Hi I'm new to the forum,
I'm planning an app just for Apple watch, I would like to use bluetooth audio in background, how can I do it?
The messages I send via bluetooth stop as soon as the watch display turns off.
Thank you!
Nax
Audio
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Songs can be unavailable (greyed out) in Apple Music. How can I check if a song is unavailable via the MusicKit framework? Obviously the playback will fail with MPMusicPlayerControllerErrorDomain Code=6 "Failed to prepare to play" but how can I know that in advance? I need to check the availability of hundreds of albums and therefore initiating a playback for each of them is not an option.
Things I have tried:
Checking if the release date property is set to a future date. This filters out all future releases but doesn't solve the problem for already released songs.
Checking if the duration is 0. This does not work since the duration of unavailable songs does not have to be 0.
Initiating a playback and checking for the "Failed to prepare to play" error. This is not suitable for a huge amount of Albums.
I couldn't find a solution yet but somehow other third-party-apps are able ignore/don't shows these albums. I believe the Apple Music app is only displaying albums where at least one song is available.
I am using this function to fetch all albums of an artist.
private func fetchAlbumsFor(_ artist: Artist) async throws -> [Album] {
let artistWithAlbums = try await artist.with(.albums)
var allAlbums = [Album]()
guard var currentBadge = artistWithAlbums.albums else {
return []
}
allAlbums.append(contentsOf: currentBadge)
while currentBadge.hasNextBatch {
if let nextBatch = try await currentBadge.nextBatch() {
currentBadge = nextBatch
allAlbums.append(contentsOf: nextBatch)
} else {
break
}
}
return allAlbums
}
Here is an example album where I am unable to detect its unavailability (at least in Germany):
https://music.apple.com/de/album/die-haferhorde-immer-den-n%C3%BCstern-nach-h%C3%B6rspiel-zu-band-3/1755774804
Furthermore I was unable to navigate to this album via the Apple Music app directly.
Thanks for any help
Edit: Apparently this album is not included in an apple music subscription but can be bought seperately. The question remains: How can I check that?
Hi all!
I have been experiencing some issues when using the AVAudioEngine to play audio and record input while doing a voice chat (through the PTT Interface).
I noticed if I connect any players to the AudioGraph OR call start that the audio session becomes active (this is on iOS).
I don't see anything in the docs or the header files in the AVFoundation, but is it possible that calling the stop method on an engine deactivates the audio session too?
In a normal app this behavior seems logical, but when using PTT all activation and deactivation of the audio session must go through the framework and its delegate methods.
The issue I am debugging is that when the engine with the input node tapped gets stopped, and there is a gap between the input and when the server replies with inbound audio to be played and something seems to be getting the hardware/audio session into a jammed state.
Thanks for any feedback and/or confirmation on this behavior!
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
So I'm using AVAudioEngine. When playing audio I become the 'now playing' app using MPNowPlayingInfoCenter/MPRemoteCommandCenter APIs.
When configuring MPRemoteCommandCenter I add a play/pause command target via -addTargetWithHandler on the togglePlayPauseCommand property.
Now I also have a play/pause button in my app's UI. When I pause playback from my app's UI (which means I'm the active app, I'm in the foreground), what I do is this:
-I pause the AVAudioPlayerNode I'm using with AVAudioEngine.
I do not, stop, reset, etc. the AVAudioEngine. I only pause the player node. My thought process here is that the user just pressed pause and it is very likely that he will hit 'play' to resume playback in the near future because
My app is in the foreground and the user just hit the pause button.
Now if my app moves to the background and if I receive a memory warning I presume it'd make sense to tear down the engine or pause it. Perhaps I'm wrong about this?
So when I initially hit the play button from my app's UI I also activate my AVAudioSession. I do this in high priority NSOperation since the documentation warns that "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic."
So now I'm playing and I hit pause from my app's UI. Then I quickly bring up the "Now Playing" center and I see I'm the "Now Playing" app but the play-pause button is showing the pause icon instead of the play icon but I'm in the pause state. I do set MPNowPlayingInfoCenter's playbackState to MPNowPlayingPlaybackStatePaused when I pause. Not surprisingly this doesn't work. The documentation states this is for macOS only.
