Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.

All subtopics
Posts under Media Technologies topic

Post

Replies

Boosts

Views

Activity

Software volume for HDMI/DisplayPort outputs via process taps works; requesting a native option (FB24965962)
HDMI and DisplayPort audio devices expose no kAudioDevicePropertyVolumeScalar or kAudioDevicePropertyMute, so System Settings disables the volume slider and the media keys do nothing when such a display is the default output. Users end up installing virtual audio drivers or DDC/CI tools, and DDC does not pass through many HDMI paths at all. I wanted to check whether the behavior users expect can be provided with public API only, and it can: AudioHardwareCreateProcessTap with a CATapDescription that excludes the app's own process and uses CATapMutedWhenTapped, a private aggregate device with the tap as a sub-tap and the display as the main sub-device, and an IOProc that scales the tap input into the device output. The volume keys are captured with a session-level CGEvent tap. Source (three files, Swift and Objective-C): https://github.com/mevlut-geredeli/MonitorKeys Observations that may be useful to others using taps: The tap delivers IOProc callbacks only while some process is rendering; at idle there are none. That is expected, not a failure. Two process taps on the same device from different processes interfere with each other: AudioDeviceStart blocks until the other tap is torn down. The path works inside the App Sandbox with com.apple.security.device.audio-input; no microphone usage string is required for a tap. Since this is achievable in software, I filed FB24965962 requesting a per-device "control volume in software" option for these outputs, which would remove the need for the tap, the system audio permission and the Accessibility permission. If a Core Audio engineer can comment on whether that is a reasonable direction, I would be glad to test a seed build with this display (ViewSonic VX3276-QHD over HDMI, Mac mini M6, macOS 27.0 26A428).
0
0
29
8h
Can SensitiveContentAnalysis gate FairPlay-protected on-demand video before presentation?
Is there a supported public API on iOS/iPadOS 27 to apply SensitiveContentAnalysis to FairPlay Streaming-protected, on-demand HLS playback in AVPlayer, so that sensitive video is withheld before presentation, including after seeking or resuming, while preserving FairPlay protection? The intended behavior is on-device analysis of the actual protected presentation, with playback held until the required safety decision is available. This includes preventing the first sensitive frame from appearing and applying the corresponding audio intervention. The app must not obtain raw content keys or create a decrypted copy or clear proxy for analysis. I reviewed the public APIs and the iPhoneOS 27.0 SDK headers in Xcode 27.0 (27A266a): SCSensitivityAnalyzer's video-analysis entry point accepts a file URL; I have not found an entry point that attaches to an AVContentKeySession or a protected AVPlayerItem. SCVideoStreamAnalyzer is documented in terms of conference-call participants and incoming/outgoing streams. It accepts a capture-device input, a VTDecompressionSession, or individual pixel buffers. Its decompression-session path is documented to produce blank frames when sensitive content is detected, but I have not found a supported way to attach it to AVPlayer's FairPlay-protected decoding path. SCVideoStreamAnalyzer's initializer throws if both Communication Safety and Sensitive Content Warnings are off. Analysis would only be required when the relevant device policy is enabled. AVPlayer.h, lines 853–856, documents that allowsCaptureOfClearKeyVideo defaults to NO and has no effect on FairPlay Streaming content. I therefore cannot treat that property as a route to analyze protected frames through AVPlayerItemVideoOutput. Is SCVideoStreamAnalyzer supported for this protected on-demand use case? If so, which API connects it to the protected playback path, and what guarantees cover withholding sensitive frames and coordinating audio at initial playback, seek, and resume? If the requirement is unsupported with public APIs, confirmation of that limitation would help determine the product architecture. This is an API feasibility question based on documentation and header inspection. I do not yet have a focused reproduction project or a physical-device result, and I am not reporting a reproduced framework failure. References: https://developer.apple.com/documentation/sensitivecontentanalysis/scvideostreamanalyzer https://developer.apple.com/documentation/sensitivecontentanalysis/scsensitivityanalyzer/videoanalysishandler https://developer.apple.com/documentation/avfoundation/avplayer/allowscaptureofclearkeyvideo
0
0
26
8h
To Apple
Hello Apple, please bring back a feature called: “Walkie-Talkie”, To WatchOS27. That feature is convenient, it allows close family members and friends to communicate in a really fun way. Sincerely, Beny74
0
0
41
16h
Breaking change in Apple Music Recently Played API behavior
The Apple Music Recently Played API appears to have changed its behavior on 2026-08-05/2026-08-06. The endpoint no longer reports songs that are saved in a user's library. This impacts music tracking applications that rely on this API to retrieve listening history. Currently, tracks only appear in the Recently Played response when users stream them directly from the Apple Music catalog. If a user plays a song from their personal library, the playback is not reported by the endpoint and cannot be tracked. This is a breaking change that significantly affects existing integrations, but we could not find any announcement in the release notes or updates to the documentation regarding this behavior change. Could you please confirm whether this change is intentional? If so, we would appreciate updated documentation or guidance on how apps should handle tracking playback from a user's library.
10
6
1.9k
17h
【溦Tin558869】腾龙公司会员怎么注册游戏账号?
第一步、访问官方惘站【TL 670.com】在浏览器中输入腾龙公司官方认证的网址,确保访问的是真实有效的平台,避免因误入仿冒网站导致信息丢失或注册失败。 第二步、启动注册程序进入官网后,在页面右上角或显眼位置找到“注册”按钮并点击,系统将弹出注册窗口。 第三步、在注册窗口中填写核心信息中需提供以下内容:用户名:作为登录游戏平台的唯一标识,需确保同步其他用户占用。密码设置:建议采用字母、数字及符号的复杂组合,避免使用生日、连续数字等弱口令,以提升账号安全性。手机号码:需为实名认证的号码,用于接收验证码或后续验证安全。 第四步、完成注册验证提交信息后,系统可能要求通过短信验证码、邮箱验证或绑定社交媒体账号等方式完成二次验证。验证通过后,页面会提示“注册成功”。
0
0
26
17h
Does activeLockedVideoFrameDuration limit fully manual exposure to half a frame?
