I have an app that edits photos in your library. When I call
try CIContext().writeHEIFRepresentation(of: editedImage, to: fileURL, format: .RGBA8, colorSpace: originalImage.colorSpace!)
The following is logged to the console:
writeImageAtIndex:1012: ⭕️ ERROR: 'App' is trying to save an opaque image (5712x4284) with 'AlphaLast'. This would unnecessarily increase the file size and will double (!!!) the required memory when decoding the image --> ignoring alpha.
What does that mean and how can I resolve it?
Xcode Version 16.0 (16A242d)
iOS 18.1 (22B82)
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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I have a complex CoreImage pipeline which I'm keen to optimise. I'm aware that calling back to the CPU can have a significant impact on the performance - what is the best way to find out where this is happening?
I am using https://developer.apple.com/documentation/applemusicapi/add-tracks-to-a-library-playlist
to add tracks to playlists. This endpoint works fine for all playlists except for collaborative playlists.
For collaborative playlist I get the following 500 error as a response:
"errors": [
{
"id": "<some id>",
"title": "Upstream Service Error",
"detail": "Unable to update tracks",
"status": "500",
"code": "50001"
}
]
}
Steps to reproduce:
Create a playlist in your library.
Use the api to add a song.
Confirm that it works.
Make that same playlist collaborative.
Update the playlist ID in your api request (as making a playlist collaborative changes its id)
Confirm that you get the 500 error.
We use BassDSDPlayer / SFBAudioEngine to play just about any file, but playing Apple Music is failing. All subscriptions are up to date. We stop the SFBAudioEngine and the BassDSDPlayer before playing Apple Music to no avail.
PRINTS:
Supported files in /Users/dorian/Music/Music/Media.localized/Music/4: 28364
Apple Music is authorized and can play catalog.
Resetting default output device...
Releasing BassDSDPlayer audio device...
BassDSDPlayer: Audio device released.
STOPPED sfbAudioDevice
Default output device is ID: 76
applicationQueuePlayer _establishConnectionIfNeeded timeout [ping did not pong]
applicationQueuePlayer _establishConnectionIfNeeded timeout [ping did not pong]
Player State - After resetting output:
Playback Status: stopped
Queue Count: 0
No track is playing.
Music player reset successfully.
BassDSDPlayer: Audio device released.
Default output device set successfully: 76
Default output device is ID: 76
Default output device set successfully: 76
Default output device ID: 76
Validated PlayParameters for track: squabble up
PlayParameters: PlayParameters(id: 1781270321, kind: "song", isLibrary: nil, catalogID: nil, libraryID: nil, deviceLocalID: nil, rawValues: [:])
Starting playback...
Player State - After playback:
Playback Status: stopped
Queue Count: 1
No track is playing.
Notification BASS DSD NSConcreteNotification 0x600007ce2b00 {name = kUpdateSongInfo; object = {
AlbumTitle = GNX;
ArtistName = "Kendrick Lamar";
SongArtwork = "<NSImage 0x6000041b7ca0 Size={300, 300} RepProvider=<NSImageArrayRepProvider: 0x600003518770, reps:(\n "NSBitmapImageRep 0x600009ed9dc0 Size={300, 300} ColorSpace=(not yet loaded) BPS=8 BPP=(not yet loaded) Pixels=300x300 Alpha=NO Planar=NO Format=(not yet loaded) CurrentBacking=nil (faulting) CGImageSource=0x600007ce15c0"\n)>>";
SongLength = "157.992";
SongTitle = "squabble up";
Source = AppleMusic;
}}
Apple Music track loaded: squabble up by Kendrick Lamar
Player State - Before play:
Playback Status: stopped
Queue Count: 1
No track is playing.
prepareToPlay failed [no target descriptor]
NSError Code: 1, Domain: MPMusicPlayerControllerErrorDomain
Player State - After play:
Playback Status: stopped
Queue Count: 1
No track is playing.