So the only way to get MPRemoteCommandCenter to show the "play" image for the play-pause button is to deactivate my AVAudioSession when I pause playback? Since I change the active state of my audio session in a NSOperation because documentation recommends "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic." the play-pause toggle in the remote command center won't immediately update since I'm doing it on another thread.
IMO it feels kind of inappropriate for a play-pause button to wait on a NSOperation activating the audio session before updating its UI when I already know my play/paused state, it should update right away like the button in my app does. Wouldn't it be nicer to just use MPNowPlayingInfoCenter's playbackState property on iOS too? If I'm no the longer the now playing app/active audio session it doesn't matter since I'm not in the now playing UI, just ignore it?
Also is it recommended that I deactivate my audio session explicitly every time the user pauses audio in my app (when I'm in the foreground)?
Also when I do deactivate the audio session I get an error: AVAudioSessionErrorCodeIsBusy (but the button in the now playing center updates to the proper image). I do this :
-(void)pause
{
[self.playerNode pause];
[self runOperationToDeactivateAudioSession];
// This does nothing on iOS:
MPNowPlayingInfoCenter *nowPlayingCenter = [MPNowPlayingInfoCenter defaultCenter];
nowPlayingCenter.playbackState = MPNowPlayingPlaybackStatePaused;
}
So in -runOperationToDeactivateAudioSession I get the AVAudioSessionErrorCodeIsBusy. According to the documentation
Starting in iOS 8, if the session has running I/Os at the time that deactivation is requested, the session will be deactivated, but the method will return NO and populate the NSError with the code property set to AVAudioSessionErrorCodeIsBusy to indicate the misuse of the API.
So pausing the player node when pausing isn't enough to meet the deactivation criteria. I guess I have to pause or stop the audio engine. I could probably wait until I receive a scene went to background notification or something before deactivating my audio session (which is async, so the button may not update to the correct image in time). This seems like a lot of code to have to write to get a play-pause toggle to update, especially in iPad-multi window scene environment.
What's the recommended approach?
Should I pause the AudioEngine instead of the player node always?
Should I always explicitly deactivate my audio session when the user pauses playback from my app's UI even if I'm in the foreground?
I personally like the idea of just being able to set
[MPNowPlayingInfoCenter defaultCenter].playbackState = MPNowPlayingPlaybackStatePaused;
But maybe that's because that would just make things easier on me. This does feels overcomplicated though. If anyone can share some tips on how I should handle this, I'd appreciate it.
Issue:
Under certain conditions, using CallKit does not automatically enable the microphone.
Steps to Reproduce:
1.Start an outgoing call, then the user manually mutes the audio.
2.Receive a native incoming call, end the current call, then answer the new incoming call.(This order is important.)
3.End the incoming call.
4.Start another outgoing call and observe the microphone; do not manually mute or unmute.
Actual Behavior:
The audio icon indicates that the audio is unmuted, but the microphone remains off, and the small yellow dot in the top status bar (which represents the microphone) does not appear.
Expected Behavior:
The microphone should be on, consistent with the audio icon display, and the small yellow dot should appear in the top status bar.
Device:
iPhone 16 pro & iPhone 15 pro, iOS 18.0+
Can it be reproduced using speakerbox(CallKit Demo)?
YES
Everytime I put my AirPods in and connect them to my phone or my Mac or my iPad since the iOS 18.3 update on my devices they’ve been disconnecting without reason, pausing songs I’m in the middle of playing, and only partially reconnecting in one pod and it’s getting really frustrating
Topic:
Media Technologies
SubTopic:
Audio
Hi,
I'm working on an audio mixing app, that comes with bundled audio units that provide some of the app's core functionality.
