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?
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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I am developing an iOS app that needs to play spoken audio on demand from a server, while ducking the audio of background music from another app (e.g., SoundtrackYourBrand or Apple Music). This must work even when the app is in the background, and the server dictates when and what audio is played. Ideally, the message should be played within a minute of the server requesting it.
Current Attempt & Observations
I initially tried using Firebase Cloud Messaging (FCM) silent notifications to send a URL to an audio file, which the app would then play using AVPlayer.
This works consistently when the app is active, but in the background, it only works about 60% of the time.
In cases where it fails, iOS ducks the background music (e.g., from SoundtrackYourBrand) but never plays the spoken audio.
Interestingly, when I play the audio without enabling audio ducking, it seems to work 100% of the time from my limited testing, even in the background.
The app has background modes enabled for Audio, Background Fetch, and Remote Notifications.
Best Approach to Achieve This?
I’d like guidance on the best Apple-compliant approach to reliably play audio on command from the server, even when the app is in the background. Some possible paths:
Ensuring the app remains active in the background – Are there recommended ways to prevent the app from getting suspended, such as background tasks, a special background mode, or a persistent connection to the server?
Alternative triggering mechanisms – Would something like VoIP, Push-to-Talk, or another background service be better suited for this use case?
Built-in iOS speech synthesis (AVSpeechSynthesizer) – If playing external audio is unreliable, would generating speech dynamically from text be a more robust approach?
Streaming audio instead of sending a URL – Could continuous streaming from the server keep the app active and allow playback at the right moment?
I want to ensure the solution is reliable and works 100% of the time when needed. Any recommendations on the best approach for this would be greatly appreciated.
Thank you for your time and guidance.
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2
We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function:
var audioPlayer: AVAudioPlayer?
func soundPlay(resource: String, type: String){
guard let path = Bundle.main.path(forResource: resource, ofType: type) else {
return
}
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
audioPlayer!.delegate = self
try audioSession.setCategory(.playback)
} catch {
return
}
self.audioPlayer!.play()
}
The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping.
Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes.
My questions are:
**Is this expected behavior from AVAudioPlayer or AVAudioSession?
Could this be a known issue or a limitation in AVFoundation?
Is there any documentation or guidance on handling frequent sound playback safely?**
Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
I prefer to use the album fetched from the library instead of the catalog since this is faster. If doing so, how can I check if all tracks of an album are added to the library. In this case I'd like to fetch the catalog version or throw an error (for example when offline).
Using .with(.tracks) on the library album fetches the tracks added to the library.
The trackCount property is referring to the tracks that can be fetched from the library.
The isComplete property is always nil when fetching from the library.
One possible way is checking the trackNumber and discCount properties. However this only detects that not all tracks of an album are added to the library if there is a song not added ahead of one that is. I'd like to be able to handle this edge case as well.
Is there currently a way to do this? I'd prefer to not rely on the apple music catalog for this since this is supposed to work offline as well. Fetching and storing all trackIDs when connected and later comparing against these would work, but this would potentially mean storing tens of thousands of track ids.
Thank you
Hi,
Currently I am developing a 3D reconstruction project.
Which requires images to be distortion-free (rectilinear) and with known intrinsics.
The session I am developing on is a builtInDualWideCamera, with isGeometricDistortionCorrectionEnabled set to false to be able to get the intrinsic matrix of the images, isVirtualDeviceConstituentPhotoDeliveryEnabled set to true and isAutoVirtualDeviceFusionEnabled set to false to get both images and isCameraCalibrationDataDeliveryEnabled set to true to actually get the calibration data.
The distortion correction parameters such as lensDistortionLookupTable are used.
The 42 coefficients mapping array is used as described in the AVCameraCalibrationData header file. A simple piecewise linear interpolation.
There are two questions I would like to get support on:
A way to set the calibration parameters in each image.
