Dive into the technical aspects of audio on your device, including codecs, format support, and customization options.

Audio Documentation

Posts under Audio subtopic

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Track changes in the browser tab's audibility property.
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.
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99
Apr ’25
AVAudioMixerNode outputVolume range?
According to the header file the outputVolume properties supported range is 0.0-1.0: /*! @property outputVolume @abstract The mixer's output volume. @discussion This accesses the mixer's output volume (0.0-1.0, inclusive). @property (nonatomic) float outputVolume; However when setting the volume to 2.0 the audio does indeed play louder. Is the header file out of date and if so, what is the supported range for outputVolume? Thanks
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157
Apr ’25
Audio session activation occasionally fails from CarPlay
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?
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199
Apr ’25
Graceful shutdown during background audio playback.
Hello. My team and I think we have an issue where our app is asked to gracefully shutdown with a following SIGTERM. As we’ve learned, this is normally not an issue. However, it seems to also be happening while our app (an audio streamer) is actively playing in the background. From our perspective, starting playback is indicating strong user intent. We understand that there can be extreme circumstances where the background audio needs to be killed, but should it be considered part of normal operation? We hope that’s not the case. All we see in the logs is the graceful shutdown request. We can say with high certainty that it’s happening though, as we know that playback is running within 0.5 seconds of the crash, without any other tracked user interaction. Can you verify if this is intended behavior, and if there’s something we can do about it from our end. From our logs it doesn’t look to be related to either memory usage within the app, or the system as a whole. Best, John
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132
Jun ’25
AVAudioEngine installTap stops working after phone call interruption on iPhone 16e
Environment Device: iPhone 16e iOS Version: 18.4.1 - 18.7.1 Framework: AVFoundation (AVAudioEngine) Problem Summary On iPhone 16e (iOS 18.4.1-18.7.1), the installTap callback stops being invoked after resuming from a phone call interruption. This issue is specific to phone call interruptions and does not occur on iPhone 14, iPhone SE 3, or earlier devices. Expected Behavior After a phone call interruption ends and audioEngine.start() is called, the previously installed tap should continue receiving audio buffers. Actual Behavior After resuming from phone call interruption: Tap callback is no longer invoked No audio data is captured No errors are thrown Engine appears to be running normally Note: Normal pause/resume (without phone call interruption) works correctly. Steps to Reproduce Start audio recording on iPhone 16e Receive or make a phone call (triggers AVAudioSession interruption) End the phone call Resume recording with audioEngine.start() Result: Tap callback is not invoked Tested devices: iPhone 16e (iOS 18.4.1-18.7.1): Issue reproduces ✗ iPhone 14 (iOS 18.x): Works correctly ✓ iPhone SE 3 (iOS 18.x): Works correctly ✓ Code Initial Setup (Works) let inputNode = audioEngine.inputNode inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioEngine.start() Interruption Handling NotificationCenter.default.addObserver( forName: AVAudioSession.interruptionNotification, object: AVAudioSession.sharedInstance(), queue: nil ) { notification in guard let userInfo = notification.userInfo, let typeValue = userInfo[AVAudioSessionInterruptionTypeKey] as? UInt, let type = AVAudioSession.InterruptionType(rawValue: typeValue) else { return } if type == .began { self.audioEngine.pause() } else if type == .ended { try? self.audioSession.setActive(true) try? self.audioEngine.start() // Tap callback doesn't work after this on iPhone 16e } } Workaround Full engine restart is required on iPhone 16e: func resumeAfterInterruption() { audioEngine.stop() inputNode.removeTap(onBus: 0) inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioSession.setActive(true) try audioEngine.start() } This works but adds latency and complexity compared to simple resume. Questions Is this expected behavior on iPhone 16e? What is the recommended way to handle phone call interruptions? Why does this only affect iPhone 16e and not iPhone 14 or SE 3? Any guidance would be appreciated!
