After update,WeChat voice chatting no sounds, please help
Audio
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Hi everyone, I’m working on an iOS MusicKit app that overlays a metronome on top of Apple Music playback. To line the clicks up perfectly I’d like access to low-level audio analysis data—ideally a waveform / spectrogram or beat grid—while the track is playing. I’ve noticed that several approved DJ apps (e.g. djay, Serato, rekordbox) can already: • Display detailed scrolling waveforms of Apple Music songs • Scratch, loop or time-stretch those tracks in real time That implies they receive decoded PCM frames or at least high-resolution analysis data from Apple Music under a special entitlement. My questions: 1. Does MusicKit (or any public framework) expose real-time audio buffers, FFT bins, or beat markers for streaming Apple Music content? 2. If not, is there an Apple program or entitlement that developers can apply for—similar to the “DJ with Apple Music” initiative—to gain that deeper access? 3. Where can I find official documentation or a point of contact for this kind of request? I’ve searched the docs and forums but only see standard MusicKit playback APIs, which don’t appear to expose raw audio for DRM-protected songs. Any guidance, links or insider tips on the proper application process would be hugely appreciated! Thanks in advance.
Topic:
Media Technologies
SubTopic:
Audio
I have an iPadOS M-processor application with two different running configurations.
In config1, the shared AVAudioSession is configured for .videoChat mode using the built-in microphone. The input/output nodes of the AVAudioEngine are configured with voice processing enabled. The built-in mic is formatted for 1 channel at 48KHz.
In config2, the shared AVAudioSession is configured for .measurement mode using an external USB microphone. The input/output nodes of the AVAudioEngine are configured with voice processing disabled. The external mic is formatted for 2 channels at 44.1KHz
I've written a configuration manager designed to safely switch between these two configurations. It works by stopping AVAudioEngine and detaching all but the input and output nodes, updating the shared audio session for the desired mic and sample-rates, and setting the appropriate state for voice processing to either true or false as required by the configuration. Finally the new audio graph is constructed by attaching appropriate nodes, connecting them, and re-starting AVAudioEngine
I'm experiencing what I believe is a race-condition between switching voice processing on or off and then trying to re-build and start the new audio graph. Even though notifications, which are dumped to the console indicate that my requested input and sample-rate settings are in place, I crash when trying to start the audio engine because the sample-rate is wrong. Investigating further it looks like the switch from remote I/O to voice-processing I/O or vice-versa has not yet actually completed. I introduced a 100ms second delay and that seems to help but is obviously not a reliable way to build software that must work consistently.
How can I make sure that what are apparently asynchronous configuration changes to the shared audio session and the input/output nodes have completed before I go on?
I tried using route change notifications from the shared AVAudioSession but these lie. They say my preferred mic input and sample-rate setting is in place but when I dump the AVAudioEngine graph to the debugger console, I still see the wrong sample rate assigned to the input/output nodes. Also these are the wrong AU nodes. That is, VPIO is still in place when RIO should be, or vice-versa.
How can I make the switch reliable without arbitrary time delays?
Is my configuration manager approach appropriate (question for Apple engineers)?
Hello!
I've two mics connected to a USB-hub. The USB-hub is then connected to my iPad. Both mics are part of the audio session's list of available inputs.
The problem is that regardless of which mic I select in my app (using setPreferredInput() on the audio session), the audio keeps coming from the mic that was last connected to the USB-hub.
Anyone that knows if this is a limitation in iPadOS/iOS?
Topic:
Media Technologies
SubTopic:
Audio
I have both apple devices, AirPods Pro 3 is up to date and Ultra 3 is on watch os 26.1 latest public beta.
Each morning when I would go on my mindfulness app and start a meditation or listen to Apple Music on my watch and AirPods Pro 3, it will play for a few seconds then disconnects. My bluetooth settings on my watch says my AirPods is connected to my watch. I also have removed the tick about connecting automatically to iPhone on the AirPods setting in my iPhone.