func playAppleMusicTracks(tracks: [Track]) {
AppleMusicManager.shared.isAuthorizedAndReadyForPlayback { isAuthorized in
guard isAuthorized else {
print("Apple Music authorization or capabilities insufficient for playback.")
return
}
print("Resetting default output device...")
self.stopSFBAudioDevice()
self.resetMusicPlayer()
self.resetAudioSystem()
self.ensureOutputDeviceReady()
Task {
for track in tracks {
guard self.validatePlayParameters(for: track) else { continue }
do {
try await ApplicationMusicPlayer.shared.queue.insert(track, position: .afterCurrentEntry)
guard !ApplicationMusicPlayer.shared.queue.entries.isEmpty else {
print("Queue is empty after queuing. Playback cannot proceed.")
return
}
self.notifyAppleMusicTrackInfo(track)
} catch {
print("Error starting playback: \(error)")
if let nsError = error as NSError? {
print("NSError Code: \(nsError.code), Domain: \(nsError.domain)")
}
}
}
MusicKitWrapper.shared.logPlayerState(message: "After playback")
}
}
}
@objc public class MusicKitWrapper: NSObject {
@objc public static let shared = MusicKitWrapper()
private let player = ApplicationMusicPlayer.shared
// Play the current track
@objc public func play() {
guard !player.queue.entries.isEmpty else {
print("Queue is empty. Cannot start playback.")
return
}
logPlayerState(message: "Before play")
Task {
do {
try await player.prepareToPlay()
try await player.play()
print("Playback started successfully.")
} catch {
if let nsError = error as NSError? {
print("NSError Code: \(nsError.code), Domain: \(nsError.domain)")
}
}
logPlayerState(message: "After play")
}
}
Any help would be appreciated.
Thanks!
Hi,
In the iOS13 and macOS Catalina release notes it says:
Metal CIKernel instances now support arguments with arbitrarily structured data.
I've been trying to use this functionality in a CIKernel with mixed results. I'm particularly interested in passing data in the form of a dynamically sized array. It seems to work up to a certain size. Beyond the threshold excessive data is discarded and the kernel becomes unstable. I assume there is some kind of memory alignment issue going on, but I've tried various types in my array and always get a similar result.
I have not found any documentation or sample code regarding this. It would be great to know how this is intended to work and what the limitations are.
In the forums there are two similar unanswered questions about data arguments, so I'm sure there are a few out there with similar issues.
Thanks!
Michael
Hello,
As far as I know and in all of my testing there is no way for a user or a developer to change the frame rate of the video output on iPadOS. If you connect an iPad via a USB Hub or a USB to HDMI Adaptor and then connect it to an external monitor it will output at 59.94fps.
I have a video app where a user monitors live video at 25fps and 30fps, they often output to an external display and there are times when the external display will stutter due to the mismatch in frame rate, ie. using 25fps and outputting at 59.94fps.
I thought it was impossible to change the video output frame rate, then in V3.1 of the Blackmagic Camera App I saw an interesting change in their release notes:
‘Support for HDMI Monitoring at Sensor Rate and Resolution’
This means there is some way to modify it, not sure if this is done via a Private API that Apple has allowed Blackmagic to use. If so, how can we access this or is there a way to enable this that is undocumented?
Thanks!
I'm building a UIKit app that reads user's Apple Music library and displays it. In MusicKit there is the Artwork structure which I need to use to display artwork images in the app. Since I'm not using SwiftUI I cannot use the ArtworkImage view that is recommended way of displaying those images but the Artwork structure has a method that returns url for the image which can be used to read the image.
