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play videos in webM format on iOS Deveices
I would like to play videos in webM format on my iPhone. I understand that it is basically impossible to play videos in webM format on an iPhone, but is there any way to display videos in webM format? I would like to know if there is an official Swift SDK or development kit released by Apple. Or if there are any third-party products, please let me know.
1
0
457
Jul ’25
Live Translations on VOIP on iOS26
Hi team, With regards to Call (Live) Translations on VOIP: Is it possible to invoke live translations within the app? (without going into the Call System UI) Is it possible to navigate users from app to Call System UI via an API? (and also invoking the new live translations directly) Will Apple support more languages apart from the current ones? (Currently I see 4 supported languages)
1
0
180
Aug ’25
VTDecompressionSession consistently drops frames after sync frame
I'm seeking to a specific sync frame in a video file (HEVC, recorded on iPad). When I feed the buffers from that sync frame on to VTDecompressionSession it consistently drops the 2.,3.,4. buffer with a kVTVideoDecoderReferenceMissingErr (or no error but no buffer on the simulator). If I feed all the buffers from the penultimate sync frame prior to the desired frame the buffers come out fine but that would just create a massive overhead to always do it. Tried multiple OS versions, devices etc. Seems a consistent problem. Here's a sample project with the offending video (disregard memory handling etc): https://github.com/marcuseckert/vtSample I've filed a radar FB18228296 but would appreciate any feedback on circumventing or at least detecting this behavior prior to decoding.
0
0
186
Jun ’25
After playing an HDR video on iPhone for a while, the HDR effect disappears and the screen brightness decrease
When i use AVPlayer to obtain the video frame CVPixelBufferRef of an HDR video, and use AVSampleBufferDisplayLayer to display it on the screen, after a period of time, the HDR video content and screen gradually darken, losing the HDR effect. Steps to reproduce: Create an AVPlayer to loop an HDR video, specify the video frame format as kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange Create a timer to get the video frame CVPixelBufferRef at 30 frames per second Use AVSampleBufferDisplayLayer to display CVPixelBufferRef on the screen Don't operate the phone, wait for a period of time (such as 40 minutes), the HDR effect disappears and the screen darkens Note: You need to use an iPhone device, iOS 18.5 and below operating system You need to ensure that the HDR video is played in a loop, that is, to ensure that the screen continues to display HDR content, wait for a period of time, depending on different devices, you need to wait for 20-40 minutes. In the iPhone Photos app,the same problem will occur after playing HDR video in a loop for a long time Expected Results: When rendering HDR content for a long time, it is guaranteed that there is always an HDR effect, and the HDR content and screen will not be darkened. Current Results: After about 20-40 minutes, the HDR effect disappears and the screen darkens.
4
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859
Jul ’25
When deleting photos, encountered PHPhotosError.operationInterrupted (3301).
Hi, I’ve developed a photo app that includes a photo deletion feature. Some users have reported encountering PHPhotosError.operationInterrupted (3301) when attempting to delete photos. Initially, I suspected that some of the assets might have a sourceType of typeiTunesSynced, since the documentation notes that iTunes-synced assets cannot be edited or deleted. However, after checking the logs, all of the assets involved are of typeUserLibrary. Additionally, the user mentioned that some photos in the iPhone Photos do not show a delete button. I’m unsure whether the absence of the delete button is related to the 3301 error. I’d like to confirm the following: Under what conditions does PHPhotosError.operationInterrupted (3301) occur, and how should it be handled? Why do some photos in the iPhone Photos not show a delete button? The code for deleting photos is as follows: PHPhotoLibrary *library = [PHPhotoLibrary sharedPhotoLibrary]; [library performChanges:^{ PHFetchResult *assetsToBeDeleted = [PHAsset fetchAssetsWithLocalIdentifiers:delUrls options:nil]; if (assetsToBeDeleted) { [PHAssetChangeRequest deleteAssets:assetsToBeDeleted]; } } completionHandler:^(BOOL success, NSError *error) {
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142
Jun ’25
AudioUnit may experience silent capture issues on iPadOS 18.4.1 or 18.5.