I have an approach that sets the parameters in the kCGImagePropertyExifDictionary -> "UserComment". Is there a better approach to write calibration parameter data into the images? I feel like this is a bit dirty and there might be a better and neat approach.
For the ultra-wide angle camera's images, the lensDistortionLookupTable contains several zeros at the end of the array.
For example (last 10 elements are zero):
"LensDistortionLookupTable":"0.000000000000000,0.000349554029526,0.001385628827848,0.003071037586778,... ,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000"
The problem comes when the complete array is used to correct the image (including zeros), the end result is a wrapped-like-circle image close to the edges of it which is completely wrong.
In contrast, if the LensDistortionLookupTable is used without the last zeros and the new size accommodated the image looks better (although not as rectilinear as if you take the image from the iPhone's camera app), but definitely less distorted.
Including zeros (full array):
Excluding zeros (array size changed):
Am I missing an important point in the usage of the lensDistortionLookupTable where this case is addressed (zeros at the end)?
What is the criteria to shrink/exclude elements of the array?
Any advice is very much welcome.
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!
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2
I'm using AVAudioSession to record sound in my application. But I recently came to realize that when the app starts a recording session on a tablet, OS automatically sets the tablet volume to 50% and when after recording ends, it doesn't change back to the previous volume level before starting the recording. So I would like to know whether this is an OS default behavior or a bug?
If it's a default behavior, I much appreciate if I can get a link to the documentation.
(Note: this is part 2 of a 3 part posting. See Part 1 or Part 3)
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Camera & Photos.
WWDC25 Camera & Photos group lab ran for one hour at 6 PM PST on Tuesday June 10th, 2025
Question 10
Can we directly integrate auto-capture triggers (e.g., when image is steady or text is detected) using Vision and AVFoundation?
Yes apps can use AVCaptureSession's VDO + AVCapturePhotoOutput, run vision on VDO buffers and capture photo when certain scene or text is detected.
Just to be careful to run Vision on VDO buffers async so it doesn't cause frame drops.
Question 11
What Camera or Photos framework features support working with images from external media, like connected cameras or SD cards? Any best practices?
The ImageCaptureCore framework supports camera devices, memory cards, scanners
read and write, where supported
check out the docs to see how to browse connected devices, folders, files, etc.
Question 12
Hi Brad, to follow up on your SwiftUI cautionary note: using AVCaptureVideoPreview inside a UIViewRepresentable, is okay, right? Thanks all for the great info!
Yes, this is totally fine.
AppKit or UIKit views inside appropriate SwiftUI representables should be equivalent performance
Question 13
What’s the “right” way to transition media in my photos app between HDR modes? When I’m in a one-up view, we use HDR, but in other contexts (like thumbnail) we don’t want HDR. Is there a nice way to tone map?
There’s a suite of new System Tone Mapper APIs in this years’ OSes
CoreImage ImageKit CoreAnimation, CoreGraphics
For example:
CoreImage: new CISystemToneMap filter.
CoreAnimation: layer.preferredDynamicRange = CADynamicRangeConstrainedHigh
Using image views (NSImageView/UIImageView/SwiftUI Image/CALayer) support animations on preferredDynamicRange
Can go from high to constrained to standard
Tone mapping is provided by the system (CISystemToneMap for controllable example)
Question 14
What is your recommendation to preprocess and upscale your depth map in order to render a realistic portrait mode image?
One way to do this: the CIEdgePreserveUpsample CIFilter can be use to upsample a lower resolution depth map by using a higher resolution RGB image as a guide.
Question 15
For buffering frames for later processing from real-time camera output should we prefer a AVSampleBufferDisplayLayer centered approach or AVCaptureVideoDataOutputSampleBufferDelegate centered approach? When would we use each?
AVSampleBufferDisplayLayer and AVCaptureVideoDataOutputSampleBufferDelegate are used hand in hand for custom camera preview.
