AVAudioSession

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Use the AVAudioSession object to communicate to the system how you intend to use audio in your app.

Posts under AVAudioSession tag

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Configuring WebSocket API for watchOS App
Hi all, I’m developing a watchOS app that uses a WebSocket API to process voice audio. However, I keep encountering this error when trying to establish the connection: nw_endpoint_flow_failed_with_error [C1 <server URL>:443 failed parent-flow (unsatisfied (Path was denied by NECP policy), interface: ipsec2, ipv4, ipv6, proxy)] already failing, returning I’ve read Technical Note TN3135, which outlines an exception for audio streaming apps. My app is an audio streaming app, and I’ve already added background audio mode to the app’s capabilities. However, I’m not sure what else is required to meet the exception described in TN3135. Questions How do I meet the exception outlined in TN3135 for WebSocket audio streaming on watchOS? Does NECP enforce additional restrictions even with background audio enabled, and how can I address this? Any guidance or examples of implementing WebSocket audio streaming on watchOS would be greatly appreciated. Thanks!
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VPIO Audio Ducking
Hey y'all, I'm new here and in the process of building some audio software. I'm hitting a roadblock trying to incorporate VPIO into audio playback states without it ducking what's currently playing in my DAW. I have a few questions: Can VPIO other-audio ducking be completely disabled on macOS, beyond fixed/minimum? Minimum is not enough for professional audio environments. Is attenuation of an unrelated application routed through a different Core Audio output device expected? Is split-device VPIO—built-in microphone input with Apollo/Universal Audio output—supported? Why can AVAudioEngine.start() succeed while the engine remains stopped and immediately emits a configuration-change notification? Thanks for any insight into this!
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CarPlay: Is vehicle microphone capture without entering communications audio mode supported for third-party apps?
Hello, I am developing a native CarPlay application and would appreciate some clarification regarding AVAudioSession behaviour when using the vehicle microphone. The application is intentionally simple and designed to minimise driver distraction. The user presses a single button on the CarPlay screen, the application performs a brief (approximately five second) audio capture, performs application-specific processing on the captured audio, displays a simple confirmation to the user, and immediately releases the audio session. The goal is to allow the driver to continue their journey with as little interaction as possible. Because the audio being captured is often originating from the vehicle’s native DAB/FM radio rather than from the iPhone itself, preserving the existing listening experience during the brief capture is fundamental to the intended design. To better understand what is supported by CarPlay, I have carried out a number of controlled experiments. Test Environment Native CarPlay application Swift AVFoundation AVAudioSession AVAudioRecorder Vehicle connected via CarPlay Vehicle playing its native DAB radio Experiment 1 Configuration Category: AVAudioSession.Category.playAndRecord Mode: AVAudioSession.Mode.default Observed Route Input: CarPlay — CarAudio Output: CarPlay — CarAudio Result Recording succeeds using the vehicle microphone. Native DAB audio is muted during recording. The vehicle changes from “Audio Volume” to “Voice Volume”. When recording finishes and the AVAudioSession is deactivated, DAB resumes normally. Experiment 2 Changed only the session mode to: AVAudioSession.Mode.measurement Result Behaviour was identical to Experiment 1. Experiment 3 Changed only the session mode to: AVAudioSession.Mode.videoRecording Observed Route Input: iPhone microphone Output: CarPlay — CarAudio Result Input automatically switched from the vehicle microphone to the iPhone microphone. The vehicle remained in normal “Audio Volume”. However, the head unit switched away from its native DAB source to the CarPlay media source. Observation These experiments appear to suggest that the behaviour is specifically related to using the CarPlay “CarAudio” microphone route, rather than audio recording itself. Question Is this the expected behaviour for third-party CarPlay applications? More specifically: Is there any supported AVAudioSession configuration or CarPlay API that allows a third-party CarPlay application to perform a brief, user-initiated audio capture using the vehicle microphone without causing the head unit to enter its communications/voice audio mode or interrupt the vehicle’s native radio playback? If this behaviour is by design and no supported mechanism exists to achieve this, confirmation of that would be extremely valuable, as it would allow us to design the application accordingly. If additional information, sample code, AVAudioSession logs or detailed reproduction steps would be helpful, I would be more than happy to provide them. Thank you very much for your time. Kind regards, Neil Jenner Developer, HearSave
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Background audio killed when a background URLSession finishes
Short version, in case it saves someone the trip I just took: if your app plays audio AND uses a background URLSession with sessionSendsLaunchEvents = true, playback can be killed mid-episode the moment you call the handleEventsForBackgroundURLSession completion handler, but only in a process that was launched into the background and never went foreground. There is no crash log and no jetsam event: applicationWillTerminate simply fires. To users it looks exactly like the app crashed while playing, which is how it was reported to me, and why I wasted a while looking for a crash that did not exist. My setup: podcast app, audio background mode a background URLSession (sessionSendsLaunchEvents = true, isDiscretionary = false) used only to refresh RSS feeds those feed downloads are started from a BGAppRefreshTask What happens: iOS launches the app into the background to run a BGAppRefreshTask. The scene connects unattached; the process never becomes foreground. The task starts a batch of feed downloads on the background session. They outlive the ~10 s refresh window and finish about two minutes later. Meanwhile the user presses Play on their AirPods. Playback starts, inside that same never-foreground process. The downloads finish. iOS calls handleEventsForBackgroundURLSession. I store the handler and invoke it on the main thread from urlSessionDidFinishEvents, as documented. ~1 ms later applicationWillTerminate fires and the audio stops. At that moment the app is playing audio: AVAudioSession active, category .playback, and -[UIApplication backgroundTimeRemaining] returning greatestFiniteMagnitude. A sysdiagnose shows audiomxd holding a MediaPlayback isPlayingProcessAssertion for the process, taken 27 s earlier, invalidated only as part of the teardown, and CMSessionMgr logging "pid ... is now Terminated. Background entitlement: YES" while IsPlayingOutput:YES. The tell, and the thing that took me longest to spot: if the process HAS been foreground at some point in its life, calling the identical completion handler on the identical session does not kill it, and playback carries on. Across a full day of logs, "has this process ever been foreground" is the only variable that predicts the kill. The audio background mode is not the problem, the app happily played for ~6 minutes as a never-foreground process on another occasion, and died only at the completion-handler call. Half of this is documented behaviour: the system takes a power assertion when it resumes you for the session, and calling the completion handler releases it. What I did not expect is that the audio assertion does not take over at that point. My workaround so far is sessionSendsLaunchEvents = false on the feed session. RSS refreshes are not urgent: the transfers still run in the background, and the system hands the results to me at the next launch, where my refresh task parses them. I'm still verifying if this works as expected. So, questions for anyone who has been here: Has anyone else with an audio app hit this? I have a hunch it shows up in the wild as unexplained "the app crashed while playing" reports, particularly for podcast and audiobook apps that refresh content in the background, because there is no crash log to point at. If you combine background audio with a background URLSession, how do you handle it? Do you avoid launch events entirely, or split urgent from non-urgent transfers across separate sessions? Is there a better pattern than turning launch events off for transfers that genuinely are not urgent? Filed as FB23789310 with a sysdiagnose and a timestamped log excerpt. If you have seen this too, a dupe would help.
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_MPRemoteCommandEventDispatch crashes on iOS 26.x devices.
I'm seeing crashes in _MPRemoteCommandEventDispatch on iOS 26.x devices in 3 apps. According to Bugsnag logs they are: NSInternalInconsistencyException: event dispatch <_MPRemoteCommandEventDispatch: <MPRemoteCommandEvent: 0x11c049500 commandID=THV0 command=<MPRemoteCommand: 0x109ad1ea0 type=Play (0) enabled=YES handlers=[0x109b6a310]> sourceID=(null) ([HostedRoutingSessionDataSource] handleControlSendingCommand<2W5E>)> state:201> deallocated without calling continuation I attached a log from Xcode organizer matching Bugsnag crash. mpr_remote_command_event.crash When I set the brakpoint on the -[_MPRemoteCommandEventDispatch dealloc] I can see it it's hit every time I tap play or pause on locked screen play button. Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000002370420cc __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001e975c810 pthread_kill + 268 (pthread.c:1721) 2 libsystem_c.dylib 0x0000000198f8ff64 abort + 124 (abort.c:122) 3 libc++abi.dylib 0x000000018a7cf808 __abort_message + 132 (abort_message.cpp:66) 4 libc++abi.dylib 0x000000018a7be484 demangling_terminate_handler() + 304 (cxa_default_handlers.cpp:76) 5 libobjc.A.dylib 0x000000018a6cff78 _objc_terminate() + 156 (objc-exception.mm:496) 6 xxxxxxxxxxxxxx 0x00000001003a7db8 CPPExceptionTerminate() + 416 (BSG_KSCrashSentry_CPPException.mm:156) 7 libc++abi.dylib 0x000000018a7cebdc std::__terminate(void (*)()) + 16 (cxa_handlers.cpp:59) 8 libc++abi.dylib 0x000000018a7ceb80 std::terminate() + 108 (cxa_handlers.cpp:88) 9 CoreFoundation 0x000000018d7341c4 __CFRunLoopPerCalloutARPEnd + 256 (CFRunLoop.c:769) 10 CoreFoundation 0x000000018d70bb5c __CFRunLoopRun + 1976 (CFRunLoop.c:3179) 11 CoreFoundation 0x000000018d70aa6c _CFRunLoopRunSpecificWithOptions + 532 (CFRunLoop.c:3462) 12 GraphicsServices 0x000000022e31c498 GSEventRunModal + 120 (GSEvent.c:2049) 13 UIKitCore 0x00000001930ceba4 -[UIApplication _run] + 792 (UIApplication.m:3902) 14 UIKitCore 0x0000000193077a78 UIApplicationMain + 336 (UIApplication.m:5577) 15 xxxxxxxxxxxxxx 0x00000001000c0134 main + 308 (main.swift:15) 16 dyld 0x000000018a722e28 start + 7116 (dyldMain.cpp:1477) Is the crash happening when the app is being terminated? Thank you!