Among the millions of users of our online product, we have identified through data metrics that the silent audio data capture rate on iPadOS 18.4.1 or 18.5 has increased abnormally. However, we are unable to reproduce the issue. Has anyone encountered a similar issue? The parameters we used are as follows: AudioSession: category:AVAudioSessionCategoryPlayAndRecord mode:AVAudioSessionModeDefault option:77 preferredSampleRate:48000.000000 preferredIOBufferDuration:0.010000 AudioUnit format.mFormatID = kAudioFormatLinearPCM; format.mSampleRate = 48000.0; format.mChannelsPerFrame = 2; format.mBitsPerChannel = 16; format.mFramesPerPacket = 1; format.mBytesPerFrame = format.mChannelsPerFrame * 16 / 8; format.mBytesPerPacket = format.mBytesPerFrame * format.mFramesPerPacket; format.mFormatFlags = kAudioFormatFlagsNativeEndian | kLinearPCMFormatFlagIsPacked | kLinearPCMFormatFlagIsSignedInteger; component.componentType = kAudioUnitType_Output; component.componentSubType = kAudioUnitSubType_RemoteIO; component.componentManufacturer = kAudioUnitManufacturer_Apple; component.componentFlags = 0; component.componentFlagsMask = 0;
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161
Jun ’25
Creating RTP-MIDI Sessions via MIDINetworkSession C API (dlopen/dlsym) on macOS 15?
I’m an amateur developer working on a free utility for composers/producers, for which the macOS release needs to create and name RTP-MIDI sessions in Audio MIDI Setup from the command line (so I can ship a small C helper instead of telling users to click through the UI). Here’s what I’ve tried so far, without luck: • Plist hacks: Injecting entries into ~/Library/Audio/MIDI Configurations/*.mcfg works when AMS is closed, but AMS immediately locks and reverts my changes when it’s open. • CoreMIDI C API: I can create virtual ports with MIDISourceCreate, but attempting MIDIObjectGetDataProperty on the apple.midirtp.session plugin always returns err –10836. • Obj-C & Swift: Loading MIDINetworkSession and calling defaultSession, init, setNetworkName: and setting enabled = YES doesn’t produce a new session object in the Network panel. • dlopen/dlsym: I extracted the real CoreMIDI binary out of the dyld shared cache and tried binding _MIDINetworkSessionCreate, _SetName, _SetEnabled, etc., but all the symbols come back null or my tool segfaults. • Plugin registration: I’ve pulled the factory UUID (70C9C5EA-7C65-11D8-B317-000393A34B5A) from /System/Library/Extensions/AppleMIDIRTPDriver.plugin/Contents/Info.plist and called CFPlugInRegisterFactories, but it still never exposes the session-creation calls. At this point I’m convinced I’m either loading the wrong binary or missing one critical step in registering the RTP-MIDI plugin’s private API. Can anyone point me to: The exact path of the dylib or bundle that actually exports the MIDINetworkSessionCreate/MIDINetworkSessionSetName/MIDINetworkSessionSetEnabled symbols? A minimal working snippet (C or Obj-C) that reliably creates and names a Network-MIDI session? Any pointers, sample code, or even ideas about where Apple hides this functionality on macOS 15 would be hugely appreciated. Thanks!
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312
Jun ’25
Playing periodic audio in background using AVFoundation - facing audio session startup failure
Hello everyone, I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes. Following AVFoundation documentation, I’m configuring my audio session like this: let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try? session.setActive(true) When it’s time to play cues, I schedule playback on a DispatchQueue: // scheduleAudio uses DispatchQueue self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for sample in interval.samples { audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime)) } } catch { print("Audio activation failed: \(error)") } } This works perfectly in the foreground. But once the app goes into the background, the scheduled callback runs, yet the audio engine fails to start, resulting in an error with code 561015905. Interestingly, if the app is already playing audio before going to the background, the scheduled sounds continue to play as expected. I have added the required background audio mode to my Info plist file by including the key UIBackgroundModes with the value audio. Is there anything else I should configure? What is the best practice to play periodic audio when the app runs in the background? How do apps like turn-by-turn navigation handle continuous audio playback in the background? Any advice or pointers would be greatly appreciated!