To fix this I invariably turn off my Apple Watch Ultra 3 and turn it on again. Then the connection becomes stable. I am not sure why I have to do this each morning. It is frustrating. I am not sure why this fix does not last long? Is there something wrong with my AirPods?
Has anyone encountered this before?
Using an iPhone Pro 12 running iOS 26.0.1, with AirPods Pro 3. Camera app does capture video with what seems to be "Studio Quality Recording".
Am trying to replicate that SQR with my own Camera like app, and while I can pull audio in from the APP3 mic, and my video capture app is recording a 48,000Hz high-bitrate video, the audio still sounds non-SQR.
I'm seeing bluetoothA2DP , bluetoothLE , bluetoothHFP as portType, and not sure if SQR depends on one of those?
Is there sample code demonstrating a SQR capture? Nevermind video and camera, just audio even?
Also, I don't understand what SQR is doing between the APP3 and the iPhone. What codec is that? What bitrate is that? If I capture video using Capture and inspect the audio stream I see mono 74.14 kbit/s MPEG-4 AAC, 48000 Hz. But I assume that's been recompressed and not really giving me any insight into the APP3 H2 transmission?
I recently got some plugins from Universal Audio, and have licensed them properly through both UA and iLok manager. Whenever I try to load up the plugins (specifically from UA) in GarageBand, it first says that
"NSCreateObjectFileImageFromMemory-p47UEwps” because the developper can not be verified.
After clicking either 'show in finder' or 'okay', it opens the plugin in a form without its GUI and showing that it is not licensed (even though it is). It also displays error code 100001. I have tried only some basic stuff to troubleshoot like restarting the DAW/my computer and reinstalling/relicensing the softwares. I don't know if the macOS version has anything to do with it but for some reason I just can't get it to work.
Since many users like me use Apple Music on Android, the app is almost as feature-rich as iOS. It would be fantastic if the developers could add the new iOS 26 features to the Android app, along with a minor UI change. I know it’s challenging to implement liquid glass on Android hardware or design, but features like auto-mix, pronunciation, and translation could be added.
kindly consider this request !!!!
I have sent in a feedback report (FB18222398) but I have no idea if anyone has looked at it. I know from past experiences that Apple devs do look at these forums.
This applies to each of the betas, 1, 2 and 3. I have created a new Personal Voice with each beta. I create a personal voice in English. When it's done processing, I tap Preview and it says in English what is expected. But after some time, an hour or a day, the language of the voice file changes languages and no longer works properly. If I press Preview it is no longer intelligible. I have a text to speech app and initially the created voice works but then when the language of the file changes, it no longer works. I have run an app on my iphone through Xcode that prints to the console the voices installed on the device with the language. Currently this is the voice file:
Voice Identifier: com.apple.speech.personalvoice.AAA9C6F2-9125-475F-BA2F-22C63274991D
Language: es-MX
and on a second device the same personal voice is in a different language:
Voice Identifier: com.apple.speech.personalvoice.AAA9C6F2-9125-475F-BA2F-22C63274991D
Language: zh-CN
Although, a previous personal voice file that listed as Spanish-Mexican played in English with a Spanish accent or when playing Spanish text, it sounded almost perfect. This current personal voice doesn't do that, and is unintelligible. Previous attempts have converted to Chinese.
I hope someone can look into this.
Sequoia 15.4.1 (24E263)
XCode: 16.3 (16E140)
Logic Pro: 11.2.1
I’ve been developing a complex audio unit for Mac OS that works perfectly well in its own bespoke host app and is now well into its beta testing stage.
It did take some effort to get it to work well in Logic Pro however and all was fine and working well until:
The AU part is an empty app extension with a framework containing its code.
The framework contains Swift code for the UI and C code for the DSP parts.
When the framework is compiled using the Swift 5 compiler the AU will run in Logic with no problems.
(I should also mention that AU passes the most strict auval tests).
