I have a PCM audio buffer (AVAudioPCMFormatInt16). When I try to play it using AVPlayerNode / AVAudioEngine an exception is thrown:
"[[busArray objectAtIndexedSubscript:(NSUInteger)element] setFormat:format error:&nsErr]: returned false, error Error Domain=NSOSStatusErrorDomain Code=-10868
(related thread https://forums.developer.apple.com/forums/thread/700497?answerId=780530022#780530022)
If I convert the buffer to AVAudioPCMFormatFloat32 playback works.
My questions are:
Does AVAudioEngine / AVPlayerNode require AVAudioPCMBuffer to be in the Float32 format? Is there a way I can configure it to accept another format instead for my application?
If 1 is YES is this documented anywhere?
If 1 is YES is this required format subject to change at any point?
Thanks!
I was looking to watch the "AVAudioEngine in Practice" session video from WWDC 2014 but I can't find it anywhere (https://forums.developer.apple.com/forums/thread/747008).
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I'm using AVAudioEngine to play AVAudioPCMBuffers. I'd like to synchronize some events with the playback. For example if the audio's frame position is >= some point && less than some point trigger some code.
So I'm looking at - (void)installTapOnBus:(AVAudioNodeBus)bus bufferSize:(AVAudioFrameCount)bufferSize format:(AVAudioFormat * __nullable)format block:(AVAudioNodeTapBlock)tapBlock;
Now I have frame positions calculated (predetermined before audio is scheduled I already made all necessary computations) . So I just need to fire code at certain points during playback:
[playerNode installTapOnBus:bus
bufferSize:bufferSize
format:format
block:^(AVAudioPCMBuffer * _Nonnull buffer, AVAudioTime * _Nonnull when) {
//Inspect current audio here and fire...
}];
[playerNode scheduleBuffer:fullbuffer
atTime:startTime
options:0
completionCallbackType:AVAudioPlayerNodeCompletionDataPlayedBack
completionHandler:^(AVAudioPlayerNodeCompletionCallbackType callbackType)
{
// some code is here, not important to this question.
}];
The problem I'm having is figuring out at what point in full buffer I'm at within the tap block. The tap block passes chunks (not the full audio buffer). I tried using the when parameter of the block to calculate the frame position relative to the entire audio but have be unsuccessful so far. I'm assuming the when parameter is relative to the buffer passed in the tap block (not my entire audio buffer I scheduled).
Not installing a tap and just using a timer before scheduling my fullBuffer has given me good results but I'd rather avoid using a timer if possible and use sample time.
Topic:
Media Technologies
SubTopic:
Audio
Tags:
AVAudioNode
AVAudioSession
AVAudioEngine
AVFoundation
I was wondering if there is a quick way to convert a model trained with the open source CRFSuite for use with NLTagger?
It seems like retraining should be possible but was wondering if automatic conversion was supported?
I have a simple little Mac app that embeds a Python interpreter. I wrote this app almost ten years ago and completely forgot about it. Anyway I submitted an update to it with a new version of Python but it's being rejected by App review for the following reason:
Your app uses or references the following non-public or deprecated APIs:
Symbols:
• _Tcl_NewByteArrayObj
• _Tcl_ResetResult
• _Tcl_MutexLock
• _Tcl_GetBooleanFromObj
• _Tcl_SetObjResult
• _Tcl_CreateInterp
• _Tcl_ThreadQueueEvent
• _Tcl_UnsetVar2
• _Tcl_GetBignumFromObj
• _TclBN_mp_to_unsigned_bin_n
• _Tcl_ListObjLength
• _Tcl_ConditionWait
• _Tcl_GetDouble
• _Tcl_GetDouble
• _Tcl_DeleteFileHandler
• _Tcl_SetVar
• _Tcl_SetVar
• _Tcl_SetVar
• _Tcl_DoOneEvent
• _TclFreeObj
• _Tcl_Eval
• _Tcl_Eval
• _Tcl_Eval
• _Tcl_FindExecutable
• _Tcl_NewLongObj
• _Tcl_CreateTimerHandler
• _Tcl_Init
• _Tcl_ConditionFinalize
• _Tcl_GetByteArrayFromObj
• _Tcl_ListObjIndex
• _Tcl_ExprLong
• _Tcl_NewDoubleObj
• _Tcl_GetDoubleFromObj
• _Tcl_ExprString
• _TclBN_mp_read_radix
• _Tcl_DeleteTimerHandler
• _Tcl_CreateFileHandler
• _Tcl_GetVar
• _Tcl_GetVar
• _Tcl_CreateObjCommand
• _Tcl_SetVar2Ex
• _Tcl_GetStringFromObj
• _Tcl_NewStringObj
• _Tcl_GetObjType
• _Tcl_MutexUnlock