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235
Jul ’25
Memory leak when performing DetectHumanBodyPose3DRequest request
Hi, I'm developing an application for macos and ios that has to run DetectHumanBodyPose3DRequest model in real time for retrieving the 3d skeleton from the camera. I'm experiencing a memory leak every time the model is used (when i comment that line, the memory stays constant). After a minute it uses about 1GB of ram running with mac catalyst. I attached a minimal project that has this problem Code Camera View import SwiftUI import Combine import Vision struct CameraView: View { @StateObject private var viewModel = CameraViewModel() var body: some View { HStack { ZStack { GeometryReader { geometry in if let image = viewModel.currentFrame { Image(decorative: image, scale: 1) .resizable() .scaledToFill() .frame(width: geometry.size.width, height: geometry.size.height) .clipped() } else { ProgressView() } } } } } } class CameraViewModel: ObservableObject { @Published var currentFrame: CGImage? @Published var frameRate: Double = 0 @Published var currentVisionBodyPose: HumanBodyPose3DObservation? // Store current body pose @Published var currentImageSize: CGSize? // Store current image size private var cameraManager: CameraManager? private var humanBodyPose = HumanBodyPose3DDetector() private var lastClassificationTime = Date() private var frameCount = 0 private var lastFrameTime = Date() private let classificationThrottleInterval: TimeInterval = 1.0 private var lastPoseSendTime: Date = .distantPast init() { cameraManager = CameraManager() startPreview() startClassification() } private func startPreview() { Task { guard let previewStream = cameraManager?.previewStream else { return } for await frame in previewStream { let size = CGSize(width: frame.width, height: frame.height) Task { @MainActor in self.currentFrame = frame self.currentImageSize = size self.updateFrameRate() } } } } private func startClassification() { Task { guard let classificationStream = cameraManager?.classificationStream else { return } for await pixelBuffer in classificationStream { self.classifyFrame(pixelBuffer: pixelBuffer) } } } private func classifyFrame(pixelBuffer: CVPixelBuffer) { humanBodyPose.runHumanBodyPose3DRequestOnImage(pixelBuffer: pixelBuffer) { [weak self] observation in guard let self = self else { return } DispatchQueue.main.async { if let observation = observation { self.currentVisionBodyPose = observation print(observation) } else { self.currentVisionBodyPose = nil } } } } private func updateFrameRate() { frameCount += 1 let now = Date() let elapsed = now.timeIntervalSince(lastFrameTime) if elapsed >= 1.0 { frameRate = Double(frameCount) / elapsed frameCount = 0 lastFrameTime = now } } } HumanBodyPose3DDetector import Foundation import Vision class HumanBodyPose3DDetector: NSObject, ObservableObject { @Published var humanObservation: HumanBodyPose3DObservation? = nil private let queue = DispatchQueue(label: "humanbodypose.queue") private let request = DetectHumanBodyPose3DRequest() private struct SendablePixelBuffer: @unchecked Sendable { let buffer: CVPixelBuffer } public func runHumanBodyPose3DRequestOnImage(pixelBuffer: CVPixelBuffer, completion: @escaping (HumanBodyPose3DObservation?) -> Void) { let sendableBuffer = SendablePixelBuffer(buffer: pixelBuffer) queue.async { [weak self] in Task { [weak self, sendableBuffer] in do { guard let self = self else { return } let result = try await self.request.perform(on: sendableBuffer.buffer) //process result DispatchQueue.main.async { if result.isEmpty { completion(nil) } else { completion(result[0]) } } } catch { DispatchQueue.main.async { completion(nil) } } } } } }
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205
Jun ’25
ShazamKit supported for iOS apps that can run on Mac silicon?
I am having issues deploying my iOS app, that uses ShazamKit, to get working on a Mac with Apple silicon. When uploading the archive to App Store Connect I do get ITMS-90863: Macs with Apple silicon support issue - The app links with libraries that aren’t present in macOS: /usr/lib/swift/libswiftShazamKit.dylib Is ShazamKit not supported for iOS apps that can run on Macs with Apple silicon? Or is there something I should fix in my setup / deployment?
