />
<meta name="apple-music-app-name" content="app name" />
<meta name="apple-music-app-build" content="1978.4.1" />
{assets}
<script
src="https://js-cdn.music.apple.com/musickit/v3/musickit.js"
async
/>
</head>
<body>
<div id="app">{children}</div>
{scripts}
</body>
</html>
)
}}
/>
))
When I first load my app, I'll encounter:
musickit.js:13 Uncaught TypeError: Cannot read properties of undefined (reading 'node')
at musickit.js:13:10194
at musickit.js:13:140
at musickit.js:13:209
The intermittence signals an issue relating to the async keyword. An expansion on this issue can be found here.
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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Hi. I am working on an audio app for iOS. I have implemented UI and handling which allows the user to change playback rate of audio. When the user selects a different rate, I update the rate property on my AVQueuePlayer. This is working well on device.
When I use Airplay, it works for some devices and not for others. Some devices won't change playback rate and will always play at 1x speed.
Is this possibly a limitation of those 3rd-party devices? Or is there something I'm missing/should check? Would love to get playback rate changes working across all Airplay devices with our app.
Kind regards.
Hello,
I am experiencing slow image retrieval when using the requestImageForAsset:targetSize:contentMode:options:resultHandler: method in my application. The delay is significantly impacting the performance of my app.
Here are the details of my implementation:
for (PHAsset *asset in assets) {
@autoreleasepool {
PHImageManager *imageManager = [PHImageManager defaultManager];
PHImageRequestOptions *options = [[PHImageRequestOptions alloc] init];
options.synchronous = YES;
options.deliveryMode = PHImageRequestOptionsDeliveryModeFastFormat;
options.resizeMode = PHImageRequestOptionsResizeModeNone;
[imageManager requestImageForAsset:asset
targetSize:CGSizeMake(100, 100)
contentMode:PHImageContentModeAspectFill
options:options
resultHandler:^(UIImage *thumbnail, NSDictionary *info) {
CameraRollCellDto *cellDto = [[CameraRollCellDto alloc] init];
cellDto.index = index;
cellDto.thumbnail = thumbnail;
cellDto.propertyDate = asset.creationDate;
if (self.segmentedTorikomi.selectedSegmentIndex == SEG_INDEX_IKKATSU) {
cellDto.isSelected = YES;
} else {
cellDto.isSelected = NO;
}
[list addObject:cellDto];
}];
index++;
}
}
Has anyone else encountered this issue? Are there any known solutions or optimizations that can help improve the speed of image retrieval using this method?
Thank you for your assistance.
Topic:
Media Technologies
SubTopic:
Photos & Camera
Hi All,
I am working on a DJ playout app (MACOS). The app has a few AVAudioPlayerNode's combined with the ApplicationMusicPlayer from Musickit. I can route the output of the AVaudioPlayer to a hardware device so that the audio files are directed to their own dedicated output on my Mac. The ApplicationMusicPlayer is following the default output and this is pretty annoying.
Has anyone found a solution to chain the ApplicationMusicPlayer and get it set to a output device?
Thanks
Pancras
I am developing an app to stream and download DRM protected HLS videos based on the official “FairPlay Streaming Server SDK”.
When I play the downloaded video, it asks the server for .ts or .aac, even though I have passed the path of the downloaded video to AVURLAsset.
As a result, playback fails when the device is offline, such as in airplane mode.
This behavior depends on the playback time of the video and occurs when trying to download and play a video with a playback time of 19 hours or more.
It did not occur for videos with a playback time of 18 hours.
The environment we checked is iOS 18.3.
The solution at this time is to limit the video playback time to 18 hours, but if possible, we would like to allow download playback of videos longer than 19 hours.
Does anyone have any information or know of a solution to this problem, such as if you have experienced this type of event, or if you know that content longer than 19 hours cannot be played offline?
// load
let path = ".../xxx.movpkg" // Path of the downloaded file
videoAsset = AVURLAsset(url: path)
playerItem = AVPlayerItem(asset: videoAsset!)
player.replaceCurrentItem(with: playerItem)
// isPlayableOffline
print("videoAsset.assetCache.isPlayableOffline = \(videoAsset.assetCache.isPlayableOffline)") // true
The device is connected to Bluetooth A and Bluetooth B, currently the audio is played through Bluetooth A, click the interface button, how to realize the code to switch to Bluetooth B?