But… when the framework is compiled with Swift 6 Logic Pro cannot load it.
Logic displays a message saying the audio unit could not be loaded and to contact the developer.
My own host app loads the AU perfectly well with the Swift 6 version, so I know there’s nothing wrong with the audio unit.
I cannot find any differences in any of the built output files except, of course, the actual binary code in the framework.
I’ve worked for hours on this and cannot find a solution other than to build the framework in Swift 5.
(I worked hard to get all the async code updated and working with Swift 6! so I feel a little cheated!)
What is happening?
Is this a bug in Logic?
Is this a bug in Swift 6 compiler/linker?
I’m at the Duh! hands in the air, tearing out hair stage! ( once again!)
I have spent a long time refactoring lots of older Swift code to compile without error in Swift 6.
The app is a v3 audio unit host and audio unit.
Having installed Sonoma and XCode 16 I compile the code using Swift 6 and it compiles and runs without any warnings or errors.
My host will load my AU no problem.
LOGIC PRO is still the ONLY audio unit host that will load native Mac V3 audio units and so I like to test my code using Logic.
In Sonoma with XCode 16...
My AU passes the most stringent AUVAL tests both in terminal and Logic pro.
If I compile the AU source in Swift 5 Logic will see the AU, load it and run it without problems.
But when I compile the AU in Swift 6 Logic sees the AU, will scan it and verify it passes the tests but will not load the AU. In XCode I see a log message that a "helper application failed to run" but the debugger never connects to the AU and I don't think Logic even gets as far as instantiating the AU.
So... what is causing this? I'm stumped..
Developing AUv3 is a brain-aching maze of undocumented hurdles and I'm hoping someone might have found a solution for this one. Meanwhile I guess my only option is to continue using the Swift 5 compiler.
(appending a little note just to mention that all the DSP code is written in C/C++, Swift is used mainly for the user interface and also does some offline thready work )
I’m running the iOS 26.2 Public Beta update and my album artwork is missing from the music app (I’m not using Apple Music). I use google to get my album artwork. Do I need to wait for a new update?
Topic:
Media Technologies
SubTopic:
Audio
Hello!
We stumbled upon a problem with our karaoke app where user on iPhone 16e/iOS 18.5 has problem with mic capture, other users cannot hear him. The mic capture is working fine on 17.5, 16.8. Maybe there is something else we need when configuring AVAudioSession for iOS 18.5?
Currently it's set up like this:
override func viewDidLoad() {
super.viewDidLoad()
UIApplication.shared.isIdleTimerDisabled = true
mRoomId = appDelegate.getRoomId()
let audioSession = AVAudioSession.sharedInstance()
try! audioSession.setCategory(.playAndRecord, mode: .voiceChat, options: [.defaultToSpeaker])
try! audioSession.setPreferredSampleRate(48000)
try! audioSession.setActive(true, options: [])
}
Topic:
Media Technologies
SubTopic:
Audio
My app want Converting iphone12 HDR Video to SDR,to edit。
follow the doc Apple-HDR-Convert.
My code setting the pixBuffAttributes
[pixBuffAttributes setObject:(id)(kCVImageBufferYCbCrMatrix_ITU_R_709_2) forKey:(id)kCVImageBufferYCbCrMatrixKey];
[pixBuffAttributes setObject:(id)(kCVImageBufferColorPrimaries_ITU_R_709_2) forKey:(id)kCVImageBufferColorPrimariesKey];
[pixBuffAttributes setObject:(id)kCVImageBufferTransferFunction_ITU_R_709_2 forKey:(id)kCVImageBufferTransferFunctionKey];
playerItemOutput = [[AVPlayerItemVideoOutput alloc] initWithPixelBufferAttributes:pixBuffAttributes];
but I get the playerItemOutput's output buffer
CFTypeRef colorAttachments = CVBufferGetAttachment(pixelBuffer, kCVImageBufferYCbCrMatrixKey, NULL);
CFTypeRef colorPrimaries = CVBufferGetAttachment(pixelBuffer, kCVImageBufferColorPrimariesKey, NULL);
CFTypeRef colorTransFunc = CVBufferGetAttachment(pixelBuffer, kCVImageBufferTransferFunctionKey, NULL);
NSLog(@"colorAttachments = %@", colorAttachments);
NSLog(@"colorPrimaries = %@", colorPrimaries);
NSLog(@"colorTransFunc = %@", colorTransFunc);
log output:
colorAttachments = ITU_R_2020
colorPrimaries = ITU_R_2020
colorTransFunc = ITU_R_2100_HLG
pixBuffAttributes setting output format invalid,please help!