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1.2k
Jun ’25
I need a way to permantently disable Reactions from my app, ideally the universe too
So I've spent the last five years optimizing my video AI system so that it runs with less than 5% CPU while processing a 30fps video feed on a Macbook Pro M2, and everything is great, until Sonoma comes out, and I find myself consuming 40% CPU for the exact same workload. So I fire up Instruments, and the "heaviest stack trace" (see screenshot) turns out to be Espresso doing some completely unasked-for and absolutely useless processing on my video frames. I turn off Reactions, but nothing helps - the CPU consumptions stays at 40%. "Reactions" is nothing but a useless toy to please some WWDC keynote fanboys, I don't want it anywhere near my app or my users, and I especially do not want to take the blame for it pissing away the user's CPU cycles and battery. Now, how do I make it go away, for ever? Best regards Jacob
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Jul ’25
WorldCaptureKit
Does the library exists in xCode 16.4? "import WorldCaptureKit" gives error "No such module 'WorldCaptureKit'". And I do not find any information about the library in the apple documentation. But AI keeps suggesting me to use the library
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139
Jun ’25
currentPlaybackPitch or preservesPitch parameter
Hi Apple Music API / MusicKit / MediaPlayer Team, Similar to the currentPlaybackRate keeps the same pitch, it would be great to have a currentPlaybackPitch parameter as well. Alternatively, adding a preservesPitch parameter would also work. I see that iOS 26 AutoMix on Apple Music currently does pitch shifting during music transitions, so maybe this is something that could be exposed on the later betas of iOS 26? Main feature request we get is to have simple pitch changes to Apple Music we play through our app. Is this being considered?
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454
Jul ’25
Obtain the screen rotation direction in the background
I use replaykit for system-level screen recording. I want to determine whether the screen is in landscape mode by calling back CMSamplebuffer, but CMSamplebuffer does not come with this information. The other several apis related to obtaining the screen orientation are also restricted by the background. I want to know whether the information of the screen rotation direction can be obtained in real time in the background
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105
Jun ’25
Mic audio before and after a call is answered
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?
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83
May ’25
AVAssetResourceLoaderDelegate and CoreMediaErrorDomain -12881 When Playing HLS Audio
I am developing an app that plays HLS audio. When using AVPlayerItem with AVURLAsset, can AVAssetResourceLoaderDelegate correctly handle HLS segments? My goal is to use AVAssetResourceLoaderDelegate to add authentication HTTP headers when accessing HLS .m3u8 and .ts files. I can successfully download the files, but playback fails with errors. Specifically, I am observing the following cases: A. AVAssetResourceLoaderDelegate is canceled, and CoreMediaErrorDomain -12881 occurs In NSURLConnectionDataDelegate’s didReceiveResponse method, set contentInformationRequest In didReceiveData, call dataRequest respondWithData resourceLoader didCancelLoadingRequest is called CoreMediaErrorDomain -12881 occurs B. CoreMediaErrorDomain -12881 occurs In NSURLConnectionDataDelegate’s didReceiveResponse method, set contentInformationRequest In connection didReceiveData, buffer all received data until the end In connectionDidFinishLoading, pass the buffered data to respondWithData Call loadingRequest finishLoading CoreMediaErrorDomain -12881 occurs In both cases, dataRequest.requestsAllDataToEndOfResource is YES. For this use case, I am not using AVURLAssetHTTPHeaderFieldsKey because I need to apply the most up-to-date authentication data at the moment each file is accessed. I would appreciate any advice or suggestions you might have. Thank you in advance!
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207
Aug ’25
play videos in webM format on iOS Deveices
I would like to play videos in webM format on my iPhone. I understand that it is basically impossible to play videos in webM format on an iPhone, but is there any way to display videos in webM format? I would like to know if there is an official Swift SDK or development kit released by Apple. Or if there are any third-party products, please let me know.
Replies
1
Boosts
0
Views
457
Activity
Jul ’25
Live Translations on VOIP on iOS26
Hi team, With regards to Call (Live) Translations on VOIP: Is it possible to invoke live translations within the app? (without going into the Call System UI) Is it possible to navigate users from app to Call System UI via an API? (and also invoking the new live translations directly) Will Apple support more languages apart from the current ones? (Currently I see 4 supported languages)
Replies
1
Boosts
0
Views
180
Activity
Aug ’25
VTDecompressionSession consistently drops frames after sync frame
I'm seeking to a specific sync frame in a video file (HEVC, recorded on iPad). When I feed the buffers from that sync frame on to VTDecompressionSession it consistently drops the 2.,3.,4. buffer with a kVTVideoDecoderReferenceMissingErr (or no error but no buffer on the simulator). If I feed all the buffers from the penultimate sync frame prior to the desired frame the buffers come out fine but that would just create a massive overhead to always do it. Tried multiple OS versions, devices etc. Seems a consistent problem. Here's a sample project with the offending video (disregard memory handling etc): https://github.com/marcuseckert/vtSample I've filed a radar FB18228296 but would appreciate any feedback on circumventing or at least detecting this behavior prior to decoding.