For buffering for later processing, ensure you make copies of VDO buffers to not drop frames from the output
Question 16
Hello, my question is on Deferred Photo Processing? Say I have a photo capture app that adds a CIFilter to the capture. How can I take advantage of Deferred Photo Processing? Since I don’t know how to detect when the deferred captured photo is ready
CIFilter can be called on the final at that point
Photo will have to be re-inserted into the Photo library as adjustment
Question 17
Is digital zoom (e.g., 1.5x) before taking a photo the same as cropping the photo afterward?
digital zoom upscales the image to output dimensions and cropping will yield a smaller output image
while digital zoom will crop, it also upscales
Question 18
How do you design camera interfaces that work for both casual users and photography enthusiasts?
Progressive disclosure: Put the most common controls up front, and make it easy for pros to drill down.
Sensible Defaults: Choose defaults that work well for casual users, but allow those defaults to be modified for photography enthusiasts
A good philosophy is: Keep the simple things easy, make the hard things possible
Question 19
Recent iPhone models introduced macro mode which automatically switch between lenses to take into account of the focal distance difference. Is there official API to implement this, or should I implement them myself using LiDAR values.
Using builtInTripleCamera and builtInDualWideCamera will automatically switch to macro when available
Question 20
a couple of years ago at WWDC, the option of replacing a camera with a virtual camera was mentioned. How does one do that - make the “physical” camera effectively disappear, so only the virtual camera is accessible to the user?
You can't prevent the built-in camera from being available to the user
Question 21
Can developers now integrate custom Core ML models with Vision for on-device photo analysis more seamlessly?
Yes they can, use CoreMLRequest , provide their model container
Been supported for a while (iOS 18/macOS 15)
For more details go to Machine Learning & AI group lab Thursday
use smaller images for better performance
Question 22
What would you recommend for capture of the new immersive and spatial formats?
To capture Spatial Video use AVCaptureMovieFileOutput’s spatialVideoCaptureEnabled property
Not all device formats support spatial capture, check AVCaptureDevice.activeFormat.spatialVideoCaptureSupported
See WWDC 2024 talk “Build compelling spatial photo and video experiences” for more details
Question 23
You mentioned JPEG-XL. What is the current status of support on iOS and macOS for encoding and decoding?
For decoding, we support JPEG-XL files in all our OSes, regular SDR files, as well as ISO HDR files.
For encoding, we only support JPEG-XL for ProRAW DNG capture in the Camera app or via third-party AVFoundation APIs.
If you have any requests for improvement or new features related to JPEG-XL, please file a Feedback request using the Feedback Assistant.
(Note: this is part 2 of a 3 part posting. See Part 1 or Part 3)
Topic:
Media Technologies
SubTopic:
Photos & Camera
Tags:
Image I/O
Photos and Imaging
PhotoKit
Core Image
I have added some custom views on my pip. These controls disappeared after opening the camera in the Xcode16 environment and iOS 18 system, and it was found that these custom views were not removed and seemed to be obscured. They were displayed normally in the Xcode15.4 environment. I would like to ask how to make my custom views display normally
Topic:
Media Technologies
SubTopic:
Video
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.
Hi, I downloaded and ran https://developer.apple.com/documentation/realitykit/rendering-stereoscopic-video-with-realitykit
and noticed that memory usage grows linearly.
I replaced the sample video with a different 8k side by side video, and the app crashed almost immediately due to memory leak.
it looks like the culprit is from makeMutablePixelBuffer() function and the allocated pixelBuffers are not recycled after being used.
screenshot is from a physical device.
Hello everyone,
I am working on an app that allows you to review your own music using Apple Music. Currently I am running into an issue with the skipping forwards and backwards outside of the app.
How it should work: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song on an album should play and the information should change to reflect that in the app.
If you play a song in Apple Music, you can see a Now Playing view in the lock screen.
When you skip forward or backwards, it will do either action and it would reflect that when you see a little frequency icon on artwork image of a song.