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Can an iOS app analyze audio being played by another app?
Hello, I'm in the early planning stages of an iOS app and I'm trying to determine what's technically possible before designing around assumptions. Is it possible for a third-party iOS app, with the user's permission, to access or analyze audio that is being played by another app (for example Apple Podcasts, Spotify, Audible, or YouTube) in real time? Or is microphone input the only supported way for an app to analyze audio that is audible in the user's environment? I'm not asking about recording the screen or capturing video. I'm specifically trying to understand whether another app's audio output is ever available to third-party apps, or whether iOS intentionally isolates apps from each other's audio. If the answer depends on the audio source (for example Apple Podcasts versus Spotify versus audio coming through the microphone), I'd appreciate understanding those distinctions as well. Thank you.
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provider(_:didActivate:) callback intermittently not triggered, causing widespread audio loss for users
Hi everyone, I am facing a critical issue where the CallKit provider delegate method provider(_:didActivate:) is intermittently not triggered. This occasionally results in a total loss of audio during some VoIP calls, while other calls work perfectly fine. Here is the sequence of steps I am currently implementing: Report Incoming Call: The app receives a VoIP push notification and reports the call using reportNewIncomingCall(with:update:completion:). Answer Action: The user taps the answer button, and the app processes the CXAnswerCallAction. Configure Audio Session: Inside the provider delegate, I configure the AVAudioSession category and mode (e.g., setting category to .playAndRecord and mode to .voiceChat). Note: As per Apple's guidelines, I do not call setActive(true) manually, expecting CallKit to activate it automatically. Despite following this standard flow, there are times when provider(_:didActivate:) is skipped entirely, meaning the audio engine fails to initialize for that specific call session. We are currently receiving a large volume of user complaints regarding this issue, as it heavily impacts the core calling experience in production. Could an Apple engineer or anyone from the community look into this? Any insights into what might be causing CallKit to occasionally fail to activate the audio session or how to work around this would be highly appreciated. Thank you!
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AVAudioEngine input tap intermittently delivers all-zero buffers — valid format, no error thrown
We have a long-form audio recording app built on AVAudioEngine. We install a tap on inputNode, accumulate the PCM buffers, and encode them to AAC in ~60-second chunks. Setup is essentially: let session = AVAudioSession.sharedInstance() try session.setCategory(.playAndRecord, mode: .default, options: [.defaultToSpeaker, .allowBluetooth, .allowBluetoothA2DP]) try session.setActive(true) let engine = AVAudioEngine() let input = engine.inputNode let format = input.inputFormat(forBus: 0) // valid, e.g. 48 kHz, 1 ch input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in // In the failure case, buffer.floatChannelData is entirely 0.0 // (accumulate + encode to AAC) } engine.prepare() try engine.start() Intermittently — and so far only reported from the field, never reproduced in normal testing — a recording comes out completely silent. When we decode the resulting AAC and inspect the raw PCM, every sample is exactly 0.0. The signature is very specific: The engine is running and the tap keeps firing for the full duration (normal number of buffers / full-length chunks). inputFormat is valid (sampleRate ≠ 0, e.g. 48 kHz). No error is thrown anywhere — setCategory, setActive, start(), and the tap callback all succeed. The PCM is literally all zeros (not low-level noise / room tone — exact 0.0). Two separate silent recordings decode to byte-identical AAC, confirming pure digital silence rather than corruption. So as far as our error handling, format checks, and tap-liveness are concerned, everything looks healthy — yet the microphone is delivering pure silence. One way we can reproduce it: recording while the iPhone is being driven via macOS iPhone Mirroring (the iPhone stays locked, the mic is effectively unavailable from the device, but our session still activates with a valid format and the tap fires zero-filled buffers for the whole recording — with no error at any point). What we've ruled out: microphone permission is granted; it's not truncation or short capture (full-length, full frame count); it's not our encoding step (the input buffers themselves are zero); it's not a quiet/obstructed mic (that would be low noise, not exact 0.0). We also found two existing threads describing what looks like the same symptom: https://developer.apple.com/forums/thread/834950 https://developer.apple.com/forums/thread/808072 Both of those are PushToTalk apps where the system activates the audio session, and an Apple engineer notes it may be related to a CallKit issue (r.157725305). For context on our side: we do use CallKit, but only CXCallObserver — purely to detect whether a phone call comes in while a recording is in progress, so we can pause and resume around it. We do not use CXProvider or PushToTalk, and we activate our own AVAudioSession ourselves with setActive(true). I'm trying to understand whether there are other scenarios or device states that could leave a running AVAudioEngine tap returning all-zero buffers like this, and whether this is the same underlying CallKit issue (r.157725305) from those threads . And since nothing throws an error, any guidance on how to detect this at runtime and recover from it would be really helpful.
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Jul ’26
PushToTalk session sometimes returns silence data after activation
Hello! Thank you for bringing the new iPhone experience with the PushToTalk framework. I have a working walkie talkie app based on the PushToTalk framework. Everything works fine except for an intermittent bug that I face from time to time on different devices with different iOS versions, from iOS 18 to iOS 26.2 Beta. Sometimes the app goes into a state where the AVAudioInputNode input node tap returns buffers with a constant size that contain only silence. Leaving and rejoining a channel helps, but relaunching or reinstalling (from Xcode) the app does not. Rebooting the device or deleting and reinstalling the app also helps. I do not activate the audio session in my app. I only configure it on launch using setCategory(.playAndRecord, options: [.defaultToSpeaker, .allowBluetooth]) So the flow is: channelManager?.requestBeginTransmitting(channelUUID: globalChannelUUID) func channelManager( _ channelManager: PTChannelManager, channelUUID: UUID, didBeginTransmittingFrom source: PTChannelTransmitRequestSource ) func channelManager( _ channelManager: PTChannelManager, didActivate audioSession: AVAudioSession ) { /// ... installTapAndStart() } private func installTapAndStart() { let inputNode = audioEngine.inputNode let hardwareFormat = inputNode.outputFormat(forBus: 0) guard let targetFormat = AVAudioFormat( commonFormat: .pcmFormatFloat32, sampleRate: configuration.audioSampleRate, channels: configuration.audioChannelsCount, interleaved: true ) else { handleError(RecorderError.invalidAudioFormat) return } let converter = AVAudioConverter(from: hardwareFormat, to: targetFormat)! print("[QUICOpusRecorder]: installTap") inputNode.installTap(onBus: 0, bufferSize: tapBufferSize, format: hardwareFormat) { [weak self] buffer, _ in guard let self else { return } // Here I handle audio data and sometimes get silence } //... do { audioEngine.prepare() try audioEngine.start() } catch { print(" ⚠️ Audio engine start error: \(error)") handleError(error) } } Moreover, if the app is in the foreground and PushToTalk gets stuck in this “silence bug”, I can avoid relying on the PushToTalk flow and simulate audio session activation manually in code. In this case I do not request a transmission and do not use any PushToTalk related code, and the app captures audio data perfectly. Once I leave the channel and rejoin it again, the issue is fixed and I start to receive non silent buffers of varying size, as expected. It works for a while. It can work fine for a day or more, communicating without launching the app, or with the app in the foreground. But it can also go into the “silence” state 30 minutes after working normally. I have no clue why this happens. The only thing I notice is that when the app is in this “stuck silence bug” state, iOS does not play its “chirp” system sound when audio recording starts. P.S. Channel descriptor restoration code: extension PushToTalkEngine: PTChannelRestorationDelegate { public func channelDescriptor(restoredChannelUUID channelUUID: UUID) -> PTChannelDescriptor { print("☀️ \(#function) channelUUID: \(channelUUID)") Task { @MainActor in // Here I fetch more detailed channel data asynchronously do { await initChannelManagerIfNeeded(channelUUID: channelUUID) let channelDescriptor = currentChannelDescriptor() lastChannelDescriptorName = channelDescriptor.name try await channelManager?.setChannelDescriptor( channelDescriptor, channelUUID: channelUUID ) } catch { handleError(error) } } return PTChannelDescriptor(name: "Loading...", image: nil) } } private func initChannelManagerIfNeeded(channelUUID: UUID? = nil) async { guard let channelUUID = channelUUID ?? currentUser?.globalChannelUUID else { print("❌ No global channel uuid found") return } do { guard channelManager == nil else { try await channelManager?.setTransmissionMode(.halfDuplex, channelUUID: channelUUID) return } channelManager = try await PTChannelManager.channelManager( delegate: self, restorationDelegate: self ) try await channelManager?.setTransmissionMode(.halfDuplex, channelUUID: channelUUID) } catch { handleError(error) } }
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Jul ’26
Live Activity Stops Updating After 30 Seconds in Background During Audio Playback
Hi I developed a music app that plays offline audio and displays lyrics using Live Activities. According to ActivityKit documentation, Live Activities can be updated from the background. However, in my case, updates stop after ~30 seconds when the app goes to the background or the device is locked. Important points: The app continues running in the background (audio playback works fine using AVAudioSession with .playback) Background code execution is working as expected Only the Live Activity stops updating I am not using push updates since this is an offline app. Is there any limitation or requirement for updating Live Activities continuously in the background during audio playback? Audio Session Configuration let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.mixWithOthers] // ✅ DO NOT interrupt other audio ) try session.setActive(true) print("✅ [AudioSession] Activated with mixWithOthers") } catch { print("❌ [AudioSession] Error: \(error)") } Live Activity Update Methods guard let activity = getLiveActivity(for: recordID) else{ print("⚠️ No Live Activity found for recordID: \(recordID)") return } guard activity.activityState == .active else { print("⚠️ Activity is not active") return } Task { let content = ActivityContent( state: state, staleDate: Date().addingTimeInterval(60 * 60 * 12), relevanceScore: 1.0 ) await activity.update(content) print("✅ Live Activity updated with ActivityContent") } }
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Jun ’26
iPhone 17 Pro max Bluetooth HFP call audio routing fails, media audio works
I’m seeing a Bluetooth call audio routing issue on a new iPhone 17 Pro running iOS 26.5.1, build 23F81. Bluetooth media audio works normally. Music and video audio stay on Bluetooth headphones without issues. The problem appears only when the device switches into call audio / HFP mode. Tested with multiple earbuds: Samsung, OPPO, Huawei and CMF Buds Pro 2. The behavior is similar with all of them. There are no other Bluetooth devices connected. Call Audio Routing is already set to Bluetooth Headset in Accessibility settings. The issue affects cellular calls, FaceTime Audio, Telegram and Signal. In some cases the earbuds seem to switch into call mode, but the call audio route falls back to the iPhone receiver or speaker instead of staying on the Bluetooth headset. After the call ends, Bluetooth media audio returns normally. I captured a sysdiagnose right after reproducing the issue. Relevant observations from the logs: Device: iPhone18,2 iOS: 26.5.1 Build: 23F81 Sysdiagnose time: 2026-06-03 11:22:03 +0300 In Bluetooth/CoreCapture/bluetooth_status.txt, Bluetooth was ON 3 paired devices were present 1 device was connected Connected device at the time: CMF Buds Pro 2 So the headset was not simply disconnected from the phone. In the powerlog, before the call the audio route was HeadphonesBT for media playback. Around the FaceTime Audio test, HeadsetBT / PhoneCall appeared, but then the route moved to ReceiverAndMicrophone / Speaker instead of staying on HeadsetBT. During a later cellular call, the active PhoneCall route was also ReceiverAndMicrophone rather than HeadsetBT. After the call ended, the route returned to HeadphonesBT for media playback. This looks like the Bluetooth connection remains alive, but call audio / HFP routing fails. The same sysdiagnose also contains CentauriFirmwareEvent entries under crashes_and_spins from the previous day. They show: subsystem = BT host-reason = firmware crash BTMAIN panic faulting_task = link_manager_thread LMAC_5G watchdog expired SCAN watchdog expired These firmware crash events do not happen at the exact same timestamp as the call test, so I’m not claiming that every call directly crashes Bluetooth firmware. But the sysdiagnose shows both incorrect Bluetooth call audio routing and separate BT firmware crash events. Has anyone seen similar behavior on iPhone 17 / iOS 26 with Bluetooth HFP call audio? Could this be a known iOS 26 / Apple N1 / Bluetooth firmware issue, or does it look more like a hardware defect of this particular device?