For the next release of that app, we are planning to make two changes:
make the app sandboxed
package the bundled audio units as .appex bundles instead as .component bundles, so we don't need to take care of the installation at the correct spot in the file system
When trying this new approach, we run into problems where [[AVAudioUnitEffect alloc] initWithAudioComponentDescription:] crashes when trying to load our audio unit with the exception:
AVAEInternal.h:109 [AUInterface.mm:468:AUInterfaceBaseV3: (AudioComponentInstanceNew(comp, &_auv2)): error -10863
Our audio unit has the `sandboxSafe flag enabled, and loads fine when the host app is not sandboxed, so I'm guessing I got the bundle id/code signing requirements for the .appex correct.
It seems, that my .appex isn't even loaded, and the system rejects it because of its metadata. Maybe there something wrong the Info.plist generated by Juice?
"BuildMachineOSBuild" => "23H222"
"CFBundleDisplayName" => "elgato_sample_recorder"
"CFBundleExecutable" => "ElgatoSampleRecorder"
"CFBundleIdentifier" => "com.iwascoding.EffectLoader.samplerecorderAUv3"
"CFBundleName" => "elgato_sample_recorder"
"CFBundlePackageType" => "XPC!"
"CFBundleShortVersionString" => "1.0.0.0"
"CFBundleSignature" => "????"
"CFBundleSupportedPlatforms" => [
0 => "MacOSX"
]
"CFBundleVersion" => "1.0.0.0"
"DTCompiler" => "com.apple.compilers.llvm.clang.1_0"
"DTPlatformBuild" => "24C94"
"DTPlatformName" => "macosx"
"DTPlatformVersion" => "15.2"
"DTSDKBuild" => "24C94"
"DTSDKName" => "macosx15.2"
"DTXcode" => "1620"
"DTXcodeBuild" => "16C5032a"
"LSMinimumSystemVersion" => "10.13"
"NSExtension" => {
"NSExtensionAttributes" => {
"AudioComponents" => [
0 => {
"description" => "Elgato Sample Recorder"
"factoryFunction" => "elgato_sample_recorderAUFactoryAUv3"
"manufacturer" => "Manu"
"name" => "Elgato: Elgato Sample Recorder"
"sandboxSafe" => 1
"subtype" => "Znyk"
"tags" => [
0 => "Effects"
]
"type" => "aufx"
"version" => 65536
}
]
}
"NSExtensionPointIdentifier" => "com.apple.AudioUnit-UI"
"NSExtensionPrincipalClass" => "elgato_sample_recorderAUFactoryAUv3"
}
"NSHighResolutionCapable" => 1
}
Any ideas what I am missing?
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
Hello,
I have a CarPlay Navigation app and utilize the AVSpeechSynthesizer to speak directions to a user. Everything works great on my CarPlay simulator as well as when plugged into my GMC truck. However, I found out yesterday that one of my users with a Ford truck the audio would cut in an out.
After much troubleshooting, I was able to replicate this on my own truck when using Bluetooth to connect to CarPlay. My user was also utilizing Bluetooth. Has anyone else experienced this? Is there a fix to the problem?
import SwiftUI
import AVFoundation
class TextToSpeechService: NSObject, ObservableObject, AVSpeechSynthesizerDelegate {
private var speechSynthesizer = AVSpeechSynthesizer()
static let shared = TextToSpeechService()
override init() {
super.init()
speechSynthesizer.delegate = self
}
func configureAudioSession() {
speechSynthesizer.delegate = self
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .voicePrompt, options: [.mixWithOthers, .allowBluetooth])
} catch {
print("Failed to set audio session category: \(error.localizedDescription)")
}
}
func speak(_ text: String) {
Task(priority: .high) {
let speechUtterance = AVSpeechUtterance(string: text)
speechUtterance.voice = AVSpeechSynthesisVoice(language: AVSpeechSynthesisVoice.currentLanguageCode())
try AVAudioSession.sharedInstance().setActive(true, options: .notifyOthersOnDeactivation)
speechSynthesizer.speak(speechUtterance)
}
}
func speechSynthesizer(_ synthesizer: AVSpeechSynthesizer, didFinish utterance: AVSpeechUtterance) {
Task {
stopSpeech()
try AVAudioSession.sharedInstance().setActive(false)
}
}
func stopSpeech() {
speechSynthesizer.stopSpeaking(at: .immediate)
}
}
We have application using PTT Framework to record audio messages when app is backgrounded. Right now we are using AVAudioRecorder for that purpose. And problem is one specific user has frequent issue - recorded audio contains only silence.