If I call AudioDeviceStart on an AudioDevice in my application then "Hey Siri!" will not wake Siri up. Our users have complained that Siri does not get activated with my application is running. We found that calling AudioDeviceStart is causing the issue.
How should we handle this?
Hi,
I am looking for a good way to play sounds at a high frequency.
At the moment I am using the AVAudioEngine, and create a couple AVAudioPlayerNode and for each sound I need to play I create a AVAudioPCMBuffer.
When the app needs to play a sound, I get the correct AVAudioPCMBuffer for the sound and use the first available AVAudioPlayerNode and feed it to the buffer.
The timing for a metronome app has to be very precise because if it's of by about 16ms the user can hear that it is not playing had the right interval. For low speeds this is working without any problems, but at high speeds it is getting worse.
Maybe anyone has an idea on how I can improve my method.
Its a Plugin for Flutter.
import AVFoundation
class FastSoundPlayer {
private var audioPlayers: [SoundPlayer?] = []
private var sounds: [String: Sound] = [:]
private var engine = AVAudioEngine()
let session = AVAudioSession.sharedInstance()
init() {
do {
try session.setCategory(AVAudioSession.Category.playback, mode: AVAudioSession.Mode.default, options: [AVAudioSession.CategoryOptions.mixWithOthers])
try session.setActive(true)
createSoundPlayers(count: 20)
try engine.start()
} catch {
print("Error starting audio engine: \(error.localizedDescription)")
}
}
// Selector method to handle applicationDidBecomeActiveNotification
func applicationDidBecomeActive() {
// Reinitialize AVAudioEngine and reattach all nodes
do {
engine.reset()
objc_sync_enter(audioPlayers)
audioPlayers.removeAll()
createSoundPlayers(count: 20)
objc_sync_exit(audioPlayers)
try engine.start()
} catch {
print("Error starting audio engine: \(error.localizedDescription)")
}
}
func createSoundPlayers(count: Int) {
for _ in 0..<count {
let player = SoundPlayer()
engine.attach(player.player)
engine.connect(player.player, to: engine.mainMixerNode, format: nil)
audioPlayers.append(player)
}
}
func load(sound: Data, name: String) {
let sound = Sound(soundData: sound)
sounds[name] = sound
}
func play(name: String) {
if !engine.isRunning {
applicationDidBecomeActive()
}
guard let sound = sounds[name] else {
print("Sound not found")
return
}
if let player = getAvailablePlayer() {
player.play(sound: sound)
}
}
func getAvailablePlayer() -> SoundPlayer? {
for player in audioPlayers {
if !player!.isPlaying {
return player
}
}
return nil
}
}
class SoundPlayer {
let player = AVAudioPlayerNode()
var isPlaying = false
init() {
player.volume = 1.0
}
func play(sound: Sound) {
player.scheduleBuffer(sound.sound!, at: nil, options: .interrupts, completionCallbackType: .dataPlayedBack) { _ in
self.complete()
}
if (player.engine != nil && player.engine!.isRunning) {
player.play()
isPlaying = true
}
}
func complete() {
isPlaying = false
}
}
class Sound {
var sound: AVAudioPCMBuffer?