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202
Oct ’25
occasional glitches and empty buffers when using AudioFileStream + AVAudioConverter
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() } } }
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566
Jul ’25
issue in recording using AVAudio
Hi, In my project I am using AVFoundation for recording the audio. We are using AVAudioMixerNode class below method to record the audio packet. **func installTap( onBus bus: AVAudioNodeBus, bufferSize: AVAudioFrameCount, format: AVAudioFormat?, block tapBlock: @escaping AVAudioNodeTapBlock ) ** It works perfectly fine. But in production env some small percentage of the user we are facing issue like after recording few packets it stops automatically without stopping the audio engine. Can anyone help here that why this happens? I have also observed for mediaServicesWereResetNotification and added log on receiving this notification but when this issue happens I don't see any occurence of this log. Also is there any callback when the engine stops?
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125
Apr ’25
Potential Documentation Error in kAudioAggregateDevicePropertyTapList Sample Code
Hi, I believe I've found a potential error in the sample code on the documentation page for creating and using a process tap with an aggregate device. The issue is in the section explaining how to add a tap to the aggregate device. I have already filed a Feedback Assistant ticket on this (ID: FB17411663) but haven't heard back for months. Capturing system audio with Core Audio taps The sample code for modifying the kAudioAggregateDevicePropertyTapList incorrectly uses the tapID as the target AudioObjectID when calling AudioObjectSetPropertyData. // (Code to get the list and potentially modify listAsArray) if var listAsArray = list as? [CFString] { // ... (modification logic) ... // Set the list back on the aggregate device. <--- The comment is correct list = listAsArray as CFArray _ = withUnsafeMutablePointer(to: &list) { list in // INCORRECT: This call uses tapID as the target object. AudioObjectSetPropertyData(tapID, &propertyAddress, 0, nil, propertySize, list) } } The kAudioAggregateDevicePropertyTapList is a property that belongs to the aggregate device, not the individual tap. Therefore, to set this property, the AudioObjectSetPropertyData function must target the AudioObjectID of the aggregate device itself. Using tapID as the first argument is logically incorrect for this operation and will not update the aggregate device as intended. Furthermore, the preceding AudioObjectGetPropertyData call to fetch the list also appears to use the incorrect tapID as its target in the sample. The AudioObjectID for both getting and setting this property should be the ID of the aggregate device. _ = AudioObjectGetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, &propertySize, &list) _ = AudioObjectSetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, propertySize, newList) Thank you!
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475
Sep ’25
Async AVAudioPlayerNode.scheduleBuffer stutters
My code that streams buffers into AVAudioPlayerNode is stuttering when the buffer is finished and before the next one is played. while engine.isRunning { let framesToCopy = min(buffer.frameLength - framePosition, Self.BufferSize) let srcRaw = UnsafeRawPointer(srcPtr) let playbackBuffer = AVAudioPCMBuffer(pcmFormat: buffer.format, frameCapacity: Self.BufferSize)! let playbackPtr = playbackBuffer.floatChannelData![0] let destRaw = UnsafeMutableRawPointer(mutating: playbackPtr) memcpy(destRaw, srcRaw, Int(framesToCopy) * MemoryLayout<Float>.stride) srcPtr = srcPtr.advanced(by: Int(framesToCopy)) playbackBuffer.frameLength = framesToCopy await player.scheduleBuffer(playbackBuffer, at: nil, options: [], completionCallbackType: .dataRendered) } I've tried to schedule multiple buffers at once using a combination of both the synchronous and async versions of scheduleBuffer because I thought the delay might be but it still stutters and the data copied into the playbackBuffer matches the source buffer. I've tried all combinations of options and completionCallbackType but no luck. I've tried increasing the buffer size but that just spaces out the stutters because the buffer is larger. What am I missing about this API?