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Jun ’26
AVAudioSession microphone recording changes Bluetooth audio route in vehicle
Title AVAudioSession microphone recording changes Bluetooth audio route in vehicle Hi everyone, I’m developing an iOS app called HearSave to help drivers safely remember and save songs they hear while driving. The app performs a very simple task: the user presses a button, the app records a short audio sample for music recognition, then immediately stops recording. I’m trying to understand whether the behaviour I’m seeing is an expected limitation of iOS audio routing or whether there is a better AVAudioSession configuration. Test setup iPhone connected to a vehicle via Bluetooth. Vehicle playing DAB radio. App requests microphone access and starts recording. Recording lasts approximately 7 seconds. Behaviour observed As soon as recording begins: The vehicle changes into a voice-call style audio route. DAB audio becomes muted. The vehicle’s volume control changes to voice volume. When recording finishes, the radio does not automatically recover until the user manually changes the audio source away from DAB and back again. I’ve experimented with several Expo Audio / AVAudioSession configurations, including releasing the audio session immediately after recording and adjusting audio session options, but the behaviour remains the same. My questions Is this expected behaviour when an iOS app starts microphone recording while connected to a vehicle over Bluetooth? Is there an AVAudioSession configuration that allows brief microphone capture without causing the vehicle to switch audio routes? Is it possible to explicitly use the iPhone’s built-in microphone while remaining connected to the vehicle via Bluetooth? If this behaviour is unavoidable over Bluetooth, is this also expected behaviour for native CarPlay apps, or are different audio routing capabilities available to CarPlay applications? Any guidance or documentation would be greatly appreciated. Thank you.
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Jun ’26
Can reproduce in SpeakerBox that CallKit doesn't activate audiosession when call finished by remote caller
I can reproduce the bug that CallKit doesn't active audiosession after the outgoing call put on hold because of an incoming call. VoIP calling with CallKit Steps to reproduce: Download SpeakerBox example app from the link above and start it with XCode Start a new outgoing call Call your phone from other phone Hold and Accept the call After a few secs finish the call from the other phone The outgoing call will be still on hold Click on the call and click Toggle Hold The call won't be active again because the audiosession is activated. Logs: Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Requested transaction successfully Starting audio Type: stdio AURemoteIO.cpp:1162 failed: 561017449 (enable 3, outf< 1 ch, 44100 Hz, Float32> inf< 1 ch, 44100 Hz, Float32>) Type: Error | Timestamp: 2024-08-15 12:20:29.949437+02:00 | Process: Speakerbox | Library: libEmbeddedSystemAUs.dylib | Subsystem: com.apple.coreaudio | Category: aurioc | TID: 0x19540d AVAEInternal.h:109 [AVAudioEngineGraph.mm:1344:Initialize: (err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)): error 561017449 Type: Error | Timestamp: 2024-08-15 12:20:29.949619+02:00 | Process: Speakerbox | Library: AVFAudio | Subsystem: com.apple.avfaudio | Category: avae | TID: 0x19540d Couldn't start Apple Voice Processing IO: Error Domain=com.apple.coreaudio.avfaudio Code=561017449 "(null)" UserInfo={failed call=err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)} Type: Notice | Timestamp: 2024-08-15 12:20:29.949730+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d Route change: Type: Notice | Timestamp: 2024-08-15 12:20:30.167498+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d ReasonUnknown Type: Notice | Timestamp: 2024-08-15 12:20:30.167549+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d Previous route: Type: Notice | Timestamp: 2024-08-15 12:20:30.167568+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d <AVAudioSessionRouteDescription: 0x302c00bc0, inputs = ( "<AVAudioSessionPortDescription: 0x302c01330, type = MicrophoneBuiltIn; name = iPhone Mikrofon; UID = Built-In Microphone; selectedDataSource = (null)>" ); outputs = ( "<AVAudioSessionPortDescription: 0x302c004d0, type = Receiver; name = Vev\U0151; UID = Built-In Receiver; selectedDataSource = (null)>" )> Type: Notice | Timestamp: 2024-08-15 12:20:30.167626+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d
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Jun ’26
visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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Jun ’26
Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have an VoiP application, our application can be configured to amplify the PCM samples before feeding it to the Player to achieve volume gain at the receiver. In order to support this, We follow as below. If User has configured this Gain Settings within application, Application applies the amplification for the samples to introduce the gain. Application will also set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback Provided the User has chosen the output to Speaker. This settings was working for us but we see there is a difference in behaviour w.r.t Volume Level System Settings between OS 26.3.1 and OS 26.4 When user has chosen earpiece as Output, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayAndRecord. User would have set the volume level to minimum. When user will change the output to Speaker, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback. The expectation is, the volume level should be of AVAudioSessionCategoryPlayback what was set earlier instead we are seeing the volume level stays as minimum which was set to AVAudioSessionCategoryPlayAndRecord Could you please explain about this inconsistency w.r.t Volume level.
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1.3k
Jun ’26
🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device Type? Provide a more reliable way to know “this route is definitely headphones” for A2DP devices, beyond portType and portName string heuristics?