What it's doing: When skipping forward or backwards on the lock or home screen of an iPhone, the next or previous song is reflected outside of the app, but not in the app.
When skipping a song outside of the app, it works correctly to head to the next song.
But when I return to the app, it is not reflected
NOTE: I am not using MusicKit variables such as Track, Album to display the songs. Since I want to grab the songs and review them I need a rating so I created my own that grabs the MusicItemID, name, artist(s), etc.
NOTE: I am using ApplicationMusicPlayer.shared
Is there a way to get the song to reflect in my app?
(If its easier, a simple example of it would be nice. No need to create an entire xprod file)
I'm writing some camera functionality that uses AVCaptureVideoDataOutput.
I've set it up so that it calls my AVCaptureVideoDataOutputSampleBufferDelegate on a background thread, by making my own dispatch_queue and configuring the AVCaptureVideoDataOutput.
My question is then, if I configure my AVCaptureSession differently, or even stop it altogether, is this guaranteed to flush all pending jobs on my background thread?
I have a more practical example below, showing how I am accessing something from the foreground thread from the background thread, but I wonder when/how it's safe to clean up that resource.
I have setup similar to the following:
// Foreground thread logic
dispatch_queue_t queue = dispatch_queue_create("avf_camera_queue", nullptr);
AVCaptureSession *captureSession = [[AVCaptureSession alloc] init];
setupInputDevice(captureSession); // Connects the AVCaptureDevice...
// Store some arbitrary data to be attached to the frame, stored on the foreground thread
FrameMetaData frameMetaData = ...;
MySampleBufferDelegate *sampleBufferDelegate = [MySampleBufferDelegate alloc];
// Capture frameMetaData by reference in lambda
[sampleBufferDelegate setFrameMetaDataGetter: [&frameMetaData]() { return &frameMetaData; }];
AVCaptureVideoDataOutput *captureVideoDataOutput = [[AVCaptureVideoDataOutput alloc] init];
[captureVideoDataOutput setSampleBufferDelegate:sampleBufferDelegate
queue:queue];
[captureSession addOutput:captureVideoDataOutput];
[captureSession startRunning];
[captureSession stopRunning];
// Is it now safe to destroy frameMetaData, or do we need manual barrier?
And then in MySampleBufferDelegate:
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection
{
// Invokes the callback set above
FrameMetaData *frameMetaData = frameMetaDataGetter();
emitSampleBuffer(sampleBuffer, frameMetaData);
}
Our team conducted security testing and found one vulnerability with fairplay license acquisition.
Our QA engineer manually changed the device's system date and time (setting it 4 days into the future) and was able to successfully obtain a license response and initiate playback on an iOS device. However, on an Android device, the license acquisition failed.
Can you please tell us if Time Manipulation Detection is available in FairPlay SDK?
I am working to update a live blog in Apple News. As far as I know there is an update endpoint to update a content in Apple News. Is there any feature in Apple News to trigger an event when the original content updated and pull the updated content?
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
In iOS 18, CarPlay shows an error: “There was a problem loading this content” after playback starts. Audio works fine, but the Now Playing screen doesn’t load. I’m using MPPlayableContentManager. This worked fine in iOS 17. Anyone else seeing this error in iOS 18?
I use the Apple Music API to poll my listening history at regular intervals.
Every morning between 5:30AM and 7:30AM, I observe a strange pattern in the API responses. During this window, one or more of the regular polling intervals returns a response that differs significantly from the prior history response, even though I had no listening activity at that time.
I'm using this endpoint: https://api.music.apple.com/v1/me/recent/played/tracks?types=songs,library-songs&include[library-songs]=catalog&include[songs]=albums,artists
Here’s a concrete example from this morning:
Time: 5:45AM
Fetch 1 Tracks (subset):
1799261990, 1739657416, 1786317143, 1784288789, 1743250261, 1738681804, 1789325498, 1743036755, ...