The way I have it setup is really simple:
extension MusicKit.Song {
func imageURL(for cgSize: CGSize) -> URL? {
return artwork?.url(
width: Int(cgSize.width),
height: Int(cgSize.height)
)
}
func localImage(for cgSize: CGSize) -> UIImage? {
guard let url = imageURL(for: cgSize),
url.scheme == "musicKit",
let data = try? Data(contentsOf: url) else {
return nil
}
return .init(data: data)
}
}
Now, everytime I access .artwork property (so a lot of times) the main thread gets blocked and the console output gets bombared with messages like these:
2023-07-26 11:49:47.317195+0200 Plum[998:297199] [Artwork] Failed to create color analysis for artwork: <MPMediaLibraryArtwork: 0x289591590> with error; Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named com.apple.mediaartworkd.xpc was invalidated: failed at lookup with error 159 - Sandbox restriction." UserInfo={NSDebugDescription=The connection to service named com.apple.mediaartworkd.xpc was invalidated: failed at lookup with error 159 - Sandbox restriction.}
2023-07-26 11:49:47.317262+0200 Plum[998:297199] [Artwork] Failed to create color analysis for artwork: file:///var/mobile/Media/iTunes_Control/iTunes/Artwork/Originals/4b/48d7b8d349d2de858413ae4561b6ba1b294dc7
2023-07-26 11:49:47.323099+0200 Plum[998:297013] [Plum] IIOImageWriteSession:121: cannot create: '/var/mobile/Media/iTunes_Control/iTunes/Artwork/Caches/320x320/4b/48d7b8d349d2de858413ae4561b6ba1b294dc7.sb-f9c7943d-6ciLNp'error = 1 (Operation not permitted)
My guess is that the most performance-heavy task here is performing the color analysis for each artwork but IMO the property backgroundColor should not be a stored property if that's the case. I am not planning to use it anywhere and if so it should be a computed async property so it doesn't block the caller.
I know I can move the call to a background thread and that fixes the issue of blocking main thread but still the loading times for each artwork are terribly slow and that impacts the UX.
SwiftUI's ArtworkImage loads the artworks much quicker and without the errors so there must be a better way to do it.
I set both the AVCapturePhotoOutput and the AVCapturePhotoSettings with maxPhotoDimensions = .init(width: 8064, height: 6048), but still get the 12mp photo.
Topic:
Media Technologies
SubTopic:
Photos & Camera
Hi,It seems like it's pretty easy to consume HTTP Live Streaming content in an iOS app. Unfortunately, I need to consume media from an RTSP server. It seems to me that this is a very similar thing, and that all of the underpinnings for doing it ought to be present in iOS, but I'm having a devil of a time figuring out how to make it work without doing a lot of programming.For starters, I know that there are web-based services that can consume an RTSP stream and rebroadcast it as an HTTP Live Stream that can be easily consumed by the media players in iOS. This won't work for me because my application needs to function in an environment where there is no internet access (it's on a private Wifi network where the only other thing on the network is the device that is serving the RTSP stream).Having read everything I can get my hands on and exploring third-party and open-source solutions, I've compiled the following list of ideas:1. Using an iOS build of the open-source ffmpeg library, which supports RTSP, I've come up with a test app that can receive the RTSP packets, decode them, create UIImages out of the frames, and display those frames on-screen. This provides a crude player, but performance is poor, most likely because ffmpeg can't take advantage of any hardware acceleration. It also doesn't provide me with any way to integrate the video stream into AVFoundation, so I'm on my own as far as saving the stream to a file, transcoding it, etc.2. I know that the AVURLAsset class doesn't directly support the RTSP scheme. Since I have access to the undecoded RTSP packets via ffmpeg, I've thought it should be possible to implement RTSP support myself via a custom NSURLProtocol, essentially fooling AVFoundation into reading those packets as if they originated in a file. I'm not sure if this would work, since the raw packets coming from the RTSP server might lack the headers that would otherwise be present in data being read from a file. I'm not even sure if AVFoundation would recognize my custom protocol.3. If a protocol doesn't work, I've considered that I might be able to implement my own local HTTP Live Streaming server that converts the RTSP packets into an HTTP stream that the media players can read. This sounds like a terribly convoluted solution to the problem, at best, and very difficult at worst.4. Going back to solution (1), if I could speed up the decoding by using some iOS CoreVideo function instead of ffmpeg, this solution might be okay. However, I can't find any documentation for CoreVideo on iOS (Apple only documents it for OS X).5. I'm certainly willing to license a third-party solution if it works well and provides good performance. Unfortunately, everything I've found so far is pretty crummy and mostly just leverages ffmpeg and/or VLC. What is most disappointing to me is that nobody seems to be able or willing to provide a solution that neatly integrates with AVFoundation. I really want to make my RTSP stream available as an AVAsset so I can use it with AVFoundation players and other classes -- I don't want to build an app that relies on custom third-party code for everything.Any ideas, tips, advice would be greatly appreciated.Thanks,Frank
Hi,
After updating to iOS 26, our app is facing playback failures with AVPlayer. The same code and streams work fine on iOS 18 and earlier.