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415
Jun ’26
Push Notification sounds with AVAudioSession, AVAudioEngine
I am using AVAudioSession, AVAudioEngine and SpeechAnalyzer to listen to commands, also when the phone is locked. In the same time, I can receive PushNotifications with pre-defined sound. However, the pre-defined sound is not played when the AVAudioEngine is running and the phone is locked. In the code below, I have made many experiments, all of them are "Receive Push Notification while the phone is locked", and I have the following results: If audioEngine has started - I only see the alert, but no sound. If I comment out audioEngine.start, all works as expected and I hear the apns sound on the speaker. If I change the AVAudioSession category to 'record' I don't receive the push message at all! I wonder if anyone has seen it. Here is my code: private func doStartListening() async { print("SpeechService: doStartListening called") guard !audioEngine.isRunning else { print("SpeechService: Audio engine already running") return } do { try configureAudioSession() let recordingFormat = audioEngine.inputNode.outputFormat(forBus: 0) audioEngine.inputNode.removeTap(onBus: 0) guard let locale = await SpeechTranscriber.supportedLocale(equivalentTo: Locale(identifier: "en-US")) else { print("English is not supported on this device") return } let transcriber = SpeechTranscriber(locale: locale, preset: .transcription) if let installationRequest = try await AssetInventory.assetInstallationRequest(supporting: [transcriber]) { try await installationRequest.downloadAndInstall() } let (inputSequence, inputBuilder) = AsyncStream.makeStream(of: AnalyzerInput.self) let audioFormat = await SpeechAnalyzer.bestAvailableAudioFormat(compatibleWith: [transcriber]) let analyzer = SpeechAnalyzer(modules: [transcriber]) // Initialize the modern SpeechAnalyzer self.analyzer = analyzer task = Task { print("SpeechService: Starting analyzer results loop") do { for try await result in transcriber.results { if Task.isCancelled { break } self.handleAnalyzerResult(result) } } catch { print("SpeechService: Analyzer error: \(error.localizedDescription)") let nsError = error as NSError if nsError.domain == "kAFAssistantErrorDomain" && nsError.code == 203 { self.addLog(NSLocalizedString("error_siri_disabled", comment: "")) Task { await self.stopListening() } } else if self.isListening { self.restartRecognition() } } } audioEngine.inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { [weak self]buffer, _ in guard let audioFormat else { return } do { let converted = try self!.converter.convertBuffer(buffer, to: audioFormat) inputBuilder.yield(AnalyzerInput(buffer: converted)) } catch { print("Exception when converting audio") } } audioEngine.prepare() try audioEngine.start() print("SpeechService: Audio engine started") try await analyzer.start(inputSequence: inputSequence) isListening = true addLog(NSLocalizedString("waiting_wakeup", comment: "")) } catch { print("SpeechService: Error starting listening: \(error.localizedDescription)") addLog("Error starting listening: \(error.localizedDescription)") lastError = error.localizedDescription isListening = false } } private func configureAudioSession() throws { let audioSession = AVAudioSession.sharedInstance() try audioSession.setCategory(.playAndRecord, mode: .default, options: [.mixWithOthers, .defaultToSpeaker]) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) }
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731
Jun ’26
`FigAudioSession(AV) err=-19224` triggered by empty Button tap on visionOS 26.5, breaking subsequent AVAudioSession configuration
Environment Device: Apple Vision Pro (real device) OS: visionOS 26.5 Xcode: 26.5 Framework: AVFAudio / AVFoundation Summary On visionOS 26.5, tapping an empty Button consistently emits the following internal warning before the action closure executes: <<<< FigAudioSession(AV) >>>> signalled err=-19224 (<>:612) After this warning is emitted, any subsequent call to configure AVAudioSession silently stops working — audio input and output become non-functional for the lifetime of the session. If the same configuration is performed without a preceding button tap (e.g., inside View.task {}), it succeeds and audio works correctly. Reproduction Due to a dependency on LiveKitWebRTC (livekit/webrtc-xcframework) for WebRTC-based Realtime API audio, we are unable to provide a full self-contained sample project. However, the AVAudioSession configuration code involved is as follows: static func configureAudioSession() { #if !os(macOS) do { let audioSession = AVAudioSession.sharedInstance() #if os(tvOS) try audioSession.setCategory(.playAndRecord, options: []) #else try audioSession.setCategory(.playAndRecord, options: [.defaultToSpeaker]) #endif try audioSession.setMode(.videoChat) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) } catch { print("Failed to configure AVAudioSession: \(error)") } #endif } Scenario A — Button tap (fails): Button("Start") { configureAudioSession() // FigAudioSession err=-19224 appears; audio stops working } Scenario B — View.task (succeeds): .task { configureAudioSession() // No warning; audio works correctly } The only difference is whether a user gesture (Button tap) precedes the call. Observed Behavior Tapping any Button on visionOS 26.5 causes FigAudioSession(AV) err=-19224 to be signalled at <>:612, even before the action closure runs. After this warning, AVAudioSession configuration appears to have no effect — setActive(true) does not throw, but audio appears to stop functioning. Configuring the session prior to any button interaction (e.g., in View.task {}) works correctly. Expected Behavior A Button tap should not implicitly interfere with the audio session state. AVAudioSession configuration should succeed regardless of the UI event context that triggers it. Questions What does FigAudioSession(AV) err=-19224 mean? Does it correspond to a documented AVAudioSession.ErrorCode? Why does a Button tap trigger a FigAudioSession signal on visionOS? Is the system performing implicit audio session management when detecting user interaction? Is there a recommended pattern for configuring AVAudioSession in response to a user gesture on visionOS? Our current workaround (View.task {}) is not suitable for on-demand audio start triggered by the user. Is err=-19224 causally responsible for the subsequent audio issue? Since setActive(true) does not throw after the warning, it is unclear whether this signal is the direct cause of the apparent audio failure or a symptom of a deeper conflict. Are there UI components or APIs on visionOS that do not trigger this signal, while still being user-interaction driven? Additional Notes Reproducible only on physical Apple Vision Pro hardware; not observed in Simulator. AirPlay mirroring is not in use during testing. No other apps are playing audio in the background at the time of reproduction. We use LiveKitWebRTC (livekit/webrtc-xcframework, revision 94ce1c9) for WebRTC audio. However, the FigAudioSession warning appears independently of the WebRTC layer — it is emitted on Button tap even before configureAudioSession() is called. We have verified that calling configureAudioSession() before performHandshake() (i.e., before WebRTC initializes its audio pipeline) does not resolve the issue when a Button tap precedes the call.
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326
May ’26
iOS 26.5 SIGKILLs audio-recording app at ~50s of background despite UIBackgroundModes: audio - what is the supported API path?
Hi, hoping for guidance on what's a long-running bug for our app. The problem We have a transcription app on iPhone 17 Pro Max running iOS 26.5. Recording flow uses AVAudioEngine.installTap(onBus:) to capture PCM into a JS bridge for streaming to a remote transcription service. A parallel AVAudioRecorder writes the same audio to disk as backup. When the user starts a recording and locks the phone, iOS terminates our process with SIGKILL at approximately 50 seconds of continuous background time, despite: UIBackgroundModes includes audio (verified in shipping IPA's Info.plist) AVAudioSession.setCategory(.playAndRecord, mode: .default) is active AVAudioEngine is running with installTap producing PCM buffers right up to the moment of death UIApplication.backgroundTimeRemaining returns Double.greatestFiniteMagnitude at applicationDidEnterBackground (verified in our event log) No AVAudioSession.interruptionNotification is delivered before the kill. iOS terminates the process cleanly with no warning event to our observer. Evidence Our Swift observer module writes an event log to disk on every system event. On relaunch we ship it to our crash reporter. Excerpt from a recent kill on iOS 26.5 / build 2.1.32: T=0.000s session-start (engineRunning: true) T=57.199s app-will-resign-active (bufferCallbackCount: 22) T=58.913s app-did-enter-background (backgroundTimeRemaining: infinity, bufferCallbackCount: 39) [no further audio events captured] [Swift heartbeat written every 5s for next ~46 seconds] T~105s Process SIGKILLed (heartbeat last-alive: 09:31:01.597Z) Background time before kill: ~46 seconds. engineRunning: true and bufferCallbackCount was still incrementing at the moment the event log stops capturing - the audio engine was alive and feeding buffers when iOS terminated us. What we've tried (35 documented attempts) Hopefully not all relevant but listing for completeness: Various AVAudioSession category/mode/options combinations (Default, Measurement, VoiceChat, .mixWithOthers, .defaultToSpeaker, .allowBluetoothHFP) Parallel AVAudioRecorder writing a .caf file as a "real recording app" signal SFSpeechRecognizer with requiresOnDeviceRecognition = true consuming PCM in-process (50s request rotation) BGContinuedProcessingTask with Progress.completedUnitCount reporting monotonic progress every 5 seconds Live Activity (ActivityKit) with NSSupportsLiveActivitiesFrequentUpdates = true Live Activity update pushes via APNs (confirmed wake widget extension only, not host) Silent device-token APNs background pushes (confirmed iOS ~5/day rate limit) CallKit fake call (CXProvider + CXCallController) - works but creates the green pill UI which our product can't ship WebRTC peer connection with active media stream (via react-native-webrtc loopback) UIBackgroundModes: voip declaration (without CallKit) beginBackgroundTask + engine bounce (Apple's own guidance says don't, our test confirmed it's actively harmful) CLLocationManager background updates All die at ~50s background. None of them survive. What works on the same device Three App Store transcription apps survive indefinite background recording on our exact device + iOS version. We have inspected their IPAs (Mach-O LC_LOAD_DYLIB analysis + embedded entitlement extraction): Otter (com.aisense.otter) - UIBackgroundModes: audio + fetch + processing + remote-notification. Uses OneSignal-driven Live Activity push tokens + NotificationServiceExtension. No CallKit, PushKit, or WebRTC. Granola (com.granola.ios-prod) - has UIBackgroundModes: voip but the voip is for their separate outbound-phone-call feature (TwilioVoice + CallKit, lives in their PhoneCalls.framework). Recording-path uses ONLY AVAudioRecorder + PlayAndRecord + ModeDefault + Live Activity with frequentPushesEnabled. Zero PushKit anywhere in the bundle. Transcribe Speech to Text by DENIVIP (ru.denivip.transcribe) - the smallest API surface: UIBackgroundModes: audio + remote-notification only. AVAudioEngine + .playAndRecord + .default + SFSpeechRecognizer consuming PCM. No CallKit, PushKit, BGTask, Live Activity, WebRTC, or VoIP. Three apps, three different mechanisms, all working. We've implemented bits of all three approaches in our app and still die at 50s. Apple Voice Memos (system app, private entitlements) also survives indefinite recording on the same device. Questions What is the supported API path for indefinite background microphone-only recording on iOS 26.5? Voice Memos and competitor apps clearly accomplish this - what's the missing piece? Why does UIApplication.backgroundTimeRemaining return Double.greatestFiniteMagnitude at applicationDidEnterBackground but the process is terminated ~50 seconds later? Is the meaning of this property changing in iOS 26? What causes the iOS 26 process scheduler to revoke the audio-mode background runtime classification? No AVAudioSession.interruptionNotification is delivered before SIGKILL. Where can we observe the classification change? Does iOS 26 distinguish "audio recording with no audible output" from "audio recording with audible output (e.g. a media playback session)"? If so, what is the supported API to register as a recording-only background-audio app? Does BGContinuedProcessingTask (new in iOS 26) actually extend background CPU time for an app that is also using UIBackgroundModes: audio and an active AVAudioSession? Or is it for finish-what-you-started bursts only (per WWDC 2025 session 227)? Any guidance - even pointers to specific WWDC sessions, sample code, or technotes - would be hugely appreciated. We've spent ~40+ hours on this and want to know what the supported path looks like in iOS 26. Happy to share more event-log data, IPA inspection notes, or build a focused Xcode reproduction if helpful. Thanks!