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3w
SystemAudio Capture API Fails with OSStatus error 1852797029 (kAudioCodecIllegalOperationError)
Issue Description I'm implementing a system audio capture feature using AudioHardwareCreateProcessTap and AudioHardwareCreateAggregateDevice. The app successfully creates the tap and aggregate device, but when starting the IO procedure with AudioDeviceStart, it sometimes fails with OSStatus error 1852797029. (The operation couldn’t be completed. (OSStatus error 1852797029.)) The error occurs inconsistently, which makes it particularly difficult to debug and reproduce. Questions Has anyone encountered this intermittent "nope" error code (0x6e6f7065) when working with system audio capture? Are there specific conditions or system states that might trigger this error sporadically? Are there any known workarounds for handling this intermittent failure case? Any insights or guidance would be greatly appreciated. I'm wondering if anyone else has encountered this specific "nope" error code (0x6e6f7065) when working with system audio capture.
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187
May ’25
Intermittent Memory Leak Indicated in Simulator When Using AVAudioEngine with mainMixerNode Only
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
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128
Apr ’25
Unable to match music with shazamkit for Android
Hello, i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method : suspend fun processAudioFileInBackground( filePath: String, developerTokenProvider: DeveloperTokenProvider ) = withContext(Dispatchers.IO) { val bufferSize = 1024 * 1024 val audioFile = FileInputStream(filePath) val byteBuffer = ByteBuffer.allocate(bufferSize) byteBuffer.order(ByteOrder.LITTLE_ENDIAN) var bytesRead: Int while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) { val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis()) val signature = signatureGenerator.generateSignature() println("Signature: ${signature.durationInMs}") val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH) val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data val matchResult = session.match(signature) println("MatchResult : $matchResult") setMatchResult(matchResult) byteBuffer.clear() } audioFile.close() } I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this? Do i need to create a custom catalog?
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144
May ’25
AVAudioEngine obtains channel audio data
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem. I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
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288
Dec ’25
Frequent crashes related to com.apple.coreaudio.AQClient thread
I'm encountering numerous crashes involving the com.apple.coreaudio.AQClient thread on our application. The crash details are as follows: #10 com.apple.coreaudio.AQClient SIGSEGV SEGV_ACCERR 0 libobjc.A.dylib _objc_msgSend + 44 1 AudioToolbox ClientMessageHandler::PropertyChanged(unsigned int) + 872 2 AudioToolbox ClientAudioQueue::FetchAndDeliverPendingCallbacks(unsigned int) + 924 3 AudioToolbox __XCallbackNotificationsAvailable + 212 4 libAudioToolboxUtility.dylib _mshMIGPerform + 260 5 CoreFoundation ___CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56 6 CoreFoundation ___CFRunLoopDoSource1 + 596 7 CoreFoundation ___CFRunLoopRun + 2392 8 CoreFoundation _CFRunLoopRunSpecific + 572 9 AudioToolbox CADeprecated::GenericRunLoopThread::Entry(void*) + 156 10 libAudioToolboxUtility.dylib CADeprecated::CAPThread::Entry(CADeprecated::CAPThread*) + 88 11 libsystem_pthread.dylib __pthread_start + 116 All these crashes occur on system versions below iOS/iPadOS 17, primarily when the device's available RAM is low. What steps can I take to resolve this issue? Any insights would be greatly appreciated!