Error - Domain[CoreMediaErrorDomain]:Code[-15628]:Desc[The operation couldn’t be completed.]:Underlying Error Domain[(null)]:Code[0]:Desc[(null)]
Environment:
iOS version: ios 26
React Native: 0.69
Video library: react-native-video (AVPlayer under the hood)
Stream type: HLS (m3u8) with segment (.ts) files
Observed behaviour:
Playback works initially on iOS 26.
On iOS 26, the stream fails at runtime after a few seconds/minutes (not on first load).
Network logs show 307 redirects on some segment requests. After this, AVPlayer throws the above error.
Playback fails intermittently on slow/unstable networks.
I've been generating new Audio Unit Extension apps with Xcode 16 (and newer), and although they generally work initially, it is easy (although I'm not sure how to do it reliably) to cause the app to no longer be able to instantiate the audiounit. Generally the call to AVAudioUnit.findComponent fails and SimplePlayEngine hits the fatalError("Failed to find component with type...")
In the most recent project, merely adding files to the extension (without making any use of them) caused it to go off the rails.
If I "Archive" the app+plugin, there is no audio unit extension in the bundle.
If I switch to the audiounit extension and build it it's fine. If I look at the build folder in Library/Developer/Xcode/project_folder the extension_name.appex is there.
Any ideas? If I can coax an unmodified audio unit extension project to exhibit this behavior I'll attach it here. Right now what I have has code I don't want to share.
Hi,
I'm working on an audio mixing app, that comes with bundled audio units that provide some of the app's core functionality.
For the next release of that app, we are planning to make two changes:
make the app sandboxed
package the bundled audio units as .appex bundles instead as .component bundles, so we don't need to take care of the installation at the correct spot in the file system
When trying this new approach, we run into problems where [[AVAudioUnitEffect alloc] initWithAudioComponentDescription:] crashes when trying to load our audio unit with the exception:
AVAEInternal.h:109 [AUInterface.mm:468:AUInterfaceBaseV3: (AudioComponentInstanceNew(comp, &_auv2)): error -10863
Our audio unit has the `sandboxSafe flag enabled, and loads fine when the host app is not sandboxed, so I'm guessing I got the bundle id/code signing requirements for the .appex correct.
It seems, that my .appex isn't even loaded, and the system rejects it because of its metadata. Maybe there something wrong the Info.plist generated by Juice?
"BuildMachineOSBuild" => "23H222"
"CFBundleDisplayName" => "elgato_sample_recorder"
"CFBundleExecutable" => "ElgatoSampleRecorder"
"CFBundleIdentifier" => "com.iwascoding.EffectLoader.samplerecorderAUv3"
"CFBundleName" => "elgato_sample_recorder"
"CFBundlePackageType" => "XPC!"
"CFBundleShortVersionString" => "1.0.0.0"
"CFBundleSignature" => "????"