I've checked almost everything I can imagine but didn't find any possible reason of issue.
Conditions:
AVAudioRecorder uses following configuration:
[
AVEncoderAudioQualityKey: AVAudioQuality.low.rawValue,
AVFormatIDKey : kAudioFormatMPEG4AAC,
AVNumberOfChannelsKey: 1,
AVSampleRateKey: 16000.0
]
App waits both didBeginTransmitting and didActivate audioSession from PTChannelManager (audio session has playback category at that moment)
App does AVAudioSession category change to playAndRecord
App gets routeChangeNotification with categoryChange and category = playAndRecord
There is no any interruption notifications from AVAudioSession during recording
There is no any error notification from AVAudioRecorder
Any idea what exactly I do wrong? Is there anything else I should check?
Thanks in advance.
P.S. it looks like recording audio with AudioUnit has the same issue, but let's exclude it from question atm for simplicity.
I am developing an iOS app that needs to play spoken audio on demand from a server, while ducking the audio of background music from another app (e.g., SoundtrackYourBrand or Apple Music). This must work even when the app is in the background, and the server dictates when and what audio is played. Ideally, the message should be played within a minute of the server requesting it.
Current Attempt & Observations
I initially tried using Firebase Cloud Messaging (FCM) silent notifications to send a URL to an audio file, which the app would then play using AVPlayer.
This works consistently when the app is active, but in the background, it only works about 60% of the time.
In cases where it fails, iOS ducks the background music (e.g., from SoundtrackYourBrand) but never plays the spoken audio.
Interestingly, when I play the audio without enabling audio ducking, it seems to work 100% of the time from my limited testing, even in the background.
The app has background modes enabled for Audio, Background Fetch, and Remote Notifications.
Best Approach to Achieve This?
I’d like guidance on the best Apple-compliant approach to reliably play audio on command from the server, even when the app is in the background. Some possible paths:
Ensuring the app remains active in the background – Are there recommended ways to prevent the app from getting suspended, such as background tasks, a special background mode, or a persistent connection to the server?
Alternative triggering mechanisms – Would something like VoIP, Push-to-Talk, or another background service be better suited for this use case?
Built-in iOS speech synthesis (AVSpeechSynthesizer) – If playing external audio is unreliable, would generating speech dynamically from text be a more robust approach?
Streaming audio instead of sending a URL – Could continuous streaming from the server keep the app active and allow playback at the right moment?
I want to ensure the solution is reliable and works 100% of the time when needed. Any recommendations on the best approach for this would be greatly appreciated.
Thank you for your time and guidance.
Hello! I'm use AVFoundation for preview video and audio from selected device, and I try use AVAudioEngine for preview audio in real-time, but I can't or I don't understand how select input device? I can hear only my microphone in real-time
So far, I'm using AVCaptureAudioPreviewOutput for in real-time hear audio, but I think has delay.
On iOS works easy with AVAudioEngine, but on macOS bruh...
Topic:
Media Technologies
SubTopic:
Audio
Tags:
AudioToolbox
AVAudioSession
AVAudioEngine
AVFoundation
In MusicKit Web the playback states are provided as numbers.
For example the playbackStateDidChange event listener will return:
{oldState: 2, state: 3, item:...}
When the state changes from playing (2) to paused (3).
Those are pretty easy to guess, but I'm having a hard time with some of the others: completed,
ended,
loading,
none,
paused,
playing,
seeking,
stalled,
stopped,
waiting.
I cannot find a mapping of states to numbers documented anywhere. I got the above states from an enum in a d.ts file that is often incorrect/incomplete.
Can someone help out pointing to the docs or provide a mapping?
Thanks.