Replies
0
Boosts
0
Views
186
Activity
Jun ’25
After playing an HDR video on iPhone for a while, the HDR effect disappears and the screen brightness decrease
When i use AVPlayer to obtain the video frame CVPixelBufferRef of an HDR video, and use AVSampleBufferDisplayLayer to display it on the screen, after a period of time, the HDR video content and screen gradually darken, losing the HDR effect. Steps to reproduce: Create an AVPlayer to loop an HDR video, specify the video frame format as kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange Create a timer to get the video frame CVPixelBufferRef at 30 frames per second Use AVSampleBufferDisplayLayer to display CVPixelBufferRef on the screen Don't operate the phone, wait for a period of time (such as 40 minutes), the HDR effect disappears and the screen darkens Note: You need to use an iPhone device, iOS 18.5 and below operating system You need to ensure that the HDR video is played in a loop, that is, to ensure that the screen continues to display HDR content, wait for a period of time, depending on different devices, you need to wait for 20-40 minutes. In the iPhone Photos app,the same problem will occur after playing HDR video in a loop for a long time Expected Results: When rendering HDR content for a long time, it is guaranteed that there is always an HDR effect, and the HDR content and screen will not be darkened. Current Results: After about 20-40 minutes, the HDR effect disappears and the screen darkens.
Replies
4
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0
Views
859
Activity
Jul ’25
When deleting photos, encountered PHPhotosError.operationInterrupted (3301).
Hi, I’ve developed a photo app that includes a photo deletion feature. Some users have reported encountering PHPhotosError.operationInterrupted (3301) when attempting to delete photos. Initially, I suspected that some of the assets might have a sourceType of typeiTunesSynced, since the documentation notes that iTunes-synced assets cannot be edited or deleted. However, after checking the logs, all of the assets involved are of typeUserLibrary. Additionally, the user mentioned that some photos in the iPhone Photos do not show a delete button. I’m unsure whether the absence of the delete button is related to the 3301 error. I’d like to confirm the following: Under what conditions does PHPhotosError.operationInterrupted (3301) occur, and how should it be handled? Why do some photos in the iPhone Photos not show a delete button? The code for deleting photos is as follows: PHPhotoLibrary *library = [PHPhotoLibrary sharedPhotoLibrary]; [library performChanges:^{ PHFetchResult *assetsToBeDeleted = [PHAsset fetchAssetsWithLocalIdentifiers:delUrls options:nil]; if (assetsToBeDeleted) { [PHAssetChangeRequest deleteAssets:assetsToBeDeleted]; } } completionHandler:^(BOOL success, NSError *error) {
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0
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0
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142
Activity
Jun ’25
AudioUnit may experience silent capture issues on iPadOS 18.4.1 or 18.5.