On an iPhone 18 Pro running iOS 27, I’m seeing an interaction between locked frame timing and custom exposure. I configure the wide camera for 4K at 29.97 fps: input.activeLockedVideoFrameDuration = CMTime(value: 1001, timescale: 30000) With aperture and ISO fixed, I set exposure using the iOS 27 setExposureModeCustom(lensAperture:duration:iso:completionHandler:) API. A controlled comparison produced: 10 ms requested: timing lock ON → 10.000 ms; OFF → 10.000 ms. 16 ms requested: timing lock ON → 16.129 ms; OFF → 16.129 ms. 20 ms requested: timing lock ON → 16.667 ms; OFF → 20.000 ms. “OFF” means ordinary minimum and maximum frame durations both set to 1001/30000 seconds. These are exposure values from per-frame camera metadata after valid completion timestamps and a settling period. The behaviour occurs both idle and during recording. With the timing lock enabled, delivered frame timestamps show exact 30000/1001 pacing. Without it, fully manual capture measured approximately 29.964 fps. Separately, with shutter fixed at 20 ms but ISO automatic, the locked-timing configuration held 20 ms and exact 29.97. That suggests exposure ownership affects the behaviour. The documentation (https://developer.apple.com/documentation/avfoundation/avcapturedeviceinput/activelockedvideoframeduration) recommends exposure durations of half a frame or less to maintain full dynamic range, but doesn’t explicitly describe a duration clamp. Is this expected behaviour? Does fully manual exposure impose a half-frame ceiling when locked frame timing is active? Is there an API to query that effective limit? The format’s advertised exposure range includes 20 ms. Is there a supported way to retain exact fractional frame timing and a longer fully manual exposure? I can provide a minimal reproducer and device diagnostics.
0
0
43
20h
Synchronizing sensor buffer rotation with articulated Duo display planes
Physical camera sensors deliver pixel buffers in native landscape orientation, requiring coordinate transformations when rendering into portrait or split viewports. What is the recommended pipeline design using AVCaptureDeviceDirectionCoordinator and AVCaptureDevice.RotationCoordinator to guarantee that live preview layers and photo captures remain upright across varying fold angles without manual Core Graphics or Core Image buffer rotation passes? Are there specific considerations when the view hierarchy bridges across the physical hinge division?
1
0
765
2d
SCStreamOutputType.audio delivers correctly-formed but all-zero PCM for VoIP background audio
Is silently zeroing .audio output for communications/VoIP-category background app audio (while leaving frame delivery, timing, and format metadata intact) expected, documented behavior on iOS? Is there an SCStreamConfiguration or SCContentFilter setting that unlocks this, or is this a known gap in the current iOS ScreenCaptureKit implementation relative to macOS (where .audio is documented/known to capture other apps' audio including calls)? A pointer to relevant documentation or a radar number would be very helpful. My test app: Rabbler Rabbler main use it turning voice to text transcriptions. ie. meeting notes. It works well using the iPhone mic or AirPods. It fails when Zoom or Teams meeting is joined. Audio is paused by a well handled interruption. But that yields lost transcription text. Environment iOS 27.0, physical device iPhone 15ProMax (not simulator) Xcode 27.0 (Build 27A266a), iPhoneOS27.0 SDK App target UIBackgroundModes: audio, screen-capture Capture another app's audio via SCStream's .audio output type, using SCContentSharingPicker for source selection, per the "Capturing screen content on iOS" sample's picker pattern. Setup (trimmed to the relevant parts) var configuration = SCContentSharingPickerConfiguration() configuration.showsMicrophoneControl = true picker.defaultConfiguration = configuration picker.add(self) picker.isActive = true picker.present() // contentSharingPicker(_:didUpdateWith:for:) -> startStream(with:) let config = SCStreamConfiguration() config.capturesAudio = true let newStream = SCStream(filter: filter, configuration: config, delegate: self) try newStream.addStreamOutput(seldlerQueue: .main) if filter.isMicrophoneEnabled { try newStream.addStreamOutputsampleHandlerQueue: .main) } try await newStream.startCapture( Sample-buffer handling, convertinmeasuring amplitude: func stream(_ stream: SCStream, deBuffer: CMSampleBuffer, of type:SCStreamOutputType) { guard sampleBuffer.isValid, tmicrophone else { return } // ... (format captured once from first buffer via CMAudioFormatDescriptionGetStream let frameCount = AVAudioFrameCount(CMSampleBufferGetNumSamples(sampleBuffer)) let pcmBuffer = AVAudioPCMBufmeCapacity: frameCount)! pcmBuffer.frameLength = frameCount let status = CMSampleBufferCost( sampleBuffer, at: 0, frameCount: Int32(frameCount), into: pcmBuffer.mutableAudioBufferList ) // status == noErr every time } Amplitude check on the resulting AVAudioPCMBuffer.floatChannelData: var peak: Float = 0, sumSquares: 0 for channel in 0..<Int(buffer.format.channelCount) { let samples = channelData[cha for frame in 0..