My iOS app can access the iphone media library, but if on Mac M4 is Error Domain=NSCocoaError Domain Code=257
Topic:
Media Technologies
SubTopic:
General
In our logging tools (Firebase) I see a lot of errors reported when users are playing content and the app transitions to the background. A AVPlayerItemFailedToPlayToEndTime notification is fired with an error containing error codes like -1102 and 1852797029 which seem to correspond to NSURLErrorNoPermissionsToReadFile and kCMIOHardwareIllegalOperationError respectively. To me, it looks like these might have something to do with caching logic.
The items being played are HLS streams and we make use of AVAssetDownloadTask to make any streamed content offline available. Our setup is similar to the sample provided here: https://developer.apple.com/documentation/avfoundation/using-avfoundation-to-play-and-persist-http-live-streams. Whenever an item is selected for playback the app will check if a cached version is available and if so gets the url to the stored file like the "localAssetForStream()" method in the example, or get the asset from a currently running AVAssetDownloadTask for the item, or else, starts a new AVAssetDownloadTask and returns a AVAsset from that task to play.
This seems to work fine, and I can't reproduce the issues our users and our logging tools are reporting.
Is there some case I am missing where AVAssetDownloadTask and associated AVAssets might become unreadable when the app transitions to the background? Or do these errors indicate a different problem entirely?
Topic:
Media Technologies
SubTopic:
Streaming
I wanted to ask if I can use Camera Capture Extension with AVMultiCamPiP, because the LockedCameraCaptureUIScene only return in the closure one session and I can't use the same session for both the front and back at the same time
I have created an app where you can speak using SFSpeechRecognizer and it will recognize you speech into text, translate it and then return it back using speech synthesis. All locales for SFSpeechRecognizer and switching between them work fine when the app is in the foreground but after I turn off my screen(the app is still running I just turned off the screen) and try to create new recognitionTask it it receives this error inside the recognition task: User denied access to speech recognition. The weird thing about this is it only happens with some languages. The error happens with Croatian or Hungarian locale for speech recognition but doesn't with English or Spanish locale.
I’ve tried both AVCaptureVideoDataOutputSampleBufferDelegate (captureOutput) and AVCaptureDataOutputSynchronizerDelegate (dataOutputSynchronizer), but the number of depth frames and saved timestamps is significantly lower than the number of frames in the .mp4 file written by AVAssetWriter.
In my code, I save:
Timestamps for each frame to a metadata file
Depth frames to a binary file
Video to an .mp4 file
If I record a 4-second video at 30fps, the .mp4 file correctly plays for 4 seconds, but the number of stored timestamps and depth frames is much lower—around 70 frames instead of the expected 120.
Does anyone know why this mismatch happens?
func dataOutputSynchronizer(_ synchronizer: AVCaptureDataOutputSynchronizer,
didOutput synchronizedDataCollection: AVCaptureSynchronizedDataCollection) {
// Read all outputs
guard let syncedDepthData: AVCaptureSynchronizedDepthData =
synchronizedDataCollection.synchronizedData(for: depthDataOutput) as? AVCaptureSynchronizedDepthData,
let syncedVideoData: AVCaptureSynchronizedSampleBufferData =
synchronizedDataCollection.synchronizedData(for: videoDataOutput) as? AVCaptureSynchronizedSampleBufferData else {
// only work on synced pairs
return
}
if syncedDepthData.depthDataWasDropped || syncedVideoData.sampleBufferWasDropped {
return
}
let depthData = syncedDepthData.depthData
let depthPixelBuffer = depthData.depthDataMap
let sampleBuffer = syncedVideoData.sampleBuffer
guard let videoPixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer),
let formatDescription = CMSampleBufferGetFormatDescription(sampleBuffer) else {
return
}
addToPreviewStream?(CIImage(cvPixelBuffer: videoPixelBuffer))
if !canWrite() {
return
}
// Extract the presentation timestamp (PTS) from the sample buffer
let timestamp = CMSampleBufferGetPresentationTimeStamp(sampleBuffer)
//sessionAtSourceTime is the first buffer we will write to the file
if self.sessionAtSourceTime == nil {
//Make sure we don't start recording until the buffer reaches the correct time (buffer is always behind, this will fix the difference in time)
guard sampleBuffer.presentationTimeStamp >= self.recordFromTime! else { return }
self.sessionAtSourceTime = sampleBuffer.presentationTimeStamp
self.videoWriter!.startSession(atSourceTime: sampleBuffer.presentationTimeStamp)
}
if self.videoWriterInput!.isReadyForMoreMediaData {
self.videoWriterInput!.append(sampleBuffer)
self.videoTimestamps.append(
Timestamp(
frame: videoTimestamps.count,
value: timestamp.value,
timescale: timestamp.timescale
)
)
let ddm = depthData.depthDataMap
depthCapture.addDepthData(pixelBuffer: ddm, timestamp: timestamp)
}
}
We have a Push To Talk application which allow user to record video and audio.