Among the millions of users of our online product, we have identified through data metrics that the silent audio data capture rate on iPadOS 18.4.1 or 18.5 has increased abnormally. However, we are unable to reproduce the issue. Has anyone encountered a similar issue? The parameters we used are as follows: AudioSession: category:AVAudioSessionCategoryPlayAndRecord mode:AVAudioSessionModeDefault option:77 preferredSampleRate:48000.000000 preferredIOBufferDuration:0.010000 AudioUnit format.mFormatID = kAudioFormatLinearPCM; format.mSampleRate = 48000.0; format.mChannelsPerFrame = 2; format.mBitsPerChannel = 16; format.mFramesPerPacket = 1; format.mBytesPerFrame = format.mChannelsPerFrame * 16 / 8; format.mBytesPerPacket = format.mBytesPerFrame * format.mFramesPerPacket; format.mFormatFlags = kAudioFormatFlagsNativeEndian | kLinearPCMFormatFlagIsPacked | kLinearPCMFormatFlagIsSignedInteger; component.componentType = kAudioUnitType_Output; component.componentSubType = kAudioUnitSubType_RemoteIO; component.componentManufacturer = kAudioUnitManufacturer_Apple; component.componentFlags = 0; component.componentFlagsMask = 0;
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0
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161
Activity
Jun ’25
RPBroadcastSampleHandler does not trigger
Add RPSystemBroadcastPickerView to the app, After clicking, no method of SampleHandler is triggered
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2
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0
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938
Activity
Jul ’25
SIGABORT with ExtAudioFileWrite and .m4a file
Hi, I am getting into a trap. Please check stack-trace, howto fix this? regards, Joël stack-trace with ExtAudioFileWrite
Replies
2
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0
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987
Activity
Jun ’25
Creating RTP-MIDI Sessions via MIDINetworkSession C API (dlopen/dlsym) on macOS 15?
I’m an amateur developer working on a free utility for composers/producers, for which the macOS release needs to create and name RTP-MIDI sessions in Audio MIDI Setup from the command line (so I can ship a small C helper instead of telling users to click through the UI). Here’s what I’ve tried so far, without luck: • Plist hacks: Injecting entries into ~/Library/Audio/MIDI Configurations/*.mcfg works when AMS is closed, but AMS immediately locks and reverts my changes when it’s open. • CoreMIDI C API: I can create virtual ports with MIDISourceCreate, but attempting MIDIObjectGetDataProperty on the apple.midirtp.session plugin always returns err –10836. • Obj-C & Swift: Loading MIDINetworkSession and calling defaultSession, init, setNetworkName: and setting enabled = YES doesn’t produce a new session object in the Network panel. • dlopen/dlsym: I extracted the real CoreMIDI binary out of the dyld shared cache and tried binding _MIDINetworkSessionCreate, _SetName, _SetEnabled, etc., but all the symbols come back null or my tool segfaults. • Plugin registration: I’ve pulled the factory UUID (70C9C5EA-7C65-11D8-B317-000393A34B5A) from /System/Library/Extensions/AppleMIDIRTPDriver.plugin/Contents/Info.plist and called CFPlugInRegisterFactories, but it still never exposes the session-creation calls. At this point I’m convinced I’m either loading the wrong binary or missing one critical step in registering the RTP-MIDI plugin’s private API. Can anyone point me to: The exact path of the dylib or bundle that actually exports the MIDINetworkSessionCreate/MIDINetworkSessionSetName/MIDINetworkSessionSetEnabled symbols? A minimal working snippet (C or Obj-C) that reliably creates and names a Network-MIDI session? Any pointers, sample code, or even ideas about where Apple hides this functionality on macOS 15 would be hugely appreciated. Thanks!
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0
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1
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312
Activity
Jun ’25
Photos acess
i have a wallpaper app , i need a photos access when i try to add it in capabilities i don't find it.is there any solution?
Replies
1
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0
Views
157
Activity
Jun ’25
Playing periodic audio in background using AVFoundation - facing audio session startup failure
Hello everyone, I’m new to Swift development and have been working on an audio module that plays a specific sound at regular intervals - similar to a workout timer that signals switching exercises every few minutes. Following AVFoundation documentation, I’m configuring my audio session like this: let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.interruptSpokenAudioAndMixWithOthers, .duckOthers] ) self.engine.attach(self.player) self.engine.connect(self.player, to: self.engine.outputNode, format: self.audioFormat) try? session.setActive(true) When it’s time to play cues, I schedule playback on a DispatchQueue: // scheduleAudio uses DispatchQueue self.scheduleAudio(at: interval.start) { do { try audio.engine.start() audio.node.play() for sample in interval.samples { audio.node.scheduleBuffer(sample.buffer, at: AVAudioTime(hostTime: sample.hostTime)) } } catch { print("Audio activation failed: \(error)") } } This works perfectly in the foreground. But once the app goes into the background, the scheduled callback runs, yet the audio engine fails to start, resulting in an error with code 561015905. Interestingly, if the app is already playing audio before going to the background, the scheduled sounds continue to play as expected. I have added the required background audio mode to my Info plist file by including the key UIBackgroundModes with the value audio. Is there anything else I should configure? What is the best practice to play periodic audio when the app runs in the background? How do apps like turn-by-turn navigation handle continuous audio playback in the background? Any advice or pointers would be greatly appreciated!