<frameCount { let sample = samples[fram peak = max(peak, abs(sample)) sumSquares += sample * sa if sample != 0 { nonZeroCount += 1 } } } Result 1 — Music app selected as capture source (baseline, works correctly) Real audio content: writing the buffers straight to a .caf file via AVAudioFile produces a real, listenable ~9MB file matchihe capture duration (stereo, 48kHz, Float32). Confirmed by ear. Result 2 — Zoom call selected as capture source (fails silently) SCStream delivers buffers continuously and correctly-formed — same format every time (2 ch, 48000 Hz, Float32, deinterleaved)atus == noErr fromCMSampleBufferCopyPCMDataIntoAudioBufferList every time. But every sample is exactly zero: [2:17:19 PM] ScreenCaptureService: .audio first buffer format — <AVAudioFormat 0x12063fb60: 2ch, 48000 Hz, Float32, deinterlea [2:17:19 PM] ScreenCaptureService: .audio buffer #1 — peak=0.0 rms=0.0 nonZero=0/1920 [2:17:19 PM] ScreenCaptureService0.0 rms=0.0 nonZero=0/1920 ... [2:17:21 PM] ScreenCaptureServicek=0.0 rms=0.0 nonZero=0/1920 [2:18:27 PM] ScreenCaptureService: .audio buffer #3400 — peak=0.0 rms=0.0 nonZero=0/1920 That's peak=0.0/rms=0.0/0 nonZero samples across every single one of 3400+ consecutive buffersover ~70 seconds of an active Zoo Writing these buffers to a .caffile produces a valid, correctly-sized, completely silent audio file — not corrupted, not empty, genuinely all zeros. Control test — .microphone in theall With filter.isMicrophoneEnabled = on the same SCStream, during thesame Zoom call, correctly captures the local user's own voice (confirmed by ear from the resulting file) — even though the call is silently holding exclusive access to the mic hardware from Rabbler's own AVAudioEngine.inputNode tap (which gets interrupted, as expected). This rules out a session-wide permission failure -.micophone clearly has real access to audio in this exact session; .audio does not, specifically for this source. evidence now looks like this iOS 27 ScreenCaptureKit │ ├── SomaFM playback │ └── .audio → REAL PCM ✓ │ ├── Zoom remote audio │ └── .audio → ZERO PCM ✗ │ └── Teams remote audio └── .audio → ZERO PCM ✗
2
0
786
2d
RemoteMediaSessionExtension: Lock Screen / Dynamic Island occasionally fail to redraw mid-track; only recovers at the next track change or by foregrounding the app
I'm seeing an intermittent split between how different Now Playing surfaces reconcile with a RemoteMediaSessionExtension (the iOS 27 com.apple.nowplaying.remote-media extension point). Control Center and Apple Watch reliably show the current track. The Lock Screen and Dynamic Island occasionally get stuck on the previous track for the remainder of that track. They'll often self-correct once the next track change happens — but not always and never mid-track. The only way to fix it before the track ends is to bring the host app to the foreground. Setup: the extension receives APNs pushes carrying playback/metadata payloads from a third-party speaker system. Each push either resumes an already-alive extension process (update(:)) or cold-starts it (session(:)), which sets content/the Artwork provider closure and returns. All three surfaces read from that exact same synchronous content value — there is no code path in the extension that could serve them differently. Cleanest isolated repro on record (device log timestamps): one track was displaying correctly everywhere. The next track triggered a cold start; the extension decoded the push, resolved and prefetched real artwork, and had content fully populated within under a second. Moments later, that cached artwork was requested and served at Control Center's own request sizes, and Control Center updated correctly. Lock Screen and Dynamic Island made zero requests of any kind — no content query, no artwork fetch — for the entire remainder of that track. This doesn’t appear to be a problem with the apns pushes, I can see from my server that they are successfully sent and Control Center updates correctly but lockscreen and Dynamic Island do not. I tried reducing the artwork size as a test to see if this worked more reliably, but still faced similar issues. Apple Watch remains a consistently-correct surface alongside Control Center, reinforcing that this is isolated to whatever presentation machinery Lock Screen and Dynamic Island specifically share. Ruled out on my side: • Push delivery/decoding — the extension's own receive-time debug dump shows the correct decoded attributes before any surface renders. • Process suspension — this has been observed with the extension actively running throughout, proven by Control Center rendering fresh data from it during the same window. Questions: Is there a known issue where Lock Screen/Dynamic Island stop re-querying a RemoteMediaSessionExtension's content mid-track, after it's already been correctly delivered and rendered elsewhere (Control Center, Watch)? Is Lock Screen/Dynamic Island's own redraw path gated on the app process being foreground, similar to requestToBecomeSystemPrimary()'s documented foreground-only effect? If so, is there any supported way to trigger that reconciliation from a background extension update, short of the user opening the app? Is there a supported way to force-invalidate/redraw Lock Screen's and Dynamic Island's cached presentation for an existing session, without ending and restarting it (which would reset the user's Lock Screen state)?
0
0
415
2d
ScreenCaptureKit on iPadOS 27 is capped at 60 fps on 120Hz ProMotion devices, even with minimumFrameInterval set to 1/120
On an iPad Pro 11-inch (M4) running iPadOS 27.0 (24A437), ScreenCaptureKit delivers a maximum of 60 frames per second when capturing the entire screen, even while an app is rendering at 120 fps (confirmed with the Metal Performance HUD). What I tested: Default configuration: exactly 60 fps, with every frame timestamp spaced 16.67ms apart. Setting minimumFrameInterval to 1/120 and queueDepth to 8, both before starting the stream and through updateConfiguration after it started: the values are accepted and read back correctly, but delivery stays at exactly 60 fps. Smaller output sizes (1/4 and 1/8 of native resolution): still 60 fps. ReplayKit broadcast upload extension: also exactly 60 fps. Also, minimumFrameInterval and queueDepth are documented as available on iOS/iPadOS 27, but the iOS 27 SDK marks them as unavailable. Request: please allow ScreenCaptureKit to capture at the display's full refresh rate (up to 120 fps) on ProMotion devices when minimumFrameInterval asks for it, and make minimumFrameInterval available in the iOS SDK.