When user is recording a video using AVCaptureSession and receive's an Push To Talk call, from moment the Push To Talk call is received the audio in the video which is being captured is stopped while the video capture is still in progress.
Here after the PTT call is completed, we have tried restarting the audio session, there are no errors that are getting printed but we still don't see the audio getting restarted in video capture.
We have also tried to add a new input for AVCaptureSession we are receiving error that is resulting in video capture stopping, error mentioned below:
[OS-PLT] [CameraManager] Movie file finished with error: Error Domain=AVFoundationErrorDomain Code=-11818 "Recording Stopped" UserInfo={AVErrorRecordingSuccessfullyFinishedKey=true, NSLocalizedDescription=Recording Stopped, NSLocalizedRecoverySuggestion=Stop any other actions using the recording device and try again., AVErrorRecordingFailureDomainKey=1, NSUnderlyingError=0x3026bff60 {Error Domain=NSOSStatusErrorDomain Code=-16414 "(null)"}}, success
We have also raised a Feedback Ticket on same: https://feedbackassistant.apple.com/feedback/16050598
private var audioEngine = AVAudioEngine()
private var inputNode: AVAudioInputNode!
func startAnalyzing() {
inputNode = audioEngine.inputNode
let recordingFormat = inputNode.outputFormat(forBus: 0)
let hardwareSampleRate = recordingSession.sampleRate
inputNode.removeTap(onBus: 0)
if recordingFormat.sampleRate != hardwareSampleRate {
print("。")
let newFormat = AVAudioFormat(commonFormat: recordingFormat.commonFormat,
sampleRate: hardwareSampleRate,
channels: recordingFormat.channelCount,
interleaved: recordingFormat.isInterleaved)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: newFormat) { buffer, time in
self.processAudioBuffer(buffer, time: time)
}
} else {
inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { buffer, time in
self.processAudioBuffer(buffer, time: time)
}
}
do {
audioEngine.prepare()
try audioEngine.start()
} catch {
print(": \(error)")
}
}
I back the app to the background and then call startAnalyzing(), which reports an error and the background recording permissions are configured。
error:
[10429:570139] [aurioc] AURemoteIO.cpp:1668 AUIOClient_StartIO failed (561145187)
[10429:570139] [avae] AVAEInternal.h:109 [AVAudioEngineGraph.mm:1545:Start: (err = PerformCommand(*ioNode, kAUStartIO, NULL, 0)): error 561145187
Audio engine couldn't start.
Is background boot not allowed?
I am new here and would appreciate help in coding or an explanation what to use in swift for an app which will be able to capture LiDAR scanning and RGB data from taken pictures, generate a 3D mesh, and create .OBJ, .MTL, and .JPEG file set for further manipulation of 3D model. I am able to create from LiDAR scanning 3D mesh and .OBJ file but can not generate .MTL and .JPEG for a texture of 3D model.
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
Hey - I am developing an app that uses the camera for recording video. I put the ability to choose a framerate and resolution and all combinations work perfectly fine, except for 4k 120fps for the new iPhone 16 pro. This just shows black on the preview. I tried to record even though the preview was black, but the recording is also just a black screen. Is there anything special that needs to be done in the camera setup for 4k 120fps to work? I have my camera setup code attached. Is it possible this is a bug in Apple's code, since this works with every other combination (1080p up to 240fps and 4k up to 60fps)?