Time: 5:50AM
Fetch 2 Tracks (subset):
1799261990, 1739657416, 1786317143, 1623924746, 1635185172, 1574004238, 1198763630, 1621299055, ...
Time: 5:55AM
Fetch 3 Tracks (subset):
1799261990, 1739657416, 1786317143, 1784288789, 1743250261, 1738681804, 1789325498, 1743036755, ...
At 5:50, a materially different history is returned, then it returns back to the prior history at the next poll. I've listened to all of the tracks in each set, but the 5:50 history drops some tracks and returns some from further back in history.
I've connected other accounts and the behavior is consistent and repeatable every day across them. It appears the API is temporarily returning a different (possibly outdated or cached?) view of the user's history during that early morning window.
Has anyone seen this behavior before?
Is this a known issue with the Apple Music API or MusicKit backend? I'd love any insights into what might cause this, or recommendations on how to work around it.
This is my native module code implementation
I'm getting base64 encoded string from server and passing this to my native module of pcm player to play audio
App.tsx
PcmPlayer.writeChunk(e.data);
PcmPlayer.swift
import AVFoundation
@objc(PcmPlayer)
class PcmPlayer: RCTEventEmitter {
private var engine: AVAudioEngine?
private var playerNode: AVAudioPlayerNode?
private var format: AVAudioFormat?
private var bufferQueue = [Data]()
private var isPlaying = false
private var hasEnded = false
private var scheduledBufferCount = 0
private let minBufferBytes = 50000
private let pcmQueue = DispatchQueue(label: "pcm.queue")
override init() {
super.init()
}
override func supportedEvents() -> [String]! {
return ["onStatus", "onMessage"]
}
@objc(initPlayer:channels:bitsPerSample:)
func initPlayer(_ sampleRate: NSNumber,
channels: NSNumber,
bitsPerSample: NSNumber) {
pcmQueue.async {
self.stopInternal()
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(.playback, mode: .default, options: [])
try session.setActive(true, options: .notifyOthersOnDeactivation)
try session.setMode(.default)
print("🔈 Audio session active. Output route:", session.currentRoute.outputs)
} catch {
print("❌ Audio session setup failed:", error)
return
}
self.engine = AVAudioEngine()
self.playerNode = AVAudioPlayerNode()
guard let engine = self.engine, let playerNode = self.playerNode else {
print("❌ Engine or playerNode is nil")
return
}
engine.attach(playerNode)
self.format = AVAudioFormat(commonFormat: .pcmFormatFloat32,
sampleRate: sampleRate.doubleValue,
channels: AVAudioChannelCount(channels.uintValue),
interleaved: false)
guard let format = self.format else {
print("❌ Failed to create AVAudioFormat")
return
}
engine.connect(playerNode, to: engine.mainMixerNode, format: format)
do {
try engine.start()
playerNode.play()
engine.mainMixerNode.outputVolume = 1.0
print("✅ AVAudioEngine started with format:", format)
} catch {
print("❌ Engine start failed:", error)
}
self.hasEnded = false
}
}
@objc(writeChunk:)
func writeChunk(_ base64Pcm: String) {
pcmQueue.async {
guard base64Pcm.count >= 10 else {
print("⚠️ Skipping short base64 string")
return
}
var padded = base64Pcm
let mod4 = base64Pcm.count % 4
if mod4 > 0 {
padded += String(repeating: "=", count: 4 - mod4)
}
guard let data = Data(base64Encoded: padded, options: .ignoreUnknownCharacters) else {
print("❌ Failed to decode base64")
return
}
self.bufferQueue.append(data)
print("📥 Received PCM chunk (\(data.count) bytes)")
print("📥 writeChunk called. isPlaying=\(self.isPlaying), bufferQueue.count=\(self.bufferQueue.count)")
if !self.isPlaying {
self.isPlaying = true
self.waitForBufferAndStartPlayback()
} else if self.scheduledBufferCount == 0 {
self.isPlaying = true
self.waitForBufferAndStartPlayback()
}
}
}
private func waitForBufferAndStartPlayback() {
DispatchQueue.global().async {
while self.queueSize() < self.minBufferBytes && !self.hasEnded {
Thread.sleep(forTimeInterval: 0.01)
}
self.writeLoop()
}
}
private func writeLoop() {
DispatchQueue.global().async {
writeLoop: while self.isPlaying {
if self.bufferQueue.isEmpty {
for _ in 0..<100 {
Thread.sleep(forTimeInterval: 0.01)
if !self.bufferQueue.isEmpty { break }
}
if self.bufferQueue.isEmpty {
print("🔇 No more data to play after waiting")
self.isPlaying = false
break writeLoop
}
}
var data: Data?