init(soundData: Data) {
do {
let temporaryURL = FileManager.default.temporaryDirectory.appendingPathComponent("tempSound.wav")
try soundData.write(to: temporaryURL)
// Create AVAudioFile from the temporary file URL
let audioFile = try AVAudioFile(forReading: temporaryURL)
// Define the format for the PCM buffer (44100Hz, stereo)
let format = AVAudioFormat(commonFormat: .pcmFormatInt16, sampleRate: 44100, channels: 2, interleaved: false)
// Create AVAudioPCMBuffer
guard let pcmBuffer = AVAudioPCMBuffer(pcmFormat: format!, frameCapacity: AVAudioFrameCount(audioFile.length)) else {
// Failed to create PCM buffer
self.sound = nil
return
}
// Read audio file into PCM buffer
try audioFile.read(into: pcmBuffer)
// Assign the created AVAudioPCMBuffer to the sound property
self.sound = pcmBuffer
} catch {
print("Error loading sound file: \(error.localizedDescription)")
self.sound = nil
}
}
}
Thanks!
I have an app that records a health provider’s conversation with a patient. I am using Audio Queue Services for this. If a phone call comes in while recording, the doctor wants to be able to ignore the call and continue the conversation without touching the phone. If the doctor answers the call, that’s fine – I will stop the recording. I can detect when the call comes in and ends using CXCallObserver and AVAudioSession.interruptionNotification. Unfortunately, when a call comes in and before it is answered or dismissed, the audio is suppressed. After the call is dismissed, the audio continues to be suppressed. How can I continue to get audio from the mic as long as the user does not answer the phone call?
Topic:
Media Technologies
SubTopic:
Audio
Hi there!
We have a suite of AudioUnit v2 plugins that have been shipped for some time as aufx plugins, and we are looking into MIDI-related platform upgrades, so we need a way to update these plugins to request MIDI from Logic (and other AU hosts) but avoid changing our AU type and subtype so we don't break existing sessions. Any ideas on how we can do this?
Hi everyone,
I’m testing audio recording on an iPhone 15 Plus using AVFoundation.
Here’s a simplified version of my setup:
let settings: [String: Any] = [
AVFormatIDKey: Int(kAudioFormatLinearPCM),
AVSampleRateKey: 8000,
AVNumberOfChannelsKey: 1,
AVLinearPCMBitDepthKey: 16,
AVLinearPCMIsFloatKey: false
]
audioRecorder = try AVAudioRecorder(url: fileURL, settings: settings)
audioRecorder?.record()
When I check the recorded file’s sample rate, it logs:
Actual sample rate: 8000.0
However, when I inspect the hardware sample rate:
try session.setCategory(.playAndRecord, mode: .default)
try session.setActive(true)
print("Hardware sample rate:", session.sampleRate)
I consistently get:
`Hardware sample rate: 48000.0
My questions are:
Is the iPhone mic actually capturing at 8 kHz, or is it recording at 48 kHz and then downsampling to 8 kHz internally?
Is there any way to force the hardware to record natively at 8 kHz?
If not, what’s the recommended approach for telephony-quality audio (true 8 kHz) on iOS devices?
Thanks in advance for your guidance!
3
I am working on an application to get when input audio device is being used. Basically I want to know the application using the microphone (built-in or external)
This app runs on macOS. For Mac versions starting from Sonoma I can use this code:
int getAudioProcessPID(AudioObjectID process)
{
pid_t pid;
if (@available(macOS 14.0, *)) {
constexpr AudioObjectPropertyAddress prop {
kAudioProcessPropertyPID,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMain
};
UInt32 dataSize = sizeof(pid);
OSStatus error = AudioObjectGetPropertyData(process, &prop, 0, nullptr, &dataSize, &pid);
if (error != noErr) {
return -1;
}
} else {
// Pre sonoma code goes here
}
return pid;
}
which works.
However, kAudioProcessPropertyPID was added in macOS SDK 14.0.
Does anyone know how to achieve the same functionality on previous versions?