Replies
0
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0
Views
235
Activity
Jul ’25
Memory leak when performing DetectHumanBodyPose3DRequest request
Hi, I'm developing an application for macos and ios that has to run DetectHumanBodyPose3DRequest model in real time for retrieving the 3d skeleton from the camera. I'm experiencing a memory leak every time the model is used (when i comment that line, the memory stays constant). After a minute it uses about 1GB of ram running with mac catalyst. I attached a minimal project that has this problem Code Camera View import SwiftUI import Combine import Vision struct CameraView: View { @StateObject private var viewModel = CameraViewModel() var body: some View { HStack { ZStack { GeometryReader { geometry in if let image = viewModel.currentFrame { Image(decorative: image, scale: 1) .resizable() .scaledToFill() .frame(width: geometry.size.width, height: geometry.size.height) .clipped() } else { ProgressView() } } } } } } class CameraViewModel: ObservableObject { @Published var currentFrame: CGImage? @Published var frameRate: Double = 0 @Published var currentVisionBodyPose: HumanBodyPose3DObservation? // Store current body pose @Published var currentImageSize: CGSize? // Store current image size private var cameraManager: CameraManager? private var humanBodyPose = HumanBodyPose3DDetector() private var lastClassificationTime = Date() private var frameCount = 0 private var lastFrameTime = Date() private let classificationThrottleInterval: TimeInterval = 1.0 private var lastPoseSendTime: Date = .distantPast init() { cameraManager = CameraManager() startPreview() startClassification() } private func startPreview() { Task { guard let previewStream = cameraManager?.previewStream else { return } for await frame in previewStream { let size = CGSize(width: frame.width, height: frame.height) Task { @MainActor in self.currentFrame = frame self.currentImageSize = size self.updateFrameRate() } } } } private func startClassification() { Task { guard let classificationStream = cameraManager?.classificationStream else { return } for await pixelBuffer in classificationStream { self.classifyFrame(pixelBuffer: pixelBuffer) } } } private func classifyFrame(pixelBuffer: CVPixelBuffer) { humanBodyPose.runHumanBodyPose3DRequestOnImage(pixelBuffer: pixelBuffer) { [weak self] observation in guard let self = self else { return } DispatchQueue.main.async { if let observation = observation { self.currentVisionBodyPose = observation print(observation) } else { self.currentVisionBodyPose = nil } } } } private func updateFrameRate() { frameCount += 1 let now = Date() let elapsed = now.timeIntervalSince(lastFrameTime) if elapsed >= 1.0 { frameRate = Double(frameCount) / elapsed frameCount = 0 lastFrameTime = now } } } HumanBodyPose3DDetector import Foundation import Vision class HumanBodyPose3DDetector: NSObject, ObservableObject { @Published var humanObservation: HumanBodyPose3DObservation? = nil private let queue = DispatchQueue(label: "humanbodypose.queue") private let request = DetectHumanBodyPose3DRequest() private struct SendablePixelBuffer: @unchecked Sendable { let buffer: CVPixelBuffer } public func runHumanBodyPose3DRequestOnImage(pixelBuffer: CVPixelBuffer, completion: @escaping (HumanBodyPose3DObservation?) -> Void) { let sendableBuffer = SendablePixelBuffer(buffer: pixelBuffer) queue.async { [weak self] in Task { [weak self, sendableBuffer] in do { guard let self = self else { return } let result = try await self.request.perform(on: sendableBuffer.buffer) //process result DispatchQueue.main.async { if result.isEmpty { completion(nil) } else { completion(result[0]) } } } catch { DispatchQueue.main.async { completion(nil) } } } } } }
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1
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205
Activity
Jun ’25
ShazamKit supported for iOS apps that can run on Mac silicon?
I am having issues deploying my iOS app, that uses ShazamKit, to get working on a Mac with Apple silicon. When uploading the archive to App Store Connect I do get ITMS-90863: Macs with Apple silicon support issue - The app links with libraries that aren’t present in macOS: /usr/lib/swift/libswiftShazamKit.dylib Is ShazamKit not supported for iOS apps that can run on Macs with Apple silicon? Or is there something I should fix in my setup / deployment?