Bug Report: ScreenCaptureKit System Audio Capture Crashes with EXC_BAD_ACCESS
Summary
When using ScreenCaptureKit to capture system audio for extended periods, the application crashes with EXC_BAD_ACCESS in Swift's error handling runtime. The crash occurs in swift_getErrorValue when trying to process an error from the SCStream delegate method didStopWithError. This appears to be a framework-level issue in ScreenCaptureKit or its underlying ReplayKit implementation.
Environment
macOS Sonoma 14.6.1
Swift 5.8
ScreenCaptureKit framework
Detailed Description
Our application captures system audio using ScreenCaptureKit's audio capture capabilities. After successfully capturing for several minutes (typically after 3-4 segments of 60-second recordings), the application crashes with an EXC_BAD_ACCESS error. The crash happens when the Swift runtime attempts to process an error in the SCStreamDelegate.stream(_:didStopWithError:) method.
The crash consistently occurs in swift_getErrorValue when attempting to access the class of what appears to be a null object. This suggests that the error being passed from the system framework to our delegate method is malformed or contains invalid memory.
Steps to Reproduce
Create an SCStream with audio capture enabled
Add audio output to the stream
Start capture and write audio data to disk
Allow the capture to run for several minutes (3-5 minutes typically triggers the issue)
The app will crash with EXC_BAD_ACCESS in swift_getErrorValue
Code Sample
func stream(_ stream: SCStream, didStopWithError error: Error) {
print("Stream stopped with error: \(error)") // Crash occurs before this line executes
}
func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of type: SCStreamOutputType) {
guard type == .audio, sampleBuffer.isValid else { return }
// Process audio data...
}
Expected Behavior
The error should be properly propagated to the delegate method, allowing for graceful error handling and recovery.
Actual Behavior
The application crashes with EXC_BAD_ACCESS when the Swift runtime attempts to process the error in swift_getErrorValue.
Crash Log Details
Thread #35, queue = 'com.apple.NSXPCConnection.m-user.com.apple.replayd', stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
frame #0: 0x0000000194c3088c libswiftCore.dylib`swift::_swift_getClass(void const*) + 8
frame #1: 0x0000000194c30104 libswiftCore.dylib`swift_getErrorValue + 40
frame #2: 0x00000001057fba30 shadow`NewScreenCaptureService.stream(stream=0x0000600002de6700, error=Swift.Error @ 0x000000016b7b5e30) at NEW+ScreenCaptureService.swift:365:15
frame #3: 0x00000001057fc050 shadow`@objc NewScreenCaptureService.stream(_:didStopWithError:) at <compiler-generated>:0
frame #4: 0x0000000219ec5ca0 ScreenCaptureKit`-[SCStreamManager stream:didStopWithError:] + 456
frame #5: 0x00000001ca68a5cc ReplayKit`-[RPScreenRecorder stream:didStopWithError:] + 84
frame #6: 0x00000001ca696ff8 ReplayKit`-[RPDaemonProxy stream:didStopWithError:] + 224
Printing description of stream._streamQueue:
error: ObjectiveC.id:4294967281:18: note: 'id' has been explicitly marked unavailable here
public typealias id = AnyObject
^
error: /var/folders/v4/3xg1hmp93gjd8_xlzmryf_wm0000gn/T/expr23-dfa421..cpp:1:65: 'id' is unavailable in Swift: 'id' is not available in Swift; use 'Any'
Swift._DebuggerSupport.stringForPrintObject(Swift.UnsafePointer<id>(bitPattern: 0x104ae08c0)!.pointee)
^~
ObjectiveC.id:2:18: note: 'id' has been explicitly marked unavailable here
public typealias id = AnyObject
^
warning: /var/folders/v4/3xg1hmp93gjd8_xlzmryf_wm0000gn/T/expr23-dfa421..cpp:5:7: initialization of variable '$__lldb_error_result' was never used; consider replacing with assignment to '_' or removing it
var $__lldb_error_result = __lldb_tmp_error
~~~~^~~~~~~~~~~~~~~~~~~~
_
Before the crash, we observed this error message in the console:
[ERROR] *****SCStream*****RemoteAudioQueueOperationHandlerWithError:1015 Error received from the remote queue -16665
Additional Context
The issue occurs consistently after approximately 3-4 successful audio segment recordings of 60 seconds each
Commenting out custom segment rotation logic does not prevent the crash
The crash involves XPC communication with Apple's ReplayKit daemon
The error appears to be corrupted or malformed when crossing the XPC boundary
Workarounds Attempted
Added proper thread safety for all published properties using DispatchQueue.main.async
Implemented more robust error handling in the delegate methods
None of these approaches prevented the crash since it occurs at the Swift runtime level before our code executes.