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192
Nov ’25
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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161
Jun ’25
iOS Audio Routing - Bluetooth Output + Built-in Microphone Input
Hello! I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone. Desired behavior: Play audio through Bluetooth headset (AirPods) Record unprocessed environmental audio from the iPhone's built-in microphone Actual behavior: When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs) However, the actual audio data received is clearly still coming from the AirPods microphone The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds Environment Details Device: iPhone 12 Pro Max iOS Version: 18.4.1 Hardware: AirPods Audio Framework: AVAudioEngine (also tried AudioQueue) Code Attempted I've tried multiple approaches to force the correct routing: func configureAudioSession() { let session = AVAudioSession.sharedInstance() // Configure to allow Bluetooth output but use built-in mic try? session.setCategory(.playAndRecord, options: [.allowBluetoothA2DP, .defaultToSpeaker]) try? session.setActive(true) // Explicitly select built-in microphone if let inputs = session.availableInputs, let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) { try? session.setPreferredInput(builtInMic) print("Selected input: \(builtInMic.portName)") } // Log the current route let route = session.currentRoute print("Current input: \(route.inputs.first?.portName ?? "None")") // Configure audio engine with native format let inputNode = audioEngine.inputNode let nativeFormat = inputNode.inputFormat(forBus: 0) inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in // Process audio buffer // Despite showing "Built-in Microphone" in route, audio appears to be // coming from AirPods with voice isolation applied - welp! } try? audioEngine.start() } I've also tried various combinations of: Different audio session modes (.default, .measurement, .voiceChat) Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP) Setting session.setPreferredInput() both before and after activation Diagnostic Observations When AirPods are connected: AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput() The actual audio data received shows clear signs of AirPods' voice isolation processing Background/environmental sounds are actively filtered out... When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through. Questions Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output? Are there any lower-level configurations that might resolve this issue? Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
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222
May ’25
Track changes in the browser tab's audibility property.
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.
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99
Activity
Apr ’25
AVAudioMixerNode outputVolume range?
According to the header file the outputVolume properties supported range is 0.0-1.0: /*! @property outputVolume @abstract The mixer's output volume. @discussion This accesses the mixer's output volume (0.0-1.0, inclusive). @property (nonatomic) float outputVolume; However when setting the volume to 2.0 the audio does indeed play louder. Is the header file out of date and if so, what is the supported range for outputVolume? Thanks
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157
Activity
Apr ’25
How to show animated album artwork in iOS 26?
I have an app that displays artwork via MPMediaItem.artwork, requesting an image with a specific size. How do I get a media item's MPMediaItemAnimatedArtwork, and how to get the preview image and video to display to the user?
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135
Activity
Jun ’25
Audio session activation occasionally fails from CarPlay
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?
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199
Activity
Apr ’25
Graceful shutdown during background audio playback.
Hello. My team and I think we have an issue where our app is asked to gracefully shutdown with a following SIGTERM. As we’ve learned, this is normally not an issue. However, it seems to also be happening while our app (an audio streamer) is actively playing in the background. From our perspective, starting playback is indicating strong user intent. We understand that there can be extreme circumstances where the background audio needs to be killed, but should it be considered part of normal operation? We hope that’s not the case. All we see in the logs is the graceful shutdown request. We can say with high certainty that it’s happening though, as we know that playback is running within 0.5 seconds of the crash, without any other tracked user interaction. Can you verify if this is intended behavior, and if there’s something we can do about it from our end. From our logs it doesn’t look to be related to either memory usage within the app, or the system as a whole. Best, John
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132
Activity
Jun ’25
AVAudioEngine installTap stops working after phone call interruption on iPhone 16e