Thanks so much for the help.
class CameraManager: NSObject {
enum Errors: Error {
case noCaptureDevice
case couldNotAddInput
case unsupportedConfiguration
}
enum Resolution {
case hd1080p
case uhd4K
var preset: AVCaptureSession.Preset {
switch self {
case .hd1080p:
return .hd1920x1080
case .uhd4K:
return .hd4K3840x2160
}
}
var dimensions: CMVideoDimensions {
switch self {
case .hd1080p:
return CMVideoDimensions(width: 1920, height: 1080)
case .uhd4K:
return CMVideoDimensions(width: 3840, height: 2160)
}
}
}
enum CameraType {
case wide
case ultraWide
var captureDeviceType: AVCaptureDevice.DeviceType {
switch self {
case .wide:
return .builtInWideAngleCamera
case .ultraWide:
return .builtInUltraWideCamera
}
}
}
enum FrameRate: Int {
case fps60 = 60
case fps120 = 120
case fps240 = 240
}
let orientationManager = OrientationManager()
let captureSession: AVCaptureSession
let previewLayer: AVCaptureVideoPreviewLayer
let movieFileOutput = AVCaptureMovieFileOutput()
let videoDataOutput = AVCaptureVideoDataOutput()
private var videoCaptureDevice: AVCaptureDevice?
override init() {
self.captureSession = AVCaptureSession()
self.previewLayer = AVCaptureVideoPreviewLayer(session: self.captureSession)
super.init()
self.previewLayer.videoGravity = .resizeAspect
}
func configureSession(resolution: Resolution, frameRate: FrameRate, stabilizationEnabled: Bool, cameraType: CameraType, sampleBufferDelegate: AVCaptureVideoDataOutputSampleBufferDelegate?) throws {
assert(Thread.isMainThread)
captureSession.beginConfiguration()
defer { captureSession.commitConfiguration() }
captureSession.sessionPreset = resolution.preset
if captureSession.canAddOutput(movieFileOutput) {
captureSession.addOutput(movieFileOutput)
} else {
throw Errors.couldNotAddInput
}
videoDataOutput.setSampleBufferDelegate(sampleBufferDelegate, queue: DispatchQueue(label: "VideoDataOutputQueue"))
if captureSession.canAddOutput(videoDataOutput) {
captureSession.addOutput(videoDataOutput)
// Set the video orientation if needed
if let connection = videoDataOutput.connection(with: .video) {
//connection.videoOrientation = .portrait
}
} else {
throw Errors.couldNotAddInput
}
guard let videoCaptureDevice = AVCaptureDevice.default(cameraType.captureDeviceType, for: .video, position: .back) else {
throw Errors.noCaptureDevice
}
let useDimensions = resolution.dimensions
guard let format = videoCaptureDevice.formats.first(where: { format in
let dimensions = CMVideoFormatDescriptionGetDimensions(format.formatDescription)
let isRes = dimensions.width == useDimensions.width && dimensions.height == useDimensions.height
let frameRates = format.videoSupportedFrameRateRanges
return isRes && frameRates.contains(where: { $0.maxFrameRate >= Float64(frameRate.rawValue) })
}) else {
throw Errors.unsupportedConfiguration
}
self.videoCaptureDevice = videoCaptureDevice
do {
let videoInput = try AVCaptureDeviceInput(device: videoCaptureDevice)
if captureSession.canAddInput(videoInput) {
captureSession.addInput(videoInput)
} else {
throw Errors.couldNotAddInput
}
try videoCaptureDevice.lockForConfiguration()
videoCaptureDevice.activeFormat = format
videoCaptureDevice.activeVideoMinFrameDuration = CMTime(value: 1, timescale: CMTimeScale(frameRate.rawValue))
videoCaptureDevice.activeVideoMaxFrameDuration = CMTime(value: 1, timescale: CMTimeScale(frameRate.rawValue))
videoCaptureDevice.activeMaxExposureDuration = CMTime(seconds: 1.0 / 960, preferredTimescale: 1000000)
videoCaptureDevice.exposureMode = .locked
videoCaptureDevice.unlockForConfiguration()
} catch {
throw error
}
configureStabilization(enabled: stabilizationEnabled)
}`
Overlay changes color in HDR video When I’m using trying to add an overlay to an image with AVMutableVideoComposition, When the video is in HDR the overlay colors are changing and white becomes grey screen shot from original HDR video result from the code with the wrong overlay colorthe result when reducing to SDR (the right overlay color)
the distorted colorsthe way it should look(sdr)
Im creating the overlay with a CGContext
class CustomHdrCompositor: NSObject, AVVideoCompositing {
private let coreImageContext = CIContext(options: [CIContextOption.cacheIntermediates: false])
let combinedFilter = CIFilter(name: "CISourceOverCompositing")!