"CFBundleSupportedPlatforms" => [
0 => "MacOSX"
]
"CFBundleVersion" => "1.0.0.0"
"DTCompiler" => "com.apple.compilers.llvm.clang.1_0"
"DTPlatformBuild" => "24C94"
"DTPlatformName" => "macosx"
"DTPlatformVersion" => "15.2"
"DTSDKBuild" => "24C94"
"DTSDKName" => "macosx15.2"
"DTXcode" => "1620"
"DTXcodeBuild" => "16C5032a"
"LSMinimumSystemVersion" => "10.13"
"NSExtension" => {
"NSExtensionAttributes" => {
"AudioComponents" => [
0 => {
"description" => "Elgato Sample Recorder"
"factoryFunction" => "elgato_sample_recorderAUFactoryAUv3"
"manufacturer" => "Manu"
"name" => "Elgato: Elgato Sample Recorder"
"sandboxSafe" => 1
"subtype" => "Znyk"
"tags" => [
0 => "Effects"
]
"type" => "aufx"
"version" => 65536
}
]
}
"NSExtensionPointIdentifier" => "com.apple.AudioUnit-UI"
"NSExtensionPrincipalClass" => "elgato_sample_recorderAUFactoryAUv3"
}
"NSHighResolutionCapable" => 1
}
Any ideas what I am missing?
When setting the now playing info for playing media in MPNowPlayingInfoCenter we can set artwork. But it seems the Apple API for creating the artwork is crashing on iOS 18 (FB15145734).
On iOS 17 this gave the warning that the completion handler was not run on the main thread.
I've tried to seek help here: https://stackoverflow.com/questions/78989543/swift-data-race-with-appkit-mpmediaitemartwork-function/78990231?noredirect=1#comment139277425_78990231
but it seems that it's not possible to override the completion handler and therefor it's up to Apple to fix this issue.
.task {
await MainActor.run {
let nowPlayingInfoCenter = MPNowPlayingInfoCenter.default()
var nowPlayingInfo = [String: Any]()
let image = NSImage(named: "image")!
// warning: data race detected: @MainActor function at MPMediaItemArtwork/ContentView.swift:22 was not called on the main thread
nowPlayingInfo[MPMediaItemPropertyArtwork] = MPMediaItemArtwork(boundsSize: image.size, requestHandler: { _ in
// Not on main thread here!
return image
})
nowPlayingInfoCenter.nowPlayingInfo = nowPlayingInfo
}
}
I'm wondering if there is an alternative method to set the now playing artwork?
I am trying to use SpeechDetector Module in Speech framework along with SpeechTranscriber. and it is giving me an error
Cannot convert value of type 'SpeechDetector' to expected element type 'Array.ArrayLiteralElement' (aka 'any SpeechModule')
Below is how I am using it
let speechDetector = Speech.SpeechDetector()
let transcriber = SpeechTranscriber(locale: Locale.current,
transcriptionOptions: [],
reportingOptions: [.volatileResults],
attributeOptions: [.audioTimeRange])
speechAnalyzer = try SpeechAnalyzer(modules: [transcriber,speechDetector])
Hello,
Does anyone have a recipe on how to raycast VNFaceLandmarkRegion2D points obtained from a frame's capturedImage?
More specifically, how to construct the "from" parameter of the frame's raycastQuery from a VNFaceLandmarkRegion2D point?
Do the points need to be flipped vertically? Is there any other transformation that needs to be performed on the points prior to passing them to raycastQuery?
Hello,
I have been running into issues with setting nowPlayingInfo information, specifically updating information for CarPlay and the CPNowPlayingTemplate.
When I start playback for an item, I see lock screen information update as expected, along with the CarPlay now playing information.
However, the playing items are books with collections of tracks. When I select a new track(chapter) within the book, I set the MPMediaItemPropertyTitle to the new chapter name. This change is reflected correctly on the lock screen, but almost never appears correctly on the CarPlay CPNowPlayingTemplate. The previous chapter title remains set and never updates.
I see "Application exceeded audio metadata throttle limit." in the debug console fairly frequently.
From that a I figured that I need to minimize updates to the nowPlayingInfo dictionary. What I did:
I store the metadata dictionary in a local dictionary and only set values in the main nowPlayingInfo dictionary when they are different from the current value.
I kick off the nowPlayingInfo update via a task that initially sleeps for around 2 seconds (not a final value, just for my current testing). If a previous Task is active, it gets cancelled, so that only one update can happen within that time window.
Neither of these things have been sufficient. I can switch between different titles entirely and the information updates (including cover art).
But when I switch chapters within a title, the MPMediaItemPropertyTitle continues to get dropped. I know the value is getting set, because it updates on the lock screen correctly.