Environment Device: iPhone 16e iOS Version: 18.4.1 - 18.7.1 Framework: AVFoundation (AVAudioEngine) Problem Summary On iPhone 16e (iOS 18.4.1-18.7.1), the installTap callback stops being invoked after resuming from a phone call interruption. This issue is specific to phone call interruptions and does not occur on iPhone 14, iPhone SE 3, or earlier devices. Expected Behavior After a phone call interruption ends and audioEngine.start() is called, the previously installed tap should continue receiving audio buffers. Actual Behavior After resuming from phone call interruption: Tap callback is no longer invoked No audio data is captured No errors are thrown Engine appears to be running normally Note: Normal pause/resume (without phone call interruption) works correctly. Steps to Reproduce Start audio recording on iPhone 16e Receive or make a phone call (triggers AVAudioSession interruption) End the phone call Resume recording with audioEngine.start() Result: Tap callback is not invoked Tested devices: iPhone 16e (iOS 18.4.1-18.7.1): Issue reproduces ✗ iPhone 14 (iOS 18.x): Works correctly ✓ iPhone SE 3 (iOS 18.x): Works correctly ✓ Code Initial Setup (Works) let inputNode = audioEngine.inputNode inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioEngine.start() Interruption Handling NotificationCenter.default.addObserver( forName: AVAudioSession.interruptionNotification, object: AVAudioSession.sharedInstance(), queue: nil ) { notification in guard let userInfo = notification.userInfo, let typeValue = userInfo[AVAudioSessionInterruptionTypeKey] as? UInt, let type = AVAudioSession.InterruptionType(rawValue: typeValue) else { return } if type == .began { self.audioEngine.pause() } else if type == .ended { try? self.audioSession.setActive(true) try? self.audioEngine.start() // Tap callback doesn't work after this on iPhone 16e } } Workaround Full engine restart is required on iPhone 16e: func resumeAfterInterruption() { audioEngine.stop() inputNode.removeTap(onBus: 0) inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in self.processAudioBuffer(buffer, at: time) } audioEngine.prepare() try audioSession.setActive(true) try audioEngine.start() } This works but adds latency and complexity compared to simple resume. Questions Is this expected behavior on iPhone 16e? What is the recommended way to handle phone call interruptions? Why does this only affect iPhone 16e and not iPhone 14 or SE 3? Any guidance would be appreciated!
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202
Activity
Oct ’25
occasional glitches and empty buffers when using AudioFileStream + AVAudioConverter
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() } } }
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Activity
Jul ’25
issue in recording using AVAudio
Hi, In my project I am using AVFoundation for recording the audio. We are using AVAudioMixerNode class below method to record the audio packet. **func installTap( onBus bus: AVAudioNodeBus, bufferSize: AVAudioFrameCount, format: AVAudioFormat?, block tapBlock: @escaping AVAudioNodeTapBlock ) ** It works perfectly fine. But in production env some small percentage of the user we are facing issue like after recording few packets it stops automatically without stopping the audio engine. Can anyone help here that why this happens? I have also observed for mediaServicesWereResetNotification and added log on receiving this notification but when this issue happens I don't see any occurence of this log. Also is there any callback when the engine stops?
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125
Activity
Apr ’25
Potential Documentation Error in kAudioAggregateDevicePropertyTapList Sample Code
Hi, I believe I've found a potential error in the sample code on the documentation page for creating and using a process tap with an aggregate device. The issue is in the section explaining how to add a tap to the aggregate device. I have already filed a Feedback Assistant ticket on this (ID: FB17411663) but haven't heard back for months. Capturing system audio with Core Audio taps The sample code for modifying the kAudioAggregateDevicePropertyTapList incorrectly uses the tapID as the target AudioObjectID when calling AudioObjectSetPropertyData. // (Code to get the list and potentially modify listAsArray) if var listAsArray = list as? [CFString] { // ... (modification logic) ... // Set the list back on the aggregate device. <--- The comment is correct list = listAsArray as CFArray _ = withUnsafeMutablePointer(to: &list) { list in // INCORRECT: This call uses tapID as the target object. AudioObjectSetPropertyData(tapID, &propertyAddress, 0, nil, propertySize, list) } } The kAudioAggregateDevicePropertyTapList is a property that belongs to the aggregate device, not the individual tap. Therefore, to set this property, the AudioObjectSetPropertyData function must target the AudioObjectID of the aggregate device itself. Using tapID as the first argument is logically incorrect for this operation and will not update the aggregate device as intended. Furthermore, the preceding AudioObjectGetPropertyData call to fetch the list also appears to use the incorrect tapID as its target in the sample. The AudioObjectID for both getting and setting this property should be the ID of the aggregate device. _ = AudioObjectGetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, &propertySize, &list) _ = AudioObjectSetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, propertySize, newList) Thank you!