0
0
235
3d
Using MusicKit to display a user’s currently playing Apple Music track
Hello, I’m evaluating a possible MusicKit integration and would like to clarify whether the following use is permitted. With the user’s explicit and revocable consent, our iOS app would read the song currently playing in Apple Music while our app is active and display the song title and artist to other users of our application. Our app would not play, stream, host, download or redistribute Apple Music audio. Music playback would remain entirely within Apple Music. When our app is closed, it would stop accessing Apple Music. The last synchronized song may remain displayed until the user opens our app again, at which point the currently playing song would be refreshed. If a displayed song is tapped, the user would be redirected to Apple Music. We are happy to follow Apple’s required formatting, attribution and linking rules. Album artwork is not required and can be omitted if necessary. The Apple Music functionality itself would remain free. Any monetization would relate only to separate features of the application. Could someone clarify: Is this use permitted under the MusicKit / Apple Music requirements? May the current song title and artist be displayed to other users in this way? Which official Apple framework/API is recommended for detecting the song currently playing in Apple Music while our app is active? Are there specific attribution or linking requirements for this use? Thank you.
0
0
298
3d
Virtual Front Camera: Session lifecycle, MultiCam compatibility, and pipeline stability
We are very interested in the new Virtual Front Camera capability on iPhone Duo. When the physical chassis opens or closes, how does the Virtual Front Camera handle the underlying optical handoff? Specifically, does this transition occur seamlessly within an active AVCaptureSession / AVCaptureVideoDataOutput pipeline without interrupting delivery of video frames, or does it trigger reconfiguration notifications that require pausing the session? Additionally, can the Virtual Front Camera be paired with a rear capture device inside an AVCaptureMultiCamSession while maintaining real-time performance and reasonable thermal headroom?
1
0
351
4d
Testing capture workflows on the iPhone Duo Simulator: Synthetic inputs and mock feeds
In the current Xcode iPhone Duo simulator runtime, AVCaptureDevice.DiscoverySession does not expose physical or simulated camera devices, returning empty arrays and necessitating custom synthetic mock pipelines for UI and kinematic tests. Are there plans to introduce synthetic camera device emulation directly within the Duo CoreSimulator runtime? In the interim, what is Apple’s recommended architecture for verifying camera UI, preview rendering, and capture triggers on the Duo simulator target without diverging from production AVFoundation pipelines?
1
0
338
4d
AVCaptureDeviceDiscoverySession & stream continuity across physical hinge transitions with Virtual Front Camera
Hello team, When configuring an AVCaptureMultiCamSession or consuming the new Virtual Front Camera, what is the recommended architecture to avoid frame drops or pipeline rebuilds (AVCaptureSessionRuntimeError) during dynamic posture transitions (from folded to unfolded / half-open)? Specifically: Does the Virtual Front Camera handle the lens handover internally with continuous timestamps in CMSampleBuffer, or does the underlying device switch trigger a device disconnect/reconnect notification that requires re-attaching inputs? How are the optical intrinsics (matrix_float3x3) and lens distortion coefficients updated through the hinge motion? Can we rely on continuous metadata attachments on each frame during the transition, particularly if running real-time CoreML / Vision processing? Thanks!
3
0
97
4d
iPhone Duo: Does CameraCaptureAccessory accept touch, what counts as an active camera session, and can both front cameras run at once?
After watching "Leverage multiple displays and scenes on iPhone Duo" and "Build a great camera experience for iPhone Duo", we have four questions about the outer display while the device is open: Does a view hosted in CameraCaptureAccessory receive touch input on the outer display, or is it display-only? The accessory is described as available when the app "has an active camera session." Does that require a running preview layer or an attached output (photo, movie or data), or is a running AVCaptureSession with an input enough? Is a session whose main purpose is to host the accessory a supported use? Can AVCaptureMultiCamSession run the inner (under-display) front camera and the outer front camera at the same time on iPhone Duo? If so, which device-type combinations are supported, and are there thermal or power limits? Is CameraCaptureAccessory the only way for an app to show content on the outer display while the inner display is live, or are scene accessories that don't depend on the camera planned? Our use case is not photography. We're exploring a companion view for a second person sitting across from the device owner, so we want to understand whether the camera accessory is the right tool before designing around it.
4
0
76
4d
New download progress "banner" on iOS27
We are using AVAssetDownloadURLSession to download videos. On iOS27, when building with the iOS27 SDK, there is a new progress banner showing the file name and download progress. The user can also cancel the download from there. I have not seen this mentioned anywhere and I am wondering if there are any APIs related to this new feature? Reason: For example, we show a user notification when a download has finished but if there already was a banner displaying the status that notification is unnecessary.
2
0
323
4d
Camera direction and rotation in the half-folded pose on iPhone Duo
"Build a great camera experience for iPhone Duo" covers the device open and the device closed, including reconfiguring the session from AVCaptureDeviceDirectionCoordinator's change handler when the forward-facing camera changes. It does not cover the partially open pose, which "Leverage multiple displays and scenes on iPhone Duo" treats as a first-class hinge state with a continuous angle. Consider a camera app that keeps a live preview on screen and adopts AVCaptureDevice.RotationCoordinator — the documented remedy for cases like the square front sensor on iPhone 17, where a hard-coded 90° leaves the preview tilted — applying videoRotationAngleForHorizonLevelPreview to both the preview and the capture connection. In the partially open pose the two halves are at different physical attitudes: one stands up, the other lies flat. Which camera does AVCaptureDeviceDirectionCoordinator report as forward-facing while the hinge status is partially open? Does the hinge angle affect that decision? RotationCoordinator derives its angle from device attitude. With the two halves at different attitudes, which one does videoRotationAngleForHorizonLevelPreview reflect — the half carrying the active camera, the half hosting the preview layer, or a single device-level reference? If an app deliberately keeps the rear camera on the scene while its preview is drawn on the half facing the user, is that a supported configuration, or is the coordinator expected to override that choice? Is any of this modelled in the iPhone Duo simulator, or does the partially open pose require real hardware to test? Question 4 matters for planning: building against a rotation value that only appears on device would be worth knowing about before the hardware ships.