var sourcePixelBufferAttributes: [String: Any]? = [String(kCVPixelBufferPixelFormatTypeKey): [kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange]]
var requiredPixelBufferAttributesForRenderContext: [String: Any] =
[String(kCVPixelBufferPixelFormatTypeKey): [kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange]]
var supportsWideColorSourceFrames = true
var supportsHDRSourceFrames = true
func renderContextChanged(_ newRenderContext: AVVideoCompositionRenderContext) {
return
}
func startRequest(_ request: AVAsynchronousVideoCompositionRequest) {
guard let outputPixelBuffer = request.renderContext.newPixelBuffer() else {
print("No valid pixel buffer found. Returning.")
request.finish(with: CustomCompositorError.ciFilterFailedToProduceOutputImage)
return
}
guard let requiredTrackIDs = request.videoCompositionInstruction.requiredSourceTrackIDs, !requiredTrackIDs.isEmpty else {
print("No valid track IDs found in composition instruction.")
return
}
let sourceCount = requiredTrackIDs.count
if sourceCount > 1 {
request.finish(with: CustomCompositorError.notSupportingMoreThanOneSources)
return
}
if sourceCount == 1 {
let sourceID = requiredTrackIDs[0]
let sourceBuffer = request.sourceFrame(byTrackID: sourceID.value(of: Int32.self)!)!
let sourceCIImage = CIImage(cvPixelBuffer: sourceBuffer)
var textImage = TextLayerPlayer.instance.getTextLayerAtTimesStamp(ts:request.compositionTime.seconds)
combinedFilter.setValue(textImage, forKey: "inputImage")
if let outputImage = combinedFilter.outputImage {
let renderDestination = CIRenderDestination(pixelBuffer: outputPixelBuffer)
do {
try coreImageContext.startTask(toRender: outputImage, to: renderDestination)
} catch {
}
}
}
request.finish(withComposedVideoFrame: outputPixelBuffer)
}
}
func regularCompositionHdr(asset: AVAsset) -> AVVideoComposition
{
self.isHdr = checkHdr(asset: asset)
let avComposition = AVMutableComposition()
let composition = AVMutableVideoComposition()
composition.colorPrimaries = AVVideoColorPrimaries_ITU_R_2020
composition.colorTransferFunction = AVVideoTransferFunction_ITU_R_2100_HLG
composition.colorYCbCrMatrix = AVVideoYCbCrMatrix_ITU_R_2020
composition.renderSize = assetSize
composition.frameDuration = CMTime(value: 1, timescale: 30)
composition.customVideoCompositorClass = CustomHdrCompositor.self
composition.perFrameHDRDisplayMetadataPolicy = .propagate
return composition
}
I’m using this function to transfer the transparent CGImage to CIImage that supports HDR
func convertToHDRCIImage(from cgImage: CGImage,
maxBrightness: CGFloat = 3.0) -> CIImage? {
// Create a CIImage from the input CGImage
let baseImage = CIImage(cgImage: cgImage)
// Create HDR color adjustment filter
let colorAdjust = CIFilter(name: "CIColorMatrix")!