Impact
This issue prevents reliable long-duration audio capture using ScreenCaptureKit.
This bug significantly limits the usefulness of ScreenCaptureKit for any application requiring continuous system audio capture for more than a few minutes.
Perhaps this issue might be related to a macOS bug where the system dialog indicates that the screen is being shared, even though nothing is actually being shared. Moreover, when attempting to stop sharing, nothing happens.
The presentation "create audio drivers with DriverKit" from WWDC 2021 demonstrates how to use a dext to implement a virtual audio driver. It also says " If a virtual audio driver or device is all that is needed, the audio server plug-in driver model should continue to be used".
Indeed, in AudioDriverKit/AudioDriverKitTypes.h, there is no IOUserAudioTransportType Virtual, although CoreAudio/AudioHardwareBase.h includes kAudioDeviceTransportTypeVirtual.
For one of our products, we require virtual devices to implement a software loopback "cable". We've implemented this using the "traditional" HAL plugin, and as a proof-of-concept, also using a dext. In the dext, I tried setting the transport type to 'virt', which seems to only have the effect of changing the icon shown in Audio Midi Setup.
HAL plugins require an installer, and the installer has to kill coreaudiod in a post-install script. You have to turn off SIP to debug them. Just like AudioDriverKit drivers, they are out-of-process and run in a process not owned by the hosting app. Our HAL plugin's interface is property based; we had to write a lot of boiler-plate code to implement required properties. Writing an AudioDriverKit driver is in most respects easier - a lot of the scaffolding is implemented in the base driver, which we only alter where required. Debugging and installation is much easier.
The dext works just fine, as far as we can ascertain, just as well as a HAL plugin.
So, my question is - is the advice to use a HAL plugin for a virtual device still correct in 2025? And if so, what's the objection? We'd really prefer to ship the AudioDriverKit virtual audio device.
iPhoneやiPadにおいて、画面上のボタンなどをタップした際に、特定の楽器音を発音させる方法をご存知の方いらっしゃいませんか?
現在音楽学習アプリを作成途中で、画面上の鍵盤や指板のボタン状のframeに、単音又は和音を割当て発音させる事を考えております
SwiftUIのcodeのみで実現できないでしょうか
嘗て、MIDIのlevel1の楽器の発音機能があった様に記憶していますが、現在のOS上では同様の機能を実装してないように思えます
皆様のお知恵をお貸しください
Mobile app - Ellie's Gift
https://apps.apple.com/gb/app/ellies-gift/id1617597875
Using AVFoundation to play audio tracks within the app.
Has always been working fine across apple and android, but iphone 14 and newer devices are unable to play audio.
Any idea's or suggestions?
Hello,
We are developing a real-time speech recognition application and are utilizing AVAudioEngine with voice processing enabled on the input node. However, we have observed that enabling this mode interferes with the built-in iOS screen recording feature - specifically, the recorded video does not capture any audio when this mode is active.
Since we want users to be able to record their experience within our app, this issue significantly impacts our functionality. Is there a known workaround or recommended approach to ensure that both voice processing and screen recording can function simultaneously?
Any guidance would be greatly appreciated.
Thank you!
I've been trying to use AVMIDIControlChangeEvent with a bankSelect message type to change the instrument the sequencer uses on a AVMusicTrack with no luck.