In total, I have 12 keys I update for info, though with the above changes, usually 2-4 of them actually get updated with high frequency.
I am running out of ideas to satisfy the throttling thresholds to accurately display metadata. I could use some advice.
Thanks.
I donate INPlayMediaIntent to systerm(donate success), but not show in control center
My code is as follows
let mediaItems = mediaItems.map { $0.inMediaItem }
let intent = if #available(iOS 13.0, *) {
INPlayMediaIntent(mediaItems: mediaItems,
mediaContainer: nil,
playShuffled: false,
playbackRepeatMode: .none,
resumePlayback: true,
playbackQueueLocation: .now,
playbackSpeed: nil,
mediaSearch: nil)
} else {
INPlayMediaIntent(mediaItems: mediaItems,
mediaContainer: nil,
playShuffled: false,
playbackRepeatMode: .none,
resumePlayback: true)
}
intent.suggestedInvocationPhrase = "播放音乐"
let interaction = INInteraction(intent: intent, response: nil)
interaction.donate { error in
if let error = error {
print("Intent 捐赠失败: \(error.localizedDescription)")
} else {
print("Intent 捐赠成功 ✅")
}
}
I noticed that AVSampleBufferDisplayLayerContentLayer is not released when the AVSampleBufferDisplayLayer is removed and released.
It is possible to reproduce the issue with the simple code:
import AVFoundation
import UIKit
class ViewController: UIViewController {
var displayBufferLayer: AVSampleBufferDisplayLayer?
override func viewDidLoad() {
super.viewDidLoad()
let displayBufferLayer = AVSampleBufferDisplayLayer()
displayBufferLayer.videoGravity = .resizeAspectFill
displayBufferLayer.frame = view.bounds
view.layer.insertSublayer(displayBufferLayer, at: 0)
self.displayBufferLayer = displayBufferLayer
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
self.displayBufferLayer?.flush()
self.displayBufferLayer?.removeFromSuperlayer()
self.displayBufferLayer = nil
}
}
}
In my real project I have mutliple AVSampleBufferDisplayLayer created and removed in different view controllers, this is problematic because the amount of leaked AVSampleBufferDisplayLayerContentLayer keeps increasing.
I wonder that maybe I should use a pool of AVSampleBufferDisplayLayer and reuse them, however I'm slightly afraid that this can also lead to strange bugs.
Edit: It doesn't cause leaks on iOS 18 device but leaks on iPad Pro, iOS 17.5.1
Context:
I am currently developing an app using the Push-to-Talk (PTT) framework. I have reviewed both the PTT framework documentation and the CallKit demo project to better understand how to properly manage audio session activation and AVAudioEngine setup.
I am not activating the audio session manually. The audio session configuration is handled in the incomingPushResult or didBeginTransmitting callbacks from the PTChannelManagerDelegate.
I am using a single AVAudioEngine instance for both input and playback. The engine is started in the didActivate callback from the PTChannelManagerDelegate. When I receive a push in full duplex mode, I set the active participant to the user who is speaking.
Issue
When I attempt to talk while the other participant is already speaking, my input tap on the input node takes a few seconds to return valid PCM audio data. Initially, it returns an empty PCM audio block.
Details:
The audio session is already active and configured with .playAndRecord.
The input tap is already installed when the engine is started.
When I talk from a neutral state (no one is speaking), the system plays the standard "microphone activation" tone, which covers this initial delay. However, this does not happen when I am already receiving audio.
Assumptions / Current Setup
Because the audio session is active in play and record, I assumed that microphone input would be available immediately, even while receiving audio.
However, there seems to be a delay before valid input is delivered to the tap, only occurring when switching from a receive state to simultaneously talking.
Questions
Is this expected behavior when using the PTT framework in full duplex mode with a shared AVAudioEngine?
Should I be restarting or reconfiguring the engine or audio session when beginning to talk while receiving audio?
Is there a recommended pattern for managing microphone readiness in this scenario to avoid the initial empty PCM buffer?