4
0
110
4d
Is the inner under-display camera going to be usable for real-time 2D body-pose analysis?
Hi! We run continuous 2D human body-pose estimation on a front-facing camera feed: one person, full body in frame, standing a meter or two away, 30-60fps. With iPhone Duo open, the camera that faces the person looking at the inner display is the under-display inner camera (builtInInnerUltraWideCamera). Published specs cap it at 1080p at 30 or 60 fps, and it is presented as the FaceTime camera. Two things are unclear from the camera tech talk and the specs: Is that 1080p format a native readout we can feed to Vision body pose, or a preview-oriented stream whose effective detail is too low for full-body pose at that distance? Is third-party use of this camera supported for a long-running analysis session, or is it intended only for video calls and live previews? Thanks
1
0
70
4d
About photo wallpaper on iPhone Duo
For a user-selected photo wallpaper on iPhone Duo, does iOS use one source image and automatically adapt or crop it for the outer and inner displays, or can users assign separate images to the outer and inner displays? If one image is used, is the crop or focal position shared between both displays, or can the user adjust them independently?
1
1
96
4d
Software volume for HDMI/DisplayPort outputs via process taps works; requesting a native option (FB24965962)
HDMI and DisplayPort audio devices expose no kAudioDevicePropertyVolumeScalar or kAudioDevicePropertyMute, so System Settings disables the volume slider and the media keys do nothing when such a display is the default output. Users end up installing virtual audio drivers or DDC/CI tools, and DDC does not pass through many HDMI paths at all. I wanted to check whether the behavior users expect can be provided with public API only, and it can: AudioHardwareCreateProcessTap with a CATapDescription that excludes the app's own process and uses CATapMutedWhenTapped, a private aggregate device with the tap as a sub-tap and the display as the main sub-device, and an IOProc that scales the tap input into the device output. The volume keys are captured with a session-level CGEvent tap. Source (three files, Swift and Objective-C): https://github.com/mevlut-geredeli/MonitorKeys Observations that may be useful to others using taps: The tap delivers IOProc callbacks only while some process is rendering; at idle there are none. That is expected, not a failure. Two process taps on the same device from different processes interfere with each other: AudioDeviceStart blocks until the other tap is torn down. The path works inside the App Sandbox with com.apple.security.device.audio-input; no microphone usage string is required for a tap. Since this is achievable in software, I filed FB24965962 requesting a per-device "control volume in software" option for these outputs, which would remove the need for the tap, the system audio permission and the Accessibility permission. If a Core Audio engineer can comment on whether that is a reasonable direction, I would be glad to test a seed build with this display (ViewSonic VX3276-QHD over HDMI, Mac mini M6, macOS 27.0 26A428).
Replies
0
Boosts
0
Views
29
Activity
8h
How to import photos into Device Hub photos app (beta 3)
In the old simulator you were able to simply drag a photo or video from your desktop into the photos app within the simulator in order to use it for testing. That doesn't seem to be working yet in Device Hub. Is there a workaround or are we just waiting on this to be fixed?
Replies
7
Boosts
1
Views
1.9k
Activity
8h
Can SensitiveContentAnalysis gate FairPlay-protected on-demand video before presentation?
Is there a supported public API on iOS/iPadOS 27 to apply SensitiveContentAnalysis to FairPlay Streaming-protected, on-demand HLS playback in AVPlayer, so that sensitive video is withheld before presentation, including after seeking or resuming, while preserving FairPlay protection? The intended behavior is on-device analysis of the actual protected presentation, with playback held until the required safety decision is available. This includes preventing the first sensitive frame from appearing and applying the corresponding audio intervention. The app must not obtain raw content keys or create a decrypted copy or clear proxy for analysis. I reviewed the public APIs and the iPhoneOS 27.0 SDK headers in Xcode 27.0 (27A266a): SCSensitivityAnalyzer's video-analysis entry point accepts a file URL; I have not found an entry point that attaches to an AVContentKeySession or a protected AVPlayerItem. SCVideoStreamAnalyzer is documented in terms of conference-call participants and incoming/outgoing streams. It accepts a capture-device input, a VTDecompressionSession, or individual pixel buffers. Its decompression-session path is documented to produce blank frames when sensitive content is detected, but I have not found a supported way to attach it to AVPlayer's FairPlay-protected decoding path. SCVideoStreamAnalyzer's initializer throws if both Communication Safety and Sensitive Content Warnings are off. Analysis would only be required when the relevant device policy is enabled. AVPlayer.h, lines 853–856, documents that allowsCaptureOfClearKeyVideo defaults to NO and has no effect on FairPlay Streaming content. I therefore cannot treat that property as a route to analyze protected frames through AVPlayerItemVideoOutput. Is SCVideoStreamAnalyzer supported for this protected on-demand use case? If so, which API connects it to the protected playback path, and what guarantees cover withholding sensitive frames and coordinating audio at initial playback, seek, and resume? If the requirement is unsupported with public APIs, confirmation of that limitation would help determine the product architecture. This is an API feasibility question based on documentation and header inspection. I do not yet have a focused reproduction project or a physical-device result, and I am not reporting a reproduced framework failure. References: https://developer.apple.com/documentation/sensitivecontentanalysis/scvideostreamanalyzer https://developer.apple.com/documentation/sensitivecontentanalysis/scsensitivityanalyzer/videoanalysishandler https://developer.apple.com/documentation/avfoundation/avplayer/allowscaptureofclearkeyvideo
Replies
0
Boosts
0
Views
26
Activity
8h
To Apple
Hello Apple, please bring back a feature called: “Walkie-Talkie”, To WatchOS27. That feature is convenient, it allows close family members and friends to communicate in a really fun way. Sincerely, Beny74
Replies
0
Boosts
0
Views
41
Activity
16h
Breaking change in Apple Music Recently Played API behavior
The Apple Music Recently Played API appears to have changed its behavior on 2026-08-05/2026-08-06. The endpoint no longer reports songs that are saved in a user's library. This impacts music tracking applications that rely on this API to retrieve listening history. Currently, tracks only appear in the Recently Played response when users stream them directly from the Apple Music catalog. If a user plays a song from their personal library, the playback is not reported by the endpoint and cannot be tracked. This is a breaking change that significantly affects existing integrations, but we could not find any announcement in the release notes or updates to the documentation regarding this behavior change. Could you please confirm whether this change is intentional? If so, we would appreciate updated documentation or guidance on how apps should handle tracking playback from a user's library.