I started with the Apple AVAEMixerSample, converting the initial setup/loading and portions dealing with the sequencer to Swift. I got that working and playing the "bluesyRiff" and then modified it to play individual notes. So my createAndSetupSequencer looked like
func createAndSetupSequencer() {
sequencer = AVAudioSequencer(audioEngine: engine)
// guard let midiFileURL = Bundle.main.url(forResource: "bluesyRiff", withExtension: "mid") else {
// print (" failed guard trying to get URL for bluesyRiff")
// return
// }
let track = sequencer.createAndAppendTrack()
var currTime = 1.0
for i: UInt32 in 0...8 {
let newNoteEvent = AVMIDINoteEvent(channel: 0, key: 60+i, velocity: 64, duration: 2.0)
track.addEvent(newNoteEvent, at: AVMusicTimeStamp(currTime))
currTime += 2.0
}
The notes played, so then I also replaced the gs_instruments sound bank with GeneralUser GS MuseScore v1.442 first by trying
guard let soundBankURL = Bundle.main.url(forResource: "GeneralUser GS MuseScore v1.442", withExtension: "sf2") else {
return}
do {
try sampler.loadSoundBankInstrument(at: soundBankURL, program: 0x001C, bankMSB: 0x79, bankLSB: 0x08)
} catch{....
}
This appears to work, the instrument (8 which is "Funk Guitar") plays. If I change to bankLSB: 0x00 I get the "Palm Muted guitar". So I know that the soundfont has these instruments
Stuff goes off the rails when I try to change the instruments in createAndSetupSequencer. Putting
let programChange = AVMIDIProgramChangeEvent(channel: 0, programNumber: 0x001C)
let bankChange = AVMIDIControlChangeEvent(channel: 0, messageType: AVMIDIControlChangeEvent.MessageType.bankSelect, value: 0x00)
track.addEvent(programChange, at: AVMusicTimeStamp(1.0))
track.addEvent(bankChange, at: AVMusicTimeStamp(1.0))
just before my add note loop doesn't produce any change. Loading bankLSB 8 (Funk) in sampler.loadSoundBankInstrument and trying to change with bankSelect 0 (Palm muted) in createAndSetupSequencer results in instrument 8 (Funk) playing not Palm Muted.
Loading bankLSB 0 (Palm muted) and trying to change with bankSelect 8 (Funk) doesn't work, 0 (Palm muted) plays
I also tried sampler.loadInstrument(at: soundBankURL) and then I always get the first instrument in the sound font file (piano)no matter what values I put in my programChange/bankChange
I've also changed the time in the track.addEvent to be 0, 1.0, 3.0 etc to no success
The sampler.loadSoundBankInstrument specifies two UInt8 parameters, bankMSB and BankLSB while the AVMIDIControlChangeEvent bankSelect value is UInt32 suggesting it might be some combination of bankMSB and BankLSB. But the documentation makes no mention of what this should look like. I tried various combinations of 0x7908, 0X0879 etc to no avail
I will also point out that I am able to successfully execute other control change events
For example adding
if i == 1 {
let portamentoOnEvent = AVMIDIControlChangeEvent(channel: 0, messageType: AVMIDIControlChangeEvent.MessageType.portamento, value: 0xFF)
track.addEvent(portamentoOnEvent, at: AVMusicTimeStamp(currTime))
let portamentoRateEvent = AVMIDIControlChangeEvent(channel: 0, messageType: AVMIDIControlChangeEvent.MessageType.portamentoTime, value: 64)
track.addEvent(portamentoRateEvent, at: AVMusicTimeStamp(currTime))
}
does produce a change in the sound. (As an aside, a definition of what portamento time is, other than "the rate of portamento" would be welcome. is it notes/seconds? freq/minute? beats/hour?)
I was able to get the instrument to change in a different program using MusicPlayer and a series of MusicTrackNewMIDIChannelEvent on a track but these operate on a MusicTrack not the AVMusicTrack which the sequencer uses.
Has anyone been successful in switching instruments through an AVMIDIControlChangeEvent or have any feedback on how to do this?