• _Tcl_DeleteCommand
• _TclBN_mp_init
• _Tcl_GetCurrentThread
• _Tcl_ExprDouble
• _Tcl_AddErrorInfo
• _Tcl_Free
• _Tcl_GetStringResult
• _Tcl_SetVar2
• _Tcl_SetVar2
• _Tcl_GetBoolean
• _Tcl_GetBoolean
• _Tcl_RecordAndEval
• _Tcl_EvalFile
• _Tcl_GetLongFromObj
• _TclBN_mp_clear
• _Tcl_ThreadAlert
• _Tcl_ExprBoolean
• _Tcl_DeleteInterp
• _TclBN_mp_unsigned_bin_size
• _Tcl_AttemptAlloc
• _Tcl_GetObjResult
• _Tcl_GetWideIntFromObj
• _Tcl_NewListObj
• _Tcl_ConditionNotify
• _Tcl_NewBooleanObj
• _Tcl_SplitList
• _Tcl_EvalObjv
• _Tcl_GetThreadData
• _Tcl_GetVar2Ex
• _Tcl_NewWideIntObj
• _Tcl_NewBignumObj
• _Tcl_ListObjGetElements
• _Tcl_GetString
• _Tcl_GetString
• _Tcl_GetString
The use of non-public or deprecated APIs is not permitted on the App Store, as they can lead to a poor user experience should these APIs change and are otherwise not supported on Apple platforms.
I read online that this is a sort of a widespread issue right now with apps that embed Python (would share links but then my post will have to be approved by a moderator). Anyone have a workaround?
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
Developer Tools
App Store
App Review
Entitlements
I have an XPC service that embeds Python. It executes a python script on behalf of the main app.
The app and xpc service are sandboxed. All seems to work just fine in the development environment but the script fails in the released version.
I disabled writing pycache by setting the PYTHONDONTWRITEBYTECODE environment variable because pycache tries to write inside my app bundle which fails (I believe I can redirect the pycache directory with PYTHONPYCACHEPREFIX and may experiment with that later).
Specifically this line fails in the release version only (not from Xcode):
PyObject *pModule = PyImport_Import(moduleNameHere);
if (pModuleOwnedRef == NULL)
{
// this is null in release mode only.
}
Any ideas what can be going wrong? Thanks in advance.
So I get JPEG data in my app. Previously I was using the higher level NSBitmapImageRep API and just feeding the JPEG data to it.
But now I've noticed on Sonoma If I get a JPEG in the CMYK color space the NSBitmapImageRep renders mostly black and is corrupted. So I'm trying to drop down to the lower level APIs. Specifically I grab a CGImageRef and and trying to use the Accelerate API to convert it to another format (to hopefully workaround the issue...
CGImageRef sourceCGImage = `CGImageCreateWithJPEGDataProvider(jpegDataProvider,`
NULL,
shouldInterpolate,
kCGRenderingIntentDefault);
Now I use vImageConverter_CreateWithCGImageFormat... with the following values for source and destination formats:
Source format: (derived from sourceCGImage)
bitsPerComponent = 8
bitsPerPixel = 32
colorSpace = (kCGColorSpaceICCBased; kCGColorSpaceModelCMYK; Generic CMYK Profile)
bitmapInfo = kCGBitmapByteOrderDefault
version = 0
decode = 0x000060000147f780
renderingIntent = kCGRenderingIntentDefault
Destination format:
bitsPerComponent = 8
bitsPerPixel = 24
colorSpace = (DeviceRBG)
bitmapInfo = 8197
version = 0
decode = 0x0000000000000000
renderingIntent = kCGRenderingIntentDefault
But vImageConverter_CreateWithCGImageFormat fails with kvImageInvalidImageFormat. Now if I change the destination format to use 32 bitsPerpixel and use alpha in the bitmap info the vImageConverter_CreateWithCGImageFormat does not return an error but I get a black image just like NSBitmapImageRep
I just created a new project in the newest version of Xcode as a sample project for a feedback.
Bug 1
So simply what I do in every new project is create a "Supporting Files" group (not a folder because I don't want to move these files on the file system). I put the following files in this group:
.entitlements file
-the Info.plist (which apparently new projects don't create anymore because I don't see one).
main.m
Assets.xcassets
In previous version of Xcode this was done with the "New Group without Folder" action (though back in the day I believe you'd get yellow folders in "New Group" and blue folder with 'New Folder" and they were separate actions.... which was actually better and much less insane IMO but that's not really important to this).