Replies
26
Boosts
0
Views
1.2k
Activity
Jun ’25
I need a way to permantently disable Reactions from my app, ideally the universe too
So I've spent the last five years optimizing my video AI system so that it runs with less than 5% CPU while processing a 30fps video feed on a Macbook Pro M2, and everything is great, until Sonoma comes out, and I find myself consuming 40% CPU for the exact same workload. So I fire up Instruments, and the "heaviest stack trace" (see screenshot) turns out to be Espresso doing some completely unasked-for and absolutely useless processing on my video frames. I turn off Reactions, but nothing helps - the CPU consumptions stays at 40%. "Reactions" is nothing but a useless toy to please some WWDC keynote fanboys, I don't want it anywhere near my app or my users, and I especially do not want to take the blame for it pissing away the user's CPU cycles and battery. Now, how do I make it go away, for ever? Best regards Jacob
Replies
10
Boosts
6
Views
1.5k
Activity
Jul ’25
WorldCaptureKit
Does the library exists in xCode 16.4? "import WorldCaptureKit" gives error "No such module 'WorldCaptureKit'". And I do not find any information about the library in the apple documentation. But AI keeps suggesting me to use the library
Replies
2
Boosts
0
Views
139
Activity
Jun ’25
currentPlaybackPitch or preservesPitch parameter
Hi Apple Music API / MusicKit / MediaPlayer Team, Similar to the currentPlaybackRate keeps the same pitch, it would be great to have a currentPlaybackPitch parameter as well. Alternatively, adding a preservesPitch parameter would also work. I see that iOS 26 AutoMix on Apple Music currently does pitch shifting during music transitions, so maybe this is something that could be exposed on the later betas of iOS 26? Main feature request we get is to have simple pitch changes to Apple Music we play through our app. Is this being considered?
Replies
0
Boosts
0
Views
454
Activity
Jul ’25
Obtain the screen rotation direction in the background
I use replaykit for system-level screen recording. I want to determine whether the screen is in landscape mode by calling back CMSamplebuffer, but CMSamplebuffer does not come with this information. The other several apis related to obtaining the screen orientation are also restricted by the background. I want to know whether the information of the screen rotation direction can be obtained in real time in the background
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1
Boosts
0
Views
105
Activity
Jun ’25
There's wrong with speech detector ios26
i tried combine speech detector and speech transciber to anlayzer. but speech detector is not speech module. please help me
Replies
6
Boosts
2
Views
694
Activity
Jul ’25
Mic audio before and after a call is answered
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?
Replies
1
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0
Views
83
Activity
May ’25
AVAssetResourceLoaderDelegate and CoreMediaErrorDomain -12881 When Playing HLS Audio
I am developing an app that plays HLS audio. When using AVPlayerItem with AVURLAsset, can AVAssetResourceLoaderDelegate correctly handle HLS segments? My goal is to use AVAssetResourceLoaderDelegate to add authentication HTTP headers when accessing HLS .m3u8 and .ts files. I can successfully download the files, but playback fails with errors. Specifically, I am observing the following cases: A. AVAssetResourceLoaderDelegate is canceled, and CoreMediaErrorDomain -12881 occurs In NSURLConnectionDataDelegate’s didReceiveResponse method, set contentInformationRequest In didReceiveData, call dataRequest respondWithData resourceLoader didCancelLoadingRequest is called CoreMediaErrorDomain -12881 occurs B. CoreMediaErrorDomain -12881 occurs In NSURLConnectionDataDelegate’s didReceiveResponse method, set contentInformationRequest In connection didReceiveData, buffer all received data until the end In connectionDidFinishLoading, pass the buffered data to respondWithData Call loadingRequest finishLoading CoreMediaErrorDomain -12881 occurs In both cases, dataRequest.requestsAllDataToEndOfResource is YES. For this use case, I am not using AVURLAssetHTTPHeaderFieldsKey because I need to apply the most up-to-date authentication data at the moment each file is accessed. I would appreciate any advice or suggestions you might have. Thank you in advance!
Replies
0
Boosts
1
Views
207
Activity
Aug ’25