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1.1k
May ’26
Configuring WebSocket API for watchOS App
Hi all, I’m developing a watchOS app that uses a WebSocket API to process voice audio. However, I keep encountering this error when trying to establish the connection: nw_endpoint_flow_failed_with_error [C1 <server URL>:443 failed parent-flow (unsatisfied (Path was denied by NECP policy), interface: ipsec2, ipv4, ipv6, proxy)] already failing, returning I’ve read Technical Note TN3135, which outlines an exception for audio streaming apps. My app is an audio streaming app, and I’ve already added background audio mode to the app’s capabilities. However, I’m not sure what else is required to meet the exception described in TN3135. Questions How do I meet the exception outlined in TN3135 for WebSocket audio streaming on watchOS? Does NECP enforce additional restrictions even with background audio enabled, and how can I address this? Any guidance or examples of implementing WebSocket audio streaming on watchOS would be greatly appreciated. Thanks!
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1d
VPIO Audio Ducking
Hey y'all, I'm new here and in the process of building some audio software. I'm hitting a roadblock trying to incorporate VPIO into audio playback states without it ducking what's currently playing in my DAW. I have a few questions: Can VPIO other-audio ducking be completely disabled on macOS, beyond fixed/minimum? Minimum is not enough for professional audio environments. Is attenuation of an unrelated application routed through a different Core Audio output device expected? Is split-device VPIO—built-in microphone input with Apollo/Universal Audio output—supported? Why can AVAudioEngine.start() succeed while the engine remains stopped and immediately emits a configuration-change notification? Thanks for any insight into this!
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427
Activity
3d
CarPlay: Is vehicle microphone capture without entering communications audio mode supported for third-party apps?
Hello, I am developing a native CarPlay application and would appreciate some clarification regarding AVAudioSession behaviour when using the vehicle microphone. The application is intentionally simple and designed to minimise driver distraction. The user presses a single button on the CarPlay screen, the application performs a brief (approximately five second) audio capture, performs application-specific processing on the captured audio, displays a simple confirmation to the user, and immediately releases the audio session. The goal is to allow the driver to continue their journey with as little interaction as possible. Because the audio being captured is often originating from the vehicle’s native DAB/FM radio rather than from the iPhone itself, preserving the existing listening experience during the brief capture is fundamental to the intended design. To better understand what is supported by CarPlay, I have carried out a number of controlled experiments. Test Environment Native CarPlay application Swift AVFoundation AVAudioSession AVAudioRecorder Vehicle connected via CarPlay Vehicle playing its native DAB radio Experiment 1 Configuration Category: AVAudioSession.Category.playAndRecord Mode: AVAudioSession.Mode.default Observed Route Input: CarPlay — CarAudio Output: CarPlay — CarAudio Result Recording succeeds using the vehicle microphone. Native DAB audio is muted during recording. The vehicle changes from “Audio Volume” to “Voice Volume”. When recording finishes and the AVAudioSession is deactivated, DAB resumes normally. Experiment 2 Changed only the session mode to: AVAudioSession.Mode.measurement Result Behaviour was identical to Experiment 1. Experiment 3 Changed only the session mode to: AVAudioSession.Mode.videoRecording Observed Route Input: iPhone microphone Output: CarPlay — CarAudio Result Input automatically switched from the vehicle microphone to the iPhone microphone. The vehicle remained in normal “Audio Volume”. However, the head unit switched away from its native DAB source to the CarPlay media source. Observation These experiments appear to suggest that the behaviour is specifically related to using the CarPlay “CarAudio” microphone route, rather than audio recording itself. Question Is this the expected behaviour for third-party CarPlay applications? More specifically: Is there any supported AVAudioSession configuration or CarPlay API that allows a third-party CarPlay application to perform a brief, user-initiated audio capture using the vehicle microphone without causing the head unit to enter its communications/voice audio mode or interrupt the vehicle’s native radio playback? If this behaviour is by design and no supported mechanism exists to achieve this, confirmation of that would be extremely valuable, as it would allow us to design the application accordingly. If additional information, sample code, AVAudioSession logs or detailed reproduction steps would be helpful, I would be more than happy to provide them. Thank you very much for your time. Kind regards, Neil Jenner Developer, HearSave
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355
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4d
Background audio killed when a background URLSession finishes
Short version, in case it saves someone the trip I just took: if your app plays audio AND uses a background URLSession with sessionSendsLaunchEvents = true, playback can be killed mid-episode the moment you call the handleEventsForBackgroundURLSession completion handler, but only in a process that was launched into the background and never went foreground. There is no crash log and no jetsam event: applicationWillTerminate simply fires. To users it looks exactly like the app crashed while playing, which is how it was reported to me, and why I wasted a while looking for a crash that did not exist. My setup: podcast app, audio background mode a background URLSession (sessionSendsLaunchEvents = true, isDiscretionary = false) used only to refresh RSS feeds those feed downloads are started from a BGAppRefreshTask What happens: iOS launches the app into the background to run a BGAppRefreshTask. The scene connects unattached; the process never becomes foreground. The task starts a batch of feed downloads on the background session. They outlive the ~10 s refresh window and finish about two minutes later. Meanwhile the user presses Play on their AirPods. Playback starts, inside that same never-foreground process. The downloads finish. iOS calls handleEventsForBackgroundURLSession. I store the handler and invoke it on the main thread from urlSessionDidFinishEvents, as documented. ~1 ms later applicationWillTerminate fires and the audio stops. At that moment the app is playing audio: AVAudioSession active, category .playback, and -[UIApplication backgroundTimeRemaining] returning greatestFiniteMagnitude. A sysdiagnose shows audiomxd holding a MediaPlayback isPlayingProcessAssertion for the process, taken 27 s earlier, invalidated only as part of the teardown, and CMSessionMgr logging "pid ... is now Terminated. Background entitlement: YES" while IsPlayingOutput:YES. The tell, and the thing that took me longest to spot: if the process HAS been foreground at some point in its life, calling the identical completion handler on the identical session does not kill it, and playback carries on. Across a full day of logs, "has this process ever been foreground" is the only variable that predicts the kill. The audio background mode is not the problem, the app happily played for ~6 minutes as a never-foreground process on another occasion, and died only at the completion-handler call. Half of this is documented behaviour: the system takes a power assertion when it resumes you for the session, and calling the completion handler releases it. What I did not expect is that the audio assertion does not take over at that point. My workaround so far is sessionSendsLaunchEvents = false on the feed session. RSS refreshes are not urgent: the transfers still run in the background, and the system hands the results to me at the next launch, where my refresh task parses them. I'm still verifying if this works as expected. So, questions for anyone who has been here: Has anyone else with an audio app hit this? I have a hunch it shows up in the wild as unexplained "the app crashed while playing" reports, particularly for podcast and audiobook apps that refresh content in the background, because there is no crash log to point at. If you combine background audio with a background URLSession, how do you handle it? Do you avoid launch events entirely, or split urgent from non-urgent transfers across separate sessions? Is there a better pattern than turning launch events off for transfers that genuinely are not urgent? Filed as FB23789310 with a sysdiagnose and a timestamped log excerpt. If you have seen this too, a dupe would help.
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322
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2w
_MPRemoteCommandEventDispatch crashes on iOS 26.x devices.
I'm seeing crashes in _MPRemoteCommandEventDispatch on iOS 26.x devices in 3 apps. According to Bugsnag logs they are: NSInternalInconsistencyException: event dispatch <_MPRemoteCommandEventDispatch: <MPRemoteCommandEvent: 0x11c049500 commandID=THV0 command=<MPRemoteCommand: 0x109ad1ea0 type=Play (0) enabled=YES handlers=[0x109b6a310]> sourceID=(null) ([HostedRoutingSessionDataSource] handleControlSendingCommand<2W5E>)> state:201> deallocated without calling continuation I attached a log from Xcode organizer matching Bugsnag crash. mpr_remote_command_event.crash When I set the brakpoint on the -[_MPRemoteCommandEventDispatch dealloc] I can see it it's hit every time I tap play or pause on locked screen play button. Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000002370420cc __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001e975c810 pthread_kill + 268 (pthread.c:1721) 2 libsystem_c.dylib 0x0000000198f8ff64 abort + 124 (abort.c:122) 3 libc++abi.dylib 0x000000018a7cf808 __abort_message + 132 (abort_message.cpp:66) 4 libc++abi.dylib 0x000000018a7be484 demangling_terminate_handler() + 304 (cxa_default_handlers.cpp:76) 5 libobjc.A.dylib 0x000000018a6cff78 _objc_terminate() + 156 (objc-exception.mm:496) 6 xxxxxxxxxxxxxx 0x00000001003a7db8 CPPExceptionTerminate() + 416 (BSG_KSCrashSentry_CPPException.mm:156) 7 libc++abi.dylib 0x000000018a7cebdc std::__terminate(void (*)()) + 16 (cxa_handlers.cpp:59) 8 libc++abi.dylib 0x000000018a7ceb80 std::terminate() + 108 (cxa_handlers.cpp:88) 9 CoreFoundation 0x000000018d7341c4 __CFRunLoopPerCalloutARPEnd + 256 (CFRunLoop.c:769) 10 CoreFoundation 0x000000018d70bb5c __CFRunLoopRun + 1976 (CFRunLoop.c:3179) 11 CoreFoundation 0x000000018d70aa6c _CFRunLoopRunSpecificWithOptions + 532 (CFRunLoop.c:3462) 12 GraphicsServices 0x000000022e31c498 GSEventRunModal + 120 (GSEvent.c:2049) 13 UIKitCore 0x00000001930ceba4 -[UIApplication _run] + 792 (UIApplication.m:3902) 14 UIKitCore 0x0000000193077a78 UIApplicationMain + 336 (UIApplication.m:5577) 15 xxxxxxxxxxxxxx 0x00000001000c0134 main + 308 (main.swift:15) 16 dyld 0x000000018a722e28 start + 7116 (dyldMain.cpp:1477) Is the crash happening when the app is being terminated? Thank you!
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2w
Can an iOS app analyze audio being played by another app?