In any case, "New Group without Folder" is nowhere to be found in the context menu. I finally was able to get "New Group" to appear as long as I wasn't right clicking underneath any directory. But.... New Group actually creates a New Folder, just like New Folder. So I put the .entitlements in the Supporting Files group (which is not a group, but a directory) and the app won't compile unless I fix the path in project settings because I moved the file which is most definitely not what I wanted.
So we can no longer group files in the project navigator without moving them to new directories? Is this intentional behavior? It can't be, right?
Bug 2
I noticed dragging and dropping to reorder files in the project navigator no longer seems to work? In previous versions of Xcode I could drag and drop to reorder files (in groups and in folders, this would work). This appears to no longer work. I just have to accept the way Xcode orders my project files?
I've been putting off entering my EU "trader status" info. I see this is published on the developer site:
"Starting October 16, 2024, developers must provide their trader status to submit new apps or app updates for distribution in the European Union. To comply with the Digital Services Act, go to the Business section by February 17, 2025 to provide your trader status or your app will be removed from the App Store in the EU."
So do I have to do this now (today October 16, 2024) to prevent my apps from being removed from the EU App Store (or do I have until February 17, 2025)?
I can’t submit an App Update without providing the EU trader information. I keep trying to submit this information. I upload all the documents, go through all the steps, then at the end I get the following error message:
“Something went wrong. Please try again.” This is pretty frustrating.
Then I had to start over...did it all again and ended up with the exact same error message.
So I'm blocked from updating an app today...any advice on how I should proceed?
So I'm using AVAudioEngine. When playing audio I become the 'now playing' app using MPNowPlayingInfoCenter/MPRemoteCommandCenter APIs.
When configuring MPRemoteCommandCenter I add a play/pause command target via -addTargetWithHandler on the togglePlayPauseCommand property.
Now I also have a play/pause button in my app's UI. When I pause playback from my app's UI (which means I'm the active app, I'm in the foreground), what I do is this:
-I pause the AVAudioPlayerNode I'm using with AVAudioEngine.
I do not, stop, reset, etc. the AVAudioEngine. I only pause the player node. My thought process here is that the user just pressed pause and it is very likely that he will hit 'play' to resume playback in the near future because
My app is in the foreground and the user just hit the pause button.
Now if my app moves to the background and if I receive a memory warning I presume it'd make sense to tear down the engine or pause it. Perhaps I'm wrong about this?
So when I initially hit the play button from my app's UI I also activate my AVAudioSession. I do this in high priority NSOperation since the documentation warns that "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic."
So now I'm playing and I hit pause from my app's UI. Then I quickly bring up the "Now Playing" center and I see I'm the "Now Playing" app but the play-pause button is showing the pause icon instead of the play icon but I'm in the pause state. I do set MPNowPlayingInfoCenter's playbackState to MPNowPlayingPlaybackStatePaused when I pause. Not surprisingly this doesn't work. The documentation states this is for macOS only.
So the only way to get MPRemoteCommandCenter to show the "play" image for the play-pause button is to deactivate my AVAudioSession when I pause playback? Since I change the active state of my audio session in a NSOperation because documentation recommends "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic." the play-pause toggle in the remote command center won't immediately update since I'm doing it on another thread.
IMO it feels kind of inappropriate for a play-pause button to wait on a NSOperation activating the audio session before updating its UI when I already know my play/paused state, it should update right away like the button in my app does. Wouldn't it be nicer to just use MPNowPlayingInfoCenter's playbackState property on iOS too? If I'm no the longer the now playing app/active audio session it doesn't matter since I'm not in the now playing UI, just ignore it?
Also is it recommended that I deactivate my audio session explicitly every time the user pauses audio in my app (when I'm in the foreground)?
Also when I do deactivate the audio session I get an error: AVAudioSessionErrorCodeIsBusy (but the button in the now playing center updates to the proper image). I do this :
-(void)pause
{
[self.playerNode pause];
[self runOperationToDeactivateAudioSession];
// This does nothing on iOS:
MPNowPlayingInfoCenter *nowPlayingCenter = [MPNowPlayingInfoCenter defaultCenter];
nowPlayingCenter.playbackState = MPNowPlayingPlaybackStatePaused;
}
So in -runOperationToDeactivateAudioSession I get the AVAudioSessionErrorCodeIsBusy. According to the documentation
Starting in iOS 8, if the session has running I/Os at the time that deactivation is requested, the session will be deactivated, but the method will return NO and populate the NSError with the code property set to AVAudioSessionErrorCodeIsBusy to indicate the misuse of the API.