Replies
10
Boosts
6
Views
1.9k
Activity
17h
【溦Tin558869】腾龙公司会员怎么注册游戏账号?
第一步、访问官方惘站【TL 670.com】在浏览器中输入腾龙公司官方认证的网址,确保访问的是真实有效的平台,避免因误入仿冒网站导致信息丢失或注册失败。 第二步、启动注册程序进入官网后,在页面右上角或显眼位置找到“注册”按钮并点击,系统将弹出注册窗口。 第三步、在注册窗口中填写核心信息中需提供以下内容:用户名:作为登录游戏平台的唯一标识,需确保同步其他用户占用。密码设置:建议采用字母、数字及符号的复杂组合,避免使用生日、连续数字等弱口令,以提升账号安全性。手机号码:需为实名认证的号码,用于接收验证码或后续验证安全。 第四步、完成注册验证提交信息后,系统可能要求通过短信验证码、邮箱验证或绑定社交媒体账号等方式完成二次验证。验证通过后,页面会提示“注册成功”。
Replies
0
Boosts
0
Views
26
Activity
17h
Does activeLockedVideoFrameDuration limit fully manual exposure to half a frame?
On an iPhone 18 Pro running iOS 27, I’m seeing an interaction between locked frame timing and custom exposure. I configure the wide camera for 4K at 29.97 fps: input.activeLockedVideoFrameDuration = CMTime(value: 1001, timescale: 30000) With aperture and ISO fixed, I set exposure using the iOS 27 setExposureModeCustom(lensAperture:duration:iso:completionHandler:) API. A controlled comparison produced: 10 ms requested: timing lock ON → 10.000 ms; OFF → 10.000 ms. 16 ms requested: timing lock ON → 16.129 ms; OFF → 16.129 ms. 20 ms requested: timing lock ON → 16.667 ms; OFF → 20.000 ms. “OFF” means ordinary minimum and maximum frame durations both set to 1001/30000 seconds. These are exposure values from per-frame camera metadata after valid completion timestamps and a settling period. The behaviour occurs both idle and during recording. With the timing lock enabled, delivered frame timestamps show exact 30000/1001 pacing. Without it, fully manual capture measured approximately 29.964 fps. Separately, with shutter fixed at 20 ms but ISO automatic, the locked-timing configuration held 20 ms and exact 29.97. That suggests exposure ownership affects the behaviour. The documentation (https://developer.apple.com/documentation/avfoundation/avcapturedeviceinput/activelockedvideoframeduration) recommends exposure durations of half a frame or less to maintain full dynamic range, but doesn’t explicitly describe a duration clamp. Is this expected behaviour? Does fully manual exposure impose a half-frame ceiling when locked frame timing is active? Is there an API to query that effective limit? The format’s advertised exposure range includes 20 ms. Is there a supported way to retain exact fractional frame timing and a longer fully manual exposure? I can provide a minimal reproducer and device diagnostics.
Replies
0
Boosts
0
Views
43
Activity
20h
Synchronizing sensor buffer rotation with articulated Duo display planes
Physical camera sensors deliver pixel buffers in native landscape orientation, requiring coordinate transformations when rendering into portrait or split viewports. What is the recommended pipeline design using AVCaptureDeviceDirectionCoordinator and AVCaptureDevice.RotationCoordinator to guarantee that live preview layers and photo captures remain upright across varying fold angles without manual Core Graphics or Core Image buffer rotation passes? Are there specific considerations when the view hierarchy bridges across the physical hinge division?