Hello, I'm in the early planning stages of an iOS app and I'm trying to determine what's technically possible before designing around assumptions. Is it possible for a third-party iOS app, with the user's permission, to access or analyze audio that is being played by another app (for example Apple Podcasts, Spotify, Audible, or YouTube) in real time? Or is microphone input the only supported way for an app to analyze audio that is audible in the user's environment? I'm not asking about recording the screen or capturing video. I'm specifically trying to understand whether another app's audio output is ever available to third-party apps, or whether iOS intentionally isolates apps from each other's audio. If the answer depends on the audio source (for example Apple Podcasts versus Spotify versus audio coming through the microphone), I'd appreciate understanding those distinctions as well. Thank you.
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3w
provider(_:didActivate:) callback intermittently not triggered, causing widespread audio loss for users
Hi everyone, I am facing a critical issue where the CallKit provider delegate method provider(_:didActivate:) is intermittently not triggered. This occasionally results in a total loss of audio during some VoIP calls, while other calls work perfectly fine. Here is the sequence of steps I am currently implementing: Report Incoming Call: The app receives a VoIP push notification and reports the call using reportNewIncomingCall(with:update:completion:). Answer Action: The user taps the answer button, and the app processes the CXAnswerCallAction. Configure Audio Session: Inside the provider delegate, I configure the AVAudioSession category and mode (e.g., setting category to .playAndRecord and mode to .voiceChat). Note: As per Apple's guidelines, I do not call setActive(true) manually, expecting CallKit to activate it automatically. Despite following this standard flow, there are times when provider(_:didActivate:) is skipped entirely, meaning the audio engine fails to initialize for that specific call session. We are currently receiving a large volume of user complaints regarding this issue, as it heavily impacts the core calling experience in production. Could an Apple engineer or anyone from the community look into this? Any insights into what might be causing CallKit to occasionally fail to activate the audio session or how to work around this would be highly appreciated. Thank you!
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540
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3w
AVAudioEngine input tap intermittently delivers all-zero buffers — valid format, no error thrown
We have a long-form audio recording app built on AVAudioEngine. We install a tap on inputNode, accumulate the PCM buffers, and encode them to AAC in ~60-second chunks. Setup is essentially: let session = AVAudioSession.sharedInstance() try session.setCategory(.playAndRecord, mode: .default, options: [.defaultToSpeaker, .allowBluetooth, .allowBluetoothA2DP]) try session.setActive(true) let engine = AVAudioEngine() let input = engine.inputNode let format = input.inputFormat(forBus: 0) // valid, e.g. 48 kHz, 1 ch input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in // In the failure case, buffer.floatChannelData is entirely 0.0 // (accumulate + encode to AAC) } engine.prepare() try engine.start() Intermittently — and so far only reported from the field, never reproduced in normal testing — a recording comes out completely silent. When we decode the resulting AAC and inspect the raw PCM, every sample is exactly 0.0. The signature is very specific: The engine is running and the tap keeps firing for the full duration (normal number of buffers / full-length chunks). inputFormat is valid (sampleRate ≠ 0, e.g. 48 kHz). No error is thrown anywhere — setCategory, setActive, start(), and the tap callback all succeed. The PCM is literally all zeros (not low-level noise / room tone — exact 0.0). Two separate silent recordings decode to byte-identical AAC, confirming pure digital silence rather than corruption. So as far as our error handling, format checks, and tap-liveness are concerned, everything looks healthy — yet the microphone is delivering pure silence. One way we can reproduce it: recording while the iPhone is being driven via macOS iPhone Mirroring (the iPhone stays locked, the mic is effectively unavailable from the device, but our session still activates with a valid format and the tap fires zero-filled buffers for the whole recording — with no error at any point). What we've ruled out: microphone permission is granted; it's not truncation or short capture (full-length, full frame count); it's not our encoding step (the input buffers themselves are zero); it's not a quiet/obstructed mic (that would be low noise, not exact 0.0). We also found two existing threads describing what looks like the same symptom: https://developer.apple.com/forums/thread/834950 https://developer.apple.com/forums/thread/808072 Both of those are PushToTalk apps where the system activates the audio session, and an Apple engineer notes it may be related to a CallKit issue (r.157725305). For context on our side: we do use CallKit, but only CXCallObserver — purely to detect whether a phone call comes in while a recording is in progress, so we can pause and resume around it. We do not use CXProvider or PushToTalk, and we activate our own AVAudioSession ourselves with setActive(true). I'm trying to understand whether there are other scenarios or device states that could leave a running AVAudioEngine tap returning all-zero buffers like this, and whether this is the same underlying CallKit issue (r.157725305) from those threads . And since nothing throws an error, any guidance on how to detect this at runtime and recover from it would be really helpful.
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315
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Jul ’26
PushToTalk session sometimes returns silence data after activation
Hello! Thank you for bringing the new iPhone experience with the PushToTalk framework. I have a working walkie talkie app based on the PushToTalk framework. Everything works fine except for an intermittent bug that I face from time to time on different devices with different iOS versions, from iOS 18 to iOS 26.2 Beta. Sometimes the app goes into a state where the AVAudioInputNode input node tap returns buffers with a constant size that contain only silence. Leaving and rejoining a channel helps, but relaunching or reinstalling (from Xcode) the app does not. Rebooting the device or deleting and reinstalling the app also helps. I do not activate the audio session in my app. I only configure it on launch using setCategory(.playAndRecord, options: [.defaultToSpeaker, .allowBluetooth]) So the flow is: channelManager?.requestBeginTransmitting(channelUUID: globalChannelUUID) func channelManager( _ channelManager: PTChannelManager, channelUUID: UUID, didBeginTransmittingFrom source: PTChannelTransmitRequestSource ) func channelManager( _ channelManager: PTChannelManager, didActivate audioSession: AVAudioSession ) { /// ... installTapAndStart() } private func installTapAndStart() { let inputNode = audioEngine.inputNode let hardwareFormat = inputNode.outputFormat(forBus: 0) guard let targetFormat = AVAudioFormat( commonFormat: .pcmFormatFloat32, sampleRate: configuration.audioSampleRate, channels: configuration.audioChannelsCount, interleaved: true ) else { handleError(RecorderError.invalidAudioFormat) return } let converter = AVAudioConverter(from: hardwareFormat, to: targetFormat)! print("[QUICOpusRecorder]: installTap") inputNode.installTap(onBus: 0, bufferSize: tapBufferSize, format: hardwareFormat) { [weak self] buffer, _ in guard let self else { return } // Here I handle audio data and sometimes get silence } //... do { audioEngine.prepare() try audioEngine.start() } catch { print(" ⚠️ Audio engine start error: \(error)") handleError(error) } } Moreover, if the app is in the foreground and PushToTalk gets stuck in this “silence bug”, I can avoid relying on the PushToTalk flow and simulate audio session activation manually in code. In this case I do not request a transmission and do not use any PushToTalk related code, and the app captures audio data perfectly. Once I leave the channel and rejoin it again, the issue is fixed and I start to receive non silent buffers of varying size, as expected. It works for a while. It can work fine for a day or more, communicating without launching the app, or with the app in the foreground. But it can also go into the “silence” state 30 minutes after working normally. I have no clue why this happens. The only thing I notice is that when the app is in this “stuck silence bug” state, iOS does not play its “chirp” system sound when audio recording starts. P.S. Channel descriptor restoration code: extension PushToTalkEngine: PTChannelRestorationDelegate { public func channelDescriptor(restoredChannelUUID channelUUID: UUID) -> PTChannelDescriptor { print("☀️ \(#function) channelUUID: \(channelUUID)") Task { @MainActor in // Here I fetch more detailed channel data asynchronously do { await initChannelManagerIfNeeded(channelUUID: channelUUID) let channelDescriptor = currentChannelDescriptor() lastChannelDescriptorName = channelDescriptor.name try await channelManager?.setChannelDescriptor( channelDescriptor, channelUUID: channelUUID ) } catch { handleError(error) } } return PTChannelDescriptor(name: "Loading...", image: nil) } } private func initChannelManagerIfNeeded(channelUUID: UUID? = nil) async { guard let channelUUID = channelUUID ?? currentUser?.globalChannelUUID else { print("❌ No global channel uuid found") return } do { guard channelManager == nil else { try await channelManager?.setTransmissionMode(.halfDuplex, channelUUID: channelUUID) return } channelManager = try await PTChannelManager.channelManager( delegate: self, restorationDelegate: self ) try await channelManager?.setTransmissionMode(.halfDuplex, channelUUID: channelUUID) } catch { handleError(error) } }
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Jul ’26
Live Activity Stops Updating After 30 Seconds in Background During Audio Playback
Hi I developed a music app that plays offline audio and displays lyrics using Live Activities. According to ActivityKit documentation, Live Activities can be updated from the background. However, in my case, updates stop after ~30 seconds when the app goes to the background or the device is locked. Important points: The app continues running in the background (audio playback works fine using AVAudioSession with .playback) Background code execution is working as expected Only the Live Activity stops updating I am not using push updates since this is an offline app. Is there any limitation or requirement for updating Live Activities continuously in the background during audio playback? Audio Session Configuration let session = AVAudioSession.sharedInstance() try session.setCategory( .playback, mode: .default, options: [.mixWithOthers] // ✅ DO NOT interrupt other audio ) try session.setActive(true) print("✅ [AudioSession] Activated with mixWithOthers") } catch { print("❌ [AudioSession] Error: \(error)") } Live Activity Update Methods guard let activity = getLiveActivity(for: recordID) else{ print("⚠️ No Live Activity found for recordID: \(recordID)") return } guard activity.activityState == .active else { print("⚠️ Activity is not active") return } Task { let content = ActivityContent( state: state, staleDate: Date().addingTimeInterval(60 * 60 * 12), relevanceScore: 1.0 ) await activity.update(content) print("✅ Live Activity updated with ActivityContent") } }
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Jun ’26
iPhone 17 Pro max Bluetooth HFP call audio routing fails, media audio works
I’m seeing a Bluetooth call audio routing issue on a new iPhone 17 Pro running iOS 26.5.1, build 23F81. Bluetooth media audio works normally. Music and video audio stay on Bluetooth headphones without issues. The problem appears only when the device switches into call audio / HFP mode. Tested with multiple earbuds: Samsung, OPPO, Huawei and CMF Buds Pro 2. The behavior is similar with all of them. There are no other Bluetooth devices connected. Call Audio Routing is already set to Bluetooth Headset in Accessibility settings. The issue affects cellular calls, FaceTime Audio, Telegram and Signal. In some cases the earbuds seem to switch into call mode, but the call audio route falls back to the iPhone receiver or speaker instead of staying on the Bluetooth headset. After the call ends, Bluetooth media audio returns normally. I captured a sysdiagnose right after reproducing the issue. Relevant observations from the logs: Device: iPhone18,2 iOS: 26.5.1 Build: 23F81 Sysdiagnose time: 2026-06-03 11:22:03 +0300 In Bluetooth/CoreCapture/bluetooth_status.txt, Bluetooth was ON 3 paired devices were present 1 device was connected Connected device at the time: CMF Buds Pro 2 So the headset was not simply disconnected from the phone. In the powerlog, before the call the audio route was HeadphonesBT for media playback. Around the FaceTime Audio test, HeadsetBT / PhoneCall appeared, but then the route moved to ReceiverAndMicrophone / Speaker instead of staying on HeadsetBT. During a later cellular call, the active PhoneCall route was also ReceiverAndMicrophone rather than HeadsetBT. After the call ended, the route returned to HeadphonesBT for media playback. This looks like the Bluetooth connection remains alive, but call audio / HFP routing fails. The same sysdiagnose also contains CentauriFirmwareEvent entries under crashes_and_spins from the previous day. They show: subsystem = BT host-reason = firmware crash BTMAIN panic faulting_task = link_manager_thread LMAC_5G watchdog expired SCAN watchdog expired These firmware crash events do not happen at the exact same timestamp as the call test, so I’m not claiming that every call directly crashes Bluetooth firmware. But the sysdiagnose shows both incorrect Bluetooth call audio routing and separate BT firmware crash events. Has anyone seen similar behavior on iPhone 17 / iOS 26 with Bluetooth HFP call audio? Could this be a known iOS 26 / Apple N1 / Bluetooth firmware issue, or does it look more like a hardware defect of this particular device?