colorAdjust.setValue(baseImage, forKey: kCIInputImageKey)
// Calculate HDR multipliers based on maxBrightness
// This will maintain color ratios while increasing brightness
colorAdjust.setValue(CIVector(x: maxBrightness, y: 0, z: 0, w: 0), forKey: "inputRVector")
colorAdjust.setValue(CIVector(x: 0, y: maxBrightness, z: 0, w: 0), forKey: "inputGVector")
colorAdjust.setValue(CIVector(x: 0, y: 0, z: maxBrightness, w: 0), forKey: "inputBVector")
// Maintain alpha channel
colorAdjust.setValue(CIVector(x: 0, y: 0, z: 0, w: 1), forKey: "inputAVector")
guard let adjustedImage = colorAdjust.outputImage else {
return nil
}
// Apply color space transformation using CIImage's colorSpace property
let transformedImage = adjustedImage.matchedFromWorkingSpace(to: hdrWorkingSpace)!
// Create context with HDR color space
let context = CIContext(options: [
.workingColorSpace: hdrColorSpace,
.outputColorSpace: hdrColorSpace
])
// Get the image bounds
let bounds = transformedImage.extent
// Create a new pixel buffer with HDR format
var pixelBuffer: CVPixelBuffer?
let pixelBufferAttributes = [
kCVPixelBufferPixelFormatTypeKey: kCVPixelFormatType_64RGBAHalf,
kCVPixelBufferMetalCompatibilityKey: true
] as CFDictionary
CVPixelBufferCreate(kCFAllocatorDefault,
Int(bounds.width),
Int(bounds.height),
kCVPixelFormatType_64RGBAHalf,
pixelBufferAttributes,
&pixelBuffer)
guard let destinationBuffer = pixelBuffer else {
return nil
}
context.render(transformedImage,
to: destinationBuffer,
bounds: bounds,
colorSpace: hdrColorSpace)
// Create final CIImage from the HDR pixel buffer
let finalImage = CIImage(cvPixelBuffer: destinationBuffer,
options: [.colorSpace: hdrColorSpace])
return finalImage
}
When reducing the HDR to SDR it keeps the right color of the overlay with, but than it reduces the HDR effect which I want to keep
Topic:
Media Technologies
SubTopic:
Video
I have an iPad app that I want to run on Apple Silicon macs.
Everything works fine except for VNDocumentCameraViewController. According to the docs this class is available on:
iOS 13.0+ iPadOS 13.0+ Mac Catalyst 13.1+ visionOS 1.0+
yet when I try using it I get Document camera is not available on my Mac Studio running macOS 15.2
Is this expected behaviour?
Thanks
We are encountering an issue where AVPlayer throws the error:
Error Domain=AVFoundationErrorDomain Code=-11819 "Cannot Complete Action" > Underlying Error Domain[(null)]:Code[0]:Desc[(null)]
This error seems to occur intermittently during video playback, especially after extended usage or when switching between different streams. We observe Error 11819 (AVFoundationErrorDomain) in Conviva platform that some of our users experience it but we couldn't reproduce it so far and we’re need support to determine the root cause and/or best practices to prevent it.
Some questions we have:
What typically triggers this error?
Could it be related to memory/resource constraints, network instability, or backgrounding?
Are there any recommended ways to handle or recover from this error gracefully?
Any insights or guidance would be greatly appreciated. Thanks!
Topic:
Media Technologies
SubTopic:
Streaming
I see some demo show convert HDR video to SDR Pixelbuffer,such AVAssetReader、 AVVideoComposition 、AVComposition 、AVFoundation.
But In some cases,I want to render HDR Pixelbuffer and record video.
AVCaptureSession *session = [[AVCaptureSession alloc] init];
session.sessionPreset = AVCaptureSessionPresetHigh;
AVCaptureDevice *videoDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
if ([videoDevice isVideoHDRSupported]) {
NSError *error = nil;
if ([videoDevice lockForConfiguration:&error]) {
videoDevice.automaticallyAdjustsVideoHDREnabled = NO;
videoDevice.videoHDREnabled = YES; // 开启 HDR
[videoDevice unlockForConfiguration];
} else {
NSLog(@"Error: %@", error.localizedDescription);
}
}
Real-time processing of HDR data requires processing of video frame data (such as filters), ensuring that the processing chain supports 10-bit color depth and HDR metadata. And use imagesBuffer to object tracking, etc.
How to solve this problem?