Would using separate engines for input and output improve responsiveness?
I would like to confirm the correct approach to handling simultaneous talk and receive in full duplex mode using PTT framework and AVAudioEngine. Specifically, I need guidance on ensuring the microphone is ready to capture audio immediately without the delay seen in my current implementation.
Relevant Code Snippets
Engine Setup
func setup() {
let input = audioEngine.inputNode
do {
try input.setVoiceProcessingEnabled(true)
} catch {
print("Could not enable voice processing \(error)")
return
}
input.isVoiceProcessingAGCEnabled = false
let output = audioEngine.outputNode
let mainMixer = audioEngine.mainMixerNode
audioEngine.connect(pttPlayerNode, to: mainMixer, format: outputFormat)
audioEngine.connect(beepNode, to: mainMixer, format: outputFormat)
audioEngine.connect(mainMixer, to: output, format: outputFormat)
// Initialize converters
converter = AVAudioConverter(from: inputFormat, to: outputFormat)!
f32ToInt16Converter = AVAudioConverter(from: outputFormat, to: inputFormat)!
audioEngine.prepare()
}
Input Tap Installation
func installTap() {
guard AudioHandler.shared.checkMicrophonePermission() else {
print("Microphone not granted for recording")
return
}
guard !isInputTapped else {
print("[AudioEngine] Input is already tapped!")
return
}
let input = audioEngine.inputNode
let microphoneFormat = input.inputFormat(forBus: 0)
let microphoneDownsampler = AVAudioConverter(from: microphoneFormat, to: outputFormat)!
let desiredFormat = outputFormat
let inputFramesNeeded = AVAudioFrameCount((Double(OpusCodec.DECODED_PACKET_NUM_SAMPLES) * microphoneFormat.sampleRate) / desiredFormat.sampleRate)
input.installTap(onBus: 0, bufferSize: inputFramesNeeded, format: input.inputFormat(forBus: 0)) { [weak self] buffer, when in
guard let self = self else { return }
// Output buffer: 1920 frames at 16kHz
guard let outputBuffer = AVAudioPCMBuffer(pcmFormat: desiredFormat, frameCapacity: AVAudioFrameCount(OpusCodec.DECODED_PACKET_NUM_SAMPLES)) else { return }
outputBuffer.frameLength = outputBuffer.frameCapacity
let inputBlock: AVAudioConverterInputBlock = { inNumPackets, outStatus in
outStatus.pointee = .haveData
return buffer
}
var error: NSError?
let converterResult = microphoneDownsampler.convert(to: outputBuffer, error: &error, withInputFrom: inputBlock)
if converterResult != .haveData {
DebugLogger.shared.print("Downsample error \(converterResult)")
} else {
self.handleDownsampledBuffer(outputBuffer)
}
}
isInputTapped = true
}
Our streaming app uses FairPlay-protected video streams, which previously worked fine when using AVAssetResourceLoaderDelegate to provide CKCs.
Recently, we migrated to AVContentKeySession, and while everything works as expected during regular playback, we encountered an issue with AirPlay.
Our CKC has a 120-second expiry, so we renew it by calling renewExpiringResponseData..
This trigger the didProvideRenewingContentKeyRequest delegate and we respond with updated CKC.
However, when streaming via AirPlay, both video and audio freeze exactly after 120 seconds.
To validate the issue, I tested with AVAssetResourceLoaderDelegate and found that I can reproduce the same freeze if I do not renew the key. This suggests that AirPlay is not accepting the renewed CKC when using AVContentKeySession.
Additional Details:
This issue occurs across different iOS versions and various AirPlay devices.
The same content plays without issues when played directly on the device.
The renewal process is successful, and segments continue to load, but playback remains frozen.
Tried renewing the CKC bit early (100s).
I also tried setting player.usesExternalPlaybackWhileExternalScreenIsActive = true, but the issue persists.
We don't use persistentKey.
Is there anything else that needs to be considered for proper key renewal when AirPlaying?
Any help on how to fix this or confirmation if this is a known issue would be greatly appreciated.