Replies
1
Boosts
0
Views
765
Activity
2d
SCStreamOutputType.audio delivers correctly-formed but all-zero PCM for VoIP background audio
Is silently zeroing .audio output for communications/VoIP-category background app audio (while leaving frame delivery, timing, and format metadata intact) expected, documented behavior on iOS? Is there an SCStreamConfiguration or SCContentFilter setting that unlocks this, or is this a known gap in the current iOS ScreenCaptureKit implementation relative to macOS (where .audio is documented/known to capture other apps' audio including calls)? A pointer to relevant documentation or a radar number would be very helpful. My test app: Rabbler Rabbler main use it turning voice to text transcriptions. ie. meeting notes. It works well using the iPhone mic or AirPods. It fails when Zoom or Teams meeting is joined. Audio is paused by a well handled interruption. But that yields lost transcription text. Environment iOS 27.0, physical device iPhone 15ProMax (not simulator) Xcode 27.0 (Build 27A266a), iPhoneOS27.0 SDK App target UIBackgroundModes: audio, screen-capture Capture another app's audio via SCStream's .audio output type, using SCContentSharingPicker for source selection, per the "Capturing screen content on iOS" sample's picker pattern. Setup (trimmed to the relevant parts) var configuration = SCContentSharingPickerConfiguration() configuration.showsMicrophoneControl = true picker.defaultConfiguration = configuration picker.add(self) picker.isActive = true picker.present() // contentSharingPicker(_:didUpdateWith:for:) -> startStream(with:) let config = SCStreamConfiguration() config.capturesAudio = true let newStream = SCStream(filter: filter, configuration: config, delegate: self) try newStream.addStreamOutput(seldlerQueue: .main) if filter.isMicrophoneEnabled { try newStream.addStreamOutputsampleHandlerQueue: .main) } try await newStream.startCapture( Sample-buffer handling, convertinmeasuring amplitude: func stream(_ stream: SCStream, deBuffer: CMSampleBuffer, of type:SCStreamOutputType) { guard sampleBuffer.isValid, tmicrophone else { return } // ... (format captured once from first buffer via CMAudioFormatDescriptionGetStream let frameCount = AVAudioFrameCount(CMSampleBufferGetNumSamples(sampleBuffer)) let pcmBuffer = AVAudioPCMBufmeCapacity: frameCount)! pcmBuffer.frameLength = frameCount let status = CMSampleBufferCost( sampleBuffer, at: 0, frameCount: Int32(frameCount), into: pcmBuffer.mutableAudioBufferList ) // status == noErr every time } Amplitude check on the resulting AVAudioPCMBuffer.floatChannelData: var peak: Float = 0, sumSquares: 0 for channel in 0..<Int(buffer.format.channelCount) { let samples = channelData[cha for frame in 0..<frameCount { let sample = samples[fram peak = max(peak, abs(sample)) sumSquares += sample * sa if sample != 0 { nonZeroCount += 1 } } } Result 1 — Music app selected as capture source (baseline, works correctly) Real audio content: writing the buffers straight to a .caf file via AVAudioFile produces a real, listenable ~9MB file matchihe capture duration (stereo, 48kHz, Float32). Confirmed by ear. Result 2 — Zoom call selected as capture source (fails silently) SCStream delivers buffers continuously and correctly-formed — same format every time (2 ch, 48000 Hz, Float32, deinterleaved)atus == noErr fromCMSampleBufferCopyPCMDataIntoAudioBufferList every time. But every sample is exactly zero: [2:17:19 PM] ScreenCaptureService: .audio first buffer format — <AVAudioFormat 0x12063fb60: 2ch, 48000 Hz, Float32, deinterlea [2:17:19 PM] ScreenCaptureService: .audio buffer #1 — peak=0.0 rms=0.0 nonZero=0/1920 [2:17:19 PM] ScreenCaptureService0.0 rms=0.0 nonZero=0/1920 ... [2:17:21 PM] ScreenCaptureServicek=0.0 rms=0.0 nonZero=0/1920 [2:18:27 PM] ScreenCaptureService: .audio buffer #3400 — peak=0.0 rms=0.0 nonZero=0/1920 That's peak=0.0/rms=0.0/0 nonZero samples across every single one of 3400+ consecutive buffersover ~70 seconds of an active Zoo Writing these buffers to a .caffile produces a valid, correctly-sized, completely silent audio file — not corrupted, not empty, genuinely all zeros. Control test — .microphone in theall With filter.isMicrophoneEnabled = on the same SCStream, during thesame Zoom call, correctly captures the local user's own voice (confirmed by ear from the resulting file) — even though the call is silently holding exclusive access to the mic hardware from Rabbler's own AVAudioEngine.inputNode tap (which gets interrupted, as expected). This rules out a session-wide permission failure -.micophone clearly has real access to audio in this exact session; .audio does not, specifically for this source. evidence now looks like this iOS 27 ScreenCaptureKit │ ├── SomaFM playback │ └── .audio → REAL PCM ✓ │ ├── Zoom remote audio │ └── .audio → ZERO PCM ✗ │ └── Teams remote audio └── .audio → ZERO PCM ✗
Replies
2
Boosts
0
Views
786
Activity
2d
RemoteMediaSessionExtension: Lock Screen / Dynamic Island occasionally fail to redraw mid-track; only recovers at the next track change or by foregrounding the app
I'm seeing an intermittent split between how different Now Playing surfaces reconcile with a RemoteMediaSessionExtension (the iOS 27 com.apple.nowplaying.remote-media extension point). Control Center and Apple Watch reliably show the current track. The Lock Screen and Dynamic Island occasionally get stuck on the previous track for the remainder of that track. They'll often self-correct once the next track change happens — but not always and never mid-track. The only way to fix it before the track ends is to bring the host app to the foreground. Setup: the extension receives APNs pushes carrying playback/metadata payloads from a third-party speaker system. Each push either resumes an already-alive extension process (update(:)) or cold-starts it (session(:)), which sets content/the Artwork provider closure and returns. All three surfaces read from that exact same synchronous content value — there is no code path in the extension that could serve them differently. Cleanest isolated repro on record (device log timestamps): one track was displaying correctly everywhere. The next track triggered a cold start; the extension decoded the push, resolved and prefetched real artwork, and had content fully populated within under a second. Moments later, that cached artwork was requested and served at Control Center's own request sizes, and Control Center updated correctly. Lock Screen and Dynamic Island made zero requests of any kind — no content query, no artwork fetch — for the entire remainder of that track. This doesn’t appear to be a problem with the apns pushes, I can see from my server that they are successfully sent and Control Center updates correctly but lockscreen and Dynamic Island do not. I tried reducing the artwork size as a test to see if this worked more reliably, but still faced similar issues. Apple Watch remains a consistently-correct surface alongside Control Center, reinforcing that this is isolated to whatever presentation machinery Lock Screen and Dynamic Island specifically share. Ruled out on my side: • Push delivery/decoding — the extension's own receive-time debug dump shows the correct decoded attributes before any surface renders. • Process suspension — this has been observed with the extension actively running throughout, proven by Control Center rendering fresh data from it during the same window. Questions: Is there a known issue where Lock Screen/Dynamic Island stop re-querying a RemoteMediaSessionExtension's content mid-track, after it's already been correctly delivered and rendered elsewhere (Control Center, Watch)? Is Lock Screen/Dynamic Island's own redraw path gated on the app process being foreground, similar to requestToBecomeSystemPrimary()'s documented foreground-only effect? If so, is there any supported way to trigger that reconciliation from a background extension update, short of the user opening the app? Is there a supported way to force-invalidate/redraw Lock Screen's and Dynamic Island's cached presentation for an existing session, without ending and restarting it (which would reset the user's Lock Screen state)?