So pausing the player node when pausing isn't enough to meet the deactivation criteria. I guess I have to pause or stop the audio engine. I could probably wait until I receive a scene went to background notification or something before deactivating my audio session (which is async, so the button may not update to the correct image in time). This seems like a lot of code to have to write to get a play-pause toggle to update, especially in iPad-multi window scene environment.
What's the recommended approach?
Should I pause the AudioEngine instead of the player node always?
Should I always explicitly deactivate my audio session when the user pauses playback from my app's UI even if I'm in the foreground?
I personally like the idea of just being able to set
[MPNowPlayingInfoCenter defaultCenter].playbackState = MPNowPlayingPlaybackStatePaused;
But maybe that's because that would just make things easier on me. This does feels overcomplicated though. If anyone can share some tips on how I should handle this, I'd appreciate it.
Was going to add a shortcut to an app via INIntent. I followed the WWDC developer.apple.com/videos/play/wwdc2021/10232/?time=986
Steps:
Created a .intentdefinition file and created an intent.
Added the intent to .intentdefinition and compiled the app.
Import the header file for the custom intent in the AppDelegate MyIntentname.h
Have the AppDelegate conform to the protocol created in the generated code.
Implement: -application:handlerForIntent: and return self (the app delegate)
Run the app.
Open the Shortcuts app and search for the 'shortcut' (according to the WWDC video linked above it should show up in the actions list).
Doesn't show up in the list.
I tried moving the build application out from Debug to my Applications folder to see if that would help the Shortcuts app find it, but it didn't.
Am I missing a step/doing something wrong?
Topic:
App & System Services
SubTopic:
Automation & Scripting
Tags:
Shortcuts
SiriKit
Intents
App Intents
Say I want to sync a toggle in my app with SMAppService's .status property.
If the status changes from my app I can track it. But if user toggles it from System Settings, I don't see a notification so then the UI in my app is out of date.
The status property is not key value observable and there doesn't appear to be a SMAppServiceStatusDidChangeNotification ?
I can re-read it every time my app will become active but feels kind of wrong to do it this way.
So I just updated Xcode to 16.3 and updated a project to its recommended build settings which includes "Register App Groups".
So I have an outside Mac App Store app that uses app groups. Here we have an action extension. I can't debug it, can't get it to run. Nothing useful in Xcode is displayed when I try... but it looks like a code signing issue when I run and have Console open.
So I try to make a provisioning profile manually and set it...didn't work. I noticed now though in signing & capabilities the group id is in red...like it's invalid, or something?
This was a "macOS styled" group without the "group." prefix. So am I supposed to switch it to have the group. prefix? It makes the red text go away (no warnings or anything about app groups here, just red text).
So if I change it to group. prefix..does that make an entire new container?What happens on app update for installs that don't have group. prefix? Does the system transparently migrate the group? Or Am I supposed to migrate the entire group container to the identifier with group. prefix?
Also how does this affect running on older version of macOS? If I go with the "group." prefix to make the red text go away,.. what happens on macOS 11.0? Got a little more than I bargained for here after midnight.
I have an outside Mac App Store app. It has an action extension. I can't get it to run from Xcode. I try to debug it from Safari. It shows up in the menu when I click the 'rollover' button but it doesn't show up in the UI at all. Xcode doesn't give me any indication as to what the problem is. I see this logs out in console when I try to open the action extension:
Prompting policy for hardened runtime; service: kTCCServiceAppleEvents requires entitlement com.apple.security.automation.apple-events but it is missing for accessing={TCCDProcess: identifier=BundleIdForActionExtHere, pid=6650, auid=501, euid=501, binary_path=/Applications/AppNamehere.app/Contents/PlugIns/ActionExtension.appex/Contents/MacOS/ActionExtension}, requesting={TCCDProcess: identifier=com.apple.appleeventsd, pid=550, auid=55, euid=55, binary_path=/System/Library/CoreServices/appleeventsd},
I don't see why the Action extension needs Apple events but I added it to the entitlements anyway but it doesn't seem to matter. The action extension fails to open.
So I tried installing this update three times. Each time all 7.6 GB "downloads" and begins the "Installing..." shortly after Xcode starts "Installing" I get a notification in the Notification Center "Unable to Download App" "Xcode could not be installed please try again later."...Anyone else?