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Jun ’26
AVAudioSession microphone recording changes Bluetooth audio route in vehicle
Title AVAudioSession microphone recording changes Bluetooth audio route in vehicle Hi everyone, I’m developing an iOS app called HearSave to help drivers safely remember and save songs they hear while driving. The app performs a very simple task: the user presses a button, the app records a short audio sample for music recognition, then immediately stops recording. I’m trying to understand whether the behaviour I’m seeing is an expected limitation of iOS audio routing or whether there is a better AVAudioSession configuration. Test setup iPhone connected to a vehicle via Bluetooth. Vehicle playing DAB radio. App requests microphone access and starts recording. Recording lasts approximately 7 seconds. Behaviour observed As soon as recording begins: The vehicle changes into a voice-call style audio route. DAB audio becomes muted. The vehicle’s volume control changes to voice volume. When recording finishes, the radio does not automatically recover until the user manually changes the audio source away from DAB and back again. I’ve experimented with several Expo Audio / AVAudioSession configurations, including releasing the audio session immediately after recording and adjusting audio session options, but the behaviour remains the same. My questions Is this expected behaviour when an iOS app starts microphone recording while connected to a vehicle over Bluetooth? Is there an AVAudioSession configuration that allows brief microphone capture without causing the vehicle to switch audio routes? Is it possible to explicitly use the iPhone’s built-in microphone while remaining connected to the vehicle via Bluetooth? If this behaviour is unavoidable over Bluetooth, is this also expected behaviour for native CarPlay apps, or are different audio routing capabilities available to CarPlay applications? Any guidance or documentation would be greatly appreciated. Thank you.
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434
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Jun ’26
Can reproduce in SpeakerBox that CallKit doesn't activate audiosession when call finished by remote caller
I can reproduce the bug that CallKit doesn't active audiosession after the outgoing call put on hold because of an incoming call. VoIP calling with CallKit Steps to reproduce: Download SpeakerBox example app from the link above and start it with XCode Start a new outgoing call Call your phone from other phone Hold and Accept the call After a few secs finish the call from the other phone The outgoing call will be still on hold Click on the call and click Toggle Hold The call won't be active again because the audiosession is activated. Logs: Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Received provider(_:didDeactivate:) Requested transaction successfully Starting audio Type: stdio AURemoteIO.cpp:1162 failed: 561017449 (enable 3, outf< 1 ch, 44100 Hz, Float32> inf< 1 ch, 44100 Hz, Float32>) Type: Error | Timestamp: 2024-08-15 12:20:29.949437+02:00 | Process: Speakerbox | Library: libEmbeddedSystemAUs.dylib | Subsystem: com.apple.coreaudio | Category: aurioc | TID: 0x19540d AVAEInternal.h:109 [AVAudioEngineGraph.mm:1344:Initialize: (err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)): error 561017449 Type: Error | Timestamp: 2024-08-15 12:20:29.949619+02:00 | Process: Speakerbox | Library: AVFAudio | Subsystem: com.apple.avfaudio | Category: avae | TID: 0x19540d Couldn't start Apple Voice Processing IO: Error Domain=com.apple.coreaudio.avfaudio Code=561017449 "(null)" UserInfo={failed call=err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)} Type: Notice | Timestamp: 2024-08-15 12:20:29.949730+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d Route change: Type: Notice | Timestamp: 2024-08-15 12:20:30.167498+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d ReasonUnknown Type: Notice | Timestamp: 2024-08-15 12:20:30.167549+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d Previous route: Type: Notice | Timestamp: 2024-08-15 12:20:30.167568+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d <AVAudioSessionRouteDescription: 0x302c00bc0, inputs = ( "<AVAudioSessionPortDescription: 0x302c01330, type = MicrophoneBuiltIn; name = iPhone Mikrofon; UID = Built-In Microphone; selectedDataSource = (null)>" ); outputs = ( "<AVAudioSessionPortDescription: 0x302c004d0, type = Receiver; name = Vev\U0151; UID = Built-In Receiver; selectedDataSource = (null)>" )> Type: Notice | Timestamp: 2024-08-15 12:20:30.167626+02:00 | Process: Speakerbox | Library: Speakerbox | TID: 0x19540d
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Jun ’26
visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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296
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Jun ’26
Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have an VoiP application, our application can be configured to amplify the PCM samples before feeding it to the Player to achieve volume gain at the receiver. In order to support this, We follow as below. If User has configured this Gain Settings within application, Application applies the amplification for the samples to introduce the gain. Application will also set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback Provided the User has chosen the output to Speaker. This settings was working for us but we see there is a difference in behaviour w.r.t Volume Level System Settings between OS 26.3.1 and OS 26.4 When user has chosen earpiece as Output, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayAndRecord. User would have set the volume level to minimum. When user will change the output to Speaker, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback. The expectation is, the volume level should be of AVAudioSessionCategoryPlayback what was set earlier instead we are seeing the volume level stays as minimum which was set to AVAudioSessionCategoryPlayAndRecord Could you please explain about this inconsistency w.r.t Volume level.
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Jun ’26
🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device Type? Provide a more reliable way to know “this route is definitely headphones” for A2DP devices, beyond portType and portName string heuristics?
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415
Activity
Jun ’26
Using separate BluetoothHFP devices for input and output
I want to connect a BluetoothHFP microphone to MFi hearing aids. Whenever I make the microphone the input it steals the output and whenever I make the MFi the output it steals the input. Is it possible to do this using AVAudioSession? Is it possible to redefine the MFi hearing aids as a speaker and use Live Listen?