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475
Activity
Sep ’25
Async AVAudioPlayerNode.scheduleBuffer stutters
My code that streams buffers into AVAudioPlayerNode is stuttering when the buffer is finished and before the next one is played. while engine.isRunning { let framesToCopy = min(buffer.frameLength - framePosition, Self.BufferSize) let srcRaw = UnsafeRawPointer(srcPtr) let playbackBuffer = AVAudioPCMBuffer(pcmFormat: buffer.format, frameCapacity: Self.BufferSize)! let playbackPtr = playbackBuffer.floatChannelData![0] let destRaw = UnsafeMutableRawPointer(mutating: playbackPtr) memcpy(destRaw, srcRaw, Int(framesToCopy) * MemoryLayout<Float>.stride) srcPtr = srcPtr.advanced(by: Int(framesToCopy)) playbackBuffer.frameLength = framesToCopy await player.scheduleBuffer(playbackBuffer, at: nil, options: [], completionCallbackType: .dataRendered) } I've tried to schedule multiple buffers at once using a combination of both the synchronous and async versions of scheduleBuffer because I thought the delay might be but it still stutters and the data copied into the playbackBuffer matches the source buffer. I've tried all combinations of options and completionCallbackType but no luck. I've tried increasing the buffer size but that just spaces out the stutters because the buffer is larger. What am I missing about this API?
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68
Activity
3w
CoreAudio: Specification of Private Aggregate or Tap
If a Tap or AggregateDevice with the Private property set is created, does it automatically disappear when the process ends? If not, how can I remove the Tap or AggregateDevice before the main process terminates?
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Activity
1d
SystemAudio Capture API Fails with OSStatus error 1852797029 (kAudioCodecIllegalOperationError)
Issue Description I'm implementing a system audio capture feature using AudioHardwareCreateProcessTap and AudioHardwareCreateAggregateDevice. The app successfully creates the tap and aggregate device, but when starting the IO procedure with AudioDeviceStart, it sometimes fails with OSStatus error 1852797029. (The operation couldn’t be completed. (OSStatus error 1852797029.)) The error occurs inconsistently, which makes it particularly difficult to debug and reproduce. Questions Has anyone encountered this intermittent "nope" error code (0x6e6f7065) when working with system audio capture? Are there specific conditions or system states that might trigger this error sporadically? Are there any known workarounds for handling this intermittent failure case? Any insights or guidance would be greatly appreciated. I'm wondering if anyone else has encountered this specific "nope" error code (0x6e6f7065) when working with system audio capture.
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187
Activity
May ’25
Intermittent Memory Leak Indicated in Simulator When Using AVAudioEngine with mainMixerNode Only
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
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Activity
Apr ’25
Unable to match music with shazamkit for Android
Hello, i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method : suspend fun processAudioFileInBackground( filePath: String, developerTokenProvider: DeveloperTokenProvider ) = withContext(Dispatchers.IO) { val bufferSize = 1024 * 1024 val audioFile = FileInputStream(filePath) val byteBuffer = ByteBuffer.allocate(bufferSize) byteBuffer.order(ByteOrder.LITTLE_ENDIAN) var bytesRead: Int while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) { val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis()) val signature = signatureGenerator.generateSignature() println("Signature: ${signature.durationInMs}") val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH) val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data val matchResult = session.match(signature) println("MatchResult : $matchResult") setMatchResult(matchResult) byteBuffer.clear() } audioFile.close() } I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this? Do i need to create a custom catalog?