self.pcmQueue.sync {
if !self.bufferQueue.isEmpty {
data = self.bufferQueue.removeFirst()
}
}
guard let chunk = data else {
print("⚠️ No data to process")
continue
}
if let buffer = self.pcmBufferFromData(chunk) {
self.scheduledBufferCount += 1
self.playerNode?.scheduleBuffer(buffer, completionHandler: {
self.pcmQueue.async {
self.scheduledBufferCount -= 1
if self.bufferQueue.isEmpty && self.scheduledBufferCount == 0 {
print("ℹ️ Playback idle - waiting for more data")
self.isPlaying = false
}
}
})
}
}
}
}
private func pcmBufferFromData(_ data: Data) -> AVAudioPCMBuffer? {
guard let format = self.format else { return nil }
let frameCount = UInt32(data.count / 2)
guard let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: frameCount) else {
print("❌ Failed to create AVAudioPCMBuffer")
return nil
}
buffer.frameLength = frameCount
guard let floatChannelData = buffer.floatChannelData?[0] else {
print("❌ floatChannelData is nil")
return nil
}
data.withUnsafeBytes { (rawBuffer: UnsafeRawBufferPointer) in
let int16Buffer = rawBuffer.bindMemory(to: Int16.self)
let count = min(int16Buffer.count, Int(frameCount))
for i in 0..<count {
floatChannelData[i] = Float32(int16Buffer[i]) / Float32(Int16.max)
}
}
return buffer
}
@objc(stopPlayer)
func stopPlayer() {
pcmQueue.async {
self.stopInternal()
}
}
private func stopInternal() {
print("🛑 stopInternal called")
self.playerNode?.stop()
self.engine?.stop()
self.engine?.reset()
self.playerNode = nil
self.engine = nil
self.format = nil
self.bufferQueue.removeAll()
self.isPlaying = false
self.hasEnded = true
self.scheduledBufferCount = 0
}
@objc(canWrite:rejecter:)
func canWrite(_ resolve: @escaping RCTPromiseResolveBlock,
rejecter reject: RCTPromiseRejectBlock) {
pcmQueue.async {
resolve(self.bufferQueue.count < 20)
}
}
@objc(flushPlayer:rejecter:)
func flushPlayer(_ resolve: @escaping RCTPromiseResolveBlock,
rejecter reject: RCTPromiseRejectBlock) {
pcmQueue.async {
self.bufferQueue.removeAll()
resolve(nil)
}
}
@objc
static override func requiresMainQueueSetup() -> Bool {
return false
}
private func queueSize() -> Int {
return pcmQueue.sync {
return self.bufferQueue.reduce(0) { $0 + $1.count }
}
}
}
I couldn't able to hear any audio via my real iOS device also it is working fine on emulator.
Topic:
Media Technologies
SubTopic:
Streaming
The documentation of the Apple Music Feed API states that the Album object would include songs — a list of songs in the album. As per the doc, this would be an array of object Album.RelatedSong, which would include both an id and nameDefault.
Unfortunately, the album parquet files only include the song id and not the name of the song itself.
Please advise - is the documentation incorrect or are the recently posted parquet files in error?
Topic:
Media Technologies
SubTopic:
General