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375
Activity
Jun ’26
Push Notification sounds with AVAudioSession, AVAudioEngine
I am using AVAudioSession, AVAudioEngine and SpeechAnalyzer to listen to commands, also when the phone is locked. In the same time, I can receive PushNotifications with pre-defined sound. However, the pre-defined sound is not played when the AVAudioEngine is running and the phone is locked. In the code below, I have made many experiments, all of them are "Receive Push Notification while the phone is locked", and I have the following results: If audioEngine has started - I only see the alert, but no sound. If I comment out audioEngine.start, all works as expected and I hear the apns sound on the speaker. If I change the AVAudioSession category to 'record' I don't receive the push message at all! I wonder if anyone has seen it. Here is my code: private func doStartListening() async { print("SpeechService: doStartListening called") guard !audioEngine.isRunning else { print("SpeechService: Audio engine already running") return } do { try configureAudioSession() let recordingFormat = audioEngine.inputNode.outputFormat(forBus: 0) audioEngine.inputNode.removeTap(onBus: 0) guard let locale = await SpeechTranscriber.supportedLocale(equivalentTo: Locale(identifier: "en-US")) else { print("English is not supported on this device") return } let transcriber = SpeechTranscriber(locale: locale, preset: .transcription) if let installationRequest = try await AssetInventory.assetInstallationRequest(supporting: [transcriber]) { try await installationRequest.downloadAndInstall() } let (inputSequence, inputBuilder) = AsyncStream.makeStream(of: AnalyzerInput.self) let audioFormat = await SpeechAnalyzer.bestAvailableAudioFormat(compatibleWith: [transcriber]) let analyzer = SpeechAnalyzer(modules: [transcriber]) // Initialize the modern SpeechAnalyzer self.analyzer = analyzer task = Task { print("SpeechService: Starting analyzer results loop") do { for try await result in transcriber.results { if Task.isCancelled { break } self.handleAnalyzerResult(result) } } catch { print("SpeechService: Analyzer error: \(error.localizedDescription)") let nsError = error as NSError if nsError.domain == "kAFAssistantErrorDomain" && nsError.code == 203 { self.addLog(NSLocalizedString("error_siri_disabled", comment: "")) Task { await self.stopListening() } } else if self.isListening { self.restartRecognition() } } } audioEngine.inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { [weak self]buffer, _ in guard let audioFormat else { return } do { let converted = try self!.converter.convertBuffer(buffer, to: audioFormat) inputBuilder.yield(AnalyzerInput(buffer: converted)) } catch { print("Exception when converting audio") } } audioEngine.prepare() try audioEngine.start() print("SpeechService: Audio engine started") try await analyzer.start(inputSequence: inputSequence) isListening = true addLog(NSLocalizedString("waiting_wakeup", comment: "")) } catch { print("SpeechService: Error starting listening: \(error.localizedDescription)") addLog("Error starting listening: \(error.localizedDescription)") lastError = error.localizedDescription isListening = false } } private func configureAudioSession() throws { let audioSession = AVAudioSession.sharedInstance() try audioSession.setCategory(.playAndRecord, mode: .default, options: [.mixWithOthers, .defaultToSpeaker]) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) }
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Jun ’26
`FigAudioSession(AV) err=-19224` triggered by empty Button tap on visionOS 26.5, breaking subsequent AVAudioSession configuration
Environment Device: Apple Vision Pro (real device) OS: visionOS 26.5 Xcode: 26.5 Framework: AVFAudio / AVFoundation Summary On visionOS 26.5, tapping an empty Button consistently emits the following internal warning before the action closure executes: <<<< FigAudioSession(AV) >>>> signalled err=-19224 (<>:612) After this warning is emitted, any subsequent call to configure AVAudioSession silently stops working — audio input and output become non-functional for the lifetime of the session. If the same configuration is performed without a preceding button tap (e.g., inside View.task {}), it succeeds and audio works correctly. Reproduction Due to a dependency on LiveKitWebRTC (livekit/webrtc-xcframework) for WebRTC-based Realtime API audio, we are unable to provide a full self-contained sample project. However, the AVAudioSession configuration code involved is as follows: static func configureAudioSession() { #if !os(macOS) do { let audioSession = AVAudioSession.sharedInstance() #if os(tvOS) try audioSession.setCategory(.playAndRecord, options: []) #else try audioSession.setCategory(.playAndRecord, options: [.defaultToSpeaker]) #endif try audioSession.setMode(.videoChat) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) } catch { print("Failed to configure AVAudioSession: \(error)") } #endif } Scenario A — Button tap (fails): Button("Start") { configureAudioSession() // FigAudioSession err=-19224 appears; audio stops working } Scenario B — View.task (succeeds): .task { configureAudioSession() // No warning; audio works correctly } The only difference is whether a user gesture (Button tap) precedes the call. Observed Behavior Tapping any Button on visionOS 26.5 causes FigAudioSession(AV) err=-19224 to be signalled at <>:612, even before the action closure runs. After this warning, AVAudioSession configuration appears to have no effect — setActive(true) does not throw, but audio appears to stop functioning. Configuring the session prior to any button interaction (e.g., in View.task {}) works correctly. Expected Behavior A Button tap should not implicitly interfere with the audio session state. AVAudioSession configuration should succeed regardless of the UI event context that triggers it. Questions What does FigAudioSession(AV) err=-19224 mean? Does it correspond to a documented AVAudioSession.ErrorCode? Why does a Button tap trigger a FigAudioSession signal on visionOS? Is the system performing implicit audio session management when detecting user interaction? Is there a recommended pattern for configuring AVAudioSession in response to a user gesture on visionOS? Our current workaround (View.task {}) is not suitable for on-demand audio start triggered by the user. Is err=-19224 causally responsible for the subsequent audio issue? Since setActive(true) does not throw after the warning, it is unclear whether this signal is the direct cause of the apparent audio failure or a symptom of a deeper conflict. Are there UI components or APIs on visionOS that do not trigger this signal, while still being user-interaction driven? Additional Notes Reproducible only on physical Apple Vision Pro hardware; not observed in Simulator. AirPlay mirroring is not in use during testing. No other apps are playing audio in the background at the time of reproduction. We use LiveKitWebRTC (livekit/webrtc-xcframework, revision 94ce1c9) for WebRTC audio. However, the FigAudioSession warning appears independently of the WebRTC layer — it is emitted on Button tap even before configureAudioSession() is called. We have verified that calling configureAudioSession() before performHandshake() (i.e., before WebRTC initializes its audio pipeline) does not resolve the issue when a Button tap precedes the call.
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326
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May ’26
iOS 26.5 SIGKILLs audio-recording app at ~50s of background despite UIBackgroundModes: audio - what is the supported API path?
Hi, hoping for guidance on what's a long-running bug for our app. The problem We have a transcription app on iPhone 17 Pro Max running iOS 26.5. Recording flow uses AVAudioEngine.installTap(onBus:) to capture PCM into a JS bridge for streaming to a remote transcription service. A parallel AVAudioRecorder writes the same audio to disk as backup. When the user starts a recording and locks the phone, iOS terminates our process with SIGKILL at approximately 50 seconds of continuous background time, despite: UIBackgroundModes includes audio (verified in shipping IPA's Info.plist) AVAudioSession.setCategory(.playAndRecord, mode: .default) is active AVAudioEngine is running with installTap producing PCM buffers right up to the moment of death UIApplication.backgroundTimeRemaining returns Double.greatestFiniteMagnitude at applicationDidEnterBackground (verified in our event log) No AVAudioSession.interruptionNotification is delivered before the kill. iOS terminates the process cleanly with no warning event to our observer. Evidence Our Swift observer module writes an event log to disk on every system event. On relaunch we ship it to our crash reporter. Excerpt from a recent kill on iOS 26.5 / build 2.1.32: T=0.000s session-start (engineRunning: true) T=57.199s app-will-resign-active (bufferCallbackCount: 22) T=58.913s app-did-enter-background (backgroundTimeRemaining: infinity, bufferCallbackCount: 39) [no further audio events captured] [Swift heartbeat written every 5s for next ~46 seconds] T~105s Process SIGKILLed (heartbeat last-alive: 09:31:01.597Z) Background time before kill: ~46 seconds. engineRunning: true and bufferCallbackCount was still incrementing at the moment the event log stops capturing - the audio engine was alive and feeding buffers when iOS terminated us. What we've tried (35 documented attempts) Hopefully not all relevant but listing for completeness: Various AVAudioSession category/mode/options combinations (Default, Measurement, VoiceChat, .mixWithOthers, .defaultToSpeaker, .allowBluetoothHFP) Parallel AVAudioRecorder writing a .caf file as a "real recording app" signal SFSpeechRecognizer with requiresOnDeviceRecognition = true consuming PCM in-process (50s request rotation) BGContinuedProcessingTask with Progress.completedUnitCount reporting monotonic progress every 5 seconds Live Activity (ActivityKit) with NSSupportsLiveActivitiesFrequentUpdates = true Live Activity update pushes via APNs (confirmed wake widget extension only, not host) Silent device-token APNs background pushes (confirmed iOS ~5/day rate limit) CallKit fake call (CXProvider + CXCallController) - works but creates the green pill UI which our product can't ship WebRTC peer connection with active media stream (via react-native-webrtc loopback) UIBackgroundModes: voip declaration (without CallKit) beginBackgroundTask + engine bounce (Apple's own guidance says don't, our test confirmed it's actively harmful) CLLocationManager background updates All die at ~50s background. None of them survive. What works on the same device Three App Store transcription apps survive indefinite background recording on our exact device + iOS version. We have inspected their IPAs (Mach-O LC_LOAD_DYLIB analysis + embedded entitlement extraction): Otter (com.aisense.otter) - UIBackgroundModes: audio + fetch + processing + remote-notification. Uses OneSignal-driven Live Activity push tokens + NotificationServiceExtension. No CallKit, PushKit, or WebRTC. Granola (com.granola.ios-prod) - has UIBackgroundModes: voip but the voip is for their separate outbound-phone-call feature (TwilioVoice + CallKit, lives in their PhoneCalls.framework). Recording-path uses ONLY AVAudioRecorder + PlayAndRecord + ModeDefault + Live Activity with frequentPushesEnabled. Zero PushKit anywhere in the bundle. Transcribe Speech to Text by DENIVIP (ru.denivip.transcribe) - the smallest API surface: UIBackgroundModes: audio + remote-notification only. AVAudioEngine + .playAndRecord + .default + SFSpeechRecognizer consuming PCM. No CallKit, PushKit, BGTask, Live Activity, WebRTC, or VoIP. Three apps, three different mechanisms, all working. We've implemented bits of all three approaches in our app and still die at 50s. Apple Voice Memos (system app, private entitlements) also survives indefinite recording on the same device. Questions What is the supported API path for indefinite background microphone-only recording on iOS 26.5? Voice Memos and competitor apps clearly accomplish this - what's the missing piece? Why does UIApplication.backgroundTimeRemaining return Double.greatestFiniteMagnitude at applicationDidEnterBackground but the process is terminated ~50 seconds later? Is the meaning of this property changing in iOS 26? What causes the iOS 26 process scheduler to revoke the audio-mode background runtime classification? No AVAudioSession.interruptionNotification is delivered before SIGKILL. Where can we observe the classification change? Does iOS 26 distinguish "audio recording with no audible output" from "audio recording with audible output (e.g. a media playback session)"? If so, what is the supported API to register as a recording-only background-audio app? Does BGContinuedProcessingTask (new in iOS 26) actually extend background CPU time for an app that is also using UIBackgroundModes: audio and an active AVAudioSession? Or is it for finish-what-you-started bursts only (per WWDC 2025 session 227)? Any guidance - even pointers to specific WWDC sessions, sample code, or technotes - would be hugely appreciated. We've spent ~40+ hours on this and want to know what the supported path looks like in iOS 26. Happy to share more event-log data, IPA inspection notes, or build a focused Xcode reproduction if helpful. Thanks!
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May ’26