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144
Activity
May ’25
AVAudioEngine obtains channel audio data
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem. I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
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288
Activity
Dec ’25
Frequent crashes related to com.apple.coreaudio.AQClient thread
I'm encountering numerous crashes involving the com.apple.coreaudio.AQClient thread on our application. The crash details are as follows: #10 com.apple.coreaudio.AQClient SIGSEGV SEGV_ACCERR 0 libobjc.A.dylib _objc_msgSend + 44 1 AudioToolbox ClientMessageHandler::PropertyChanged(unsigned int) + 872 2 AudioToolbox ClientAudioQueue::FetchAndDeliverPendingCallbacks(unsigned int) + 924 3 AudioToolbox __XCallbackNotificationsAvailable + 212 4 libAudioToolboxUtility.dylib _mshMIGPerform + 260 5 CoreFoundation ___CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56 6 CoreFoundation ___CFRunLoopDoSource1 + 596 7 CoreFoundation ___CFRunLoopRun + 2392 8 CoreFoundation _CFRunLoopRunSpecific + 572 9 AudioToolbox CADeprecated::GenericRunLoopThread::Entry(void*) + 156 10 libAudioToolboxUtility.dylib CADeprecated::CAPThread::Entry(CADeprecated::CAPThread*) + 88 11 libsystem_pthread.dylib __pthread_start + 116 All these crashes occur on system versions below iOS/iPadOS 17, primarily when the device's available RAM is low. What steps can I take to resolve this issue? Any insights would be greatly appreciated!
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192
Activity
Nov ’25
Is there a way to get lossless music playback on macOS?
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed. Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get: on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo; on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100 While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS. BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1. The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS I hope there are only some missing or misconfigured properties to get macOS up to par. Thanks :-)
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161
Activity
Jun ’25
Why is MusicKit ApplicationMusicPlayer not available on watchOS?
ApplicationMusicPlayer is not available on watchOS but all other platforms. Is there a technical reason for that like battery life? Same goes for SystemMusicPlayer and MPMusicPlayerController. I already filed feedbacks for that.
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106
Activity
May ’25
iOS Audio Routing - Bluetooth Output + Built-in Microphone Input
Hello! I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone. Desired behavior: Play audio through Bluetooth headset (AirPods) Record unprocessed environmental audio from the iPhone's built-in microphone Actual behavior: When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs) However, the actual audio data received is clearly still coming from the AirPods microphone The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds Environment Details Device: iPhone 12 Pro Max iOS Version: 18.4.1 Hardware: AirPods Audio Framework: AVAudioEngine (also tried AudioQueue) Code Attempted I've tried multiple approaches to force the correct routing: func configureAudioSession() { let session = AVAudioSession.sharedInstance() // Configure to allow Bluetooth output but use built-in mic try? session.setCategory(.playAndRecord, options: [.allowBluetoothA2DP, .defaultToSpeaker]) try? session.setActive(true) // Explicitly select built-in microphone if let inputs = session.availableInputs, let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) { try? session.setPreferredInput(builtInMic) print("Selected input: \(builtInMic.portName)") } // Log the current route let route = session.currentRoute print("Current input: \(route.inputs.first?.portName ?? "None")") // Configure audio engine with native format let inputNode = audioEngine.inputNode let nativeFormat = inputNode.inputFormat(forBus: 0) inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in // Process audio buffer // Despite showing "Built-in Microphone" in route, audio appears to be // coming from AirPods with voice isolation applied - welp! } try? audioEngine.start() } I've also tried various combinations of: Different audio session modes (.default, .measurement, .voiceChat) Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP) Setting session.setPreferredInput() both before and after activation Diagnostic Observations When AirPods are connected: AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput() The actual audio data received shows clear signs of AirPods' voice isolation processing Background/environmental sounds are actively filtered out... When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through. Questions Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output? Are there any lower-level configurations that might resolve this issue? Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
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222
Activity
May ’25
Apple Music for DJ App
Hi there, I recently launched a dj app to the mac app store, and was wondering how I could access songs for mixing purposes via Apple Music just like how serato, rekordbox, djay, and other DJ apps do? Thanks, Gunek
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343
Activity
Nov ’25