Replies
0
Boosts
0
Views
415
Activity
2d
ScreenCaptureKit on iPadOS 27 is capped at 60 fps on 120Hz ProMotion devices, even with minimumFrameInterval set to 1/120
On an iPad Pro 11-inch (M4) running iPadOS 27.0 (24A437), ScreenCaptureKit delivers a maximum of 60 frames per second when capturing the entire screen, even while an app is rendering at 120 fps (confirmed with the Metal Performance HUD). What I tested: Default configuration: exactly 60 fps, with every frame timestamp spaced 16.67ms apart. Setting minimumFrameInterval to 1/120 and queueDepth to 8, both before starting the stream and through updateConfiguration after it started: the values are accepted and read back correctly, but delivery stays at exactly 60 fps. Smaller output sizes (1/4 and 1/8 of native resolution): still 60 fps. ReplayKit broadcast upload extension: also exactly 60 fps. Also, minimumFrameInterval and queueDepth are documented as available on iOS/iPadOS 27, but the iOS 27 SDK marks them as unavailable. Request: please allow ScreenCaptureKit to capture at the display's full refresh rate (up to 120 fps) on ProMotion devices when minimumFrameInterval asks for it, and make minimumFrameInterval available in the iOS SDK.
Replies
0
Boosts
0
Views
235
Activity
3d
Using MusicKit to display a user’s currently playing Apple Music track
Hello, I’m evaluating a possible MusicKit integration and would like to clarify whether the following use is permitted. With the user’s explicit and revocable consent, our iOS app would read the song currently playing in Apple Music while our app is active and display the song title and artist to other users of our application. Our app would not play, stream, host, download or redistribute Apple Music audio. Music playback would remain entirely within Apple Music. When our app is closed, it would stop accessing Apple Music. The last synchronized song may remain displayed until the user opens our app again, at which point the currently playing song would be refreshed. If a displayed song is tapped, the user would be redirected to Apple Music. We are happy to follow Apple’s required formatting, attribution and linking rules. Album artwork is not required and can be omitted if necessary. The Apple Music functionality itself would remain free. Any monetization would relate only to separate features of the application. Could someone clarify: Is this use permitted under the MusicKit / Apple Music requirements? May the current song title and artist be displayed to other users in this way? Which official Apple framework/API is recommended for detecting the song currently playing in Apple Music while our app is active? Are there specific attribution or linking requirements for this use? Thank you.
Replies
0
Boosts
0
Views
298
Activity
3d
Virtual Front Camera: Session lifecycle, MultiCam compatibility, and pipeline stability
We are very interested in the new Virtual Front Camera capability on iPhone Duo. When the physical chassis opens or closes, how does the Virtual Front Camera handle the underlying optical handoff? Specifically, does this transition occur seamlessly within an active AVCaptureSession / AVCaptureVideoDataOutput pipeline without interrupting delivery of video frames, or does it trigger reconfiguration notifications that require pausing the session? Additionally, can the Virtual Front Camera be paired with a rear capture device inside an AVCaptureMultiCamSession while maintaining real-time performance and reasonable thermal headroom?
Replies
1
Boosts
0
Views
351
Activity
4d
Testing capture workflows on the iPhone Duo Simulator: Synthetic inputs and mock feeds
In the current Xcode iPhone Duo simulator runtime, AVCaptureDevice.DiscoverySession does not expose physical or simulated camera devices, returning empty arrays and necessitating custom synthetic mock pipelines for UI and kinematic tests. Are there plans to introduce synthetic camera device emulation directly within the Duo CoreSimulator runtime? In the interim, what is Apple’s recommended architecture for verifying camera UI, preview rendering, and capture triggers on the Duo simulator target without diverging from production AVFoundation pipelines?
Replies
1
Boosts
0
Views
338
Activity
4d
AVCaptureDeviceDiscoverySession & stream continuity across physical hinge transitions with Virtual Front Camera
Hello team, When configuring an AVCaptureMultiCamSession or consuming the new Virtual Front Camera, what is the recommended architecture to avoid frame drops or pipeline rebuilds (AVCaptureSessionRuntimeError) during dynamic posture transitions (from folded to unfolded / half-open)? Specifically: Does the Virtual Front Camera handle the lens handover internally with continuous timestamps in CMSampleBuffer, or does the underlying device switch trigger a device disconnect/reconnect notification that requires re-attaching inputs? How are the optical intrinsics (matrix_float3x3) and lens distortion coefficients updated through the hinge motion? Can we rely on continuous metadata attachments on each frame during the transition, particularly if running real-time CoreML / Vision processing? Thanks!
Replies
3
Boosts
0
Views
97
Activity
4d
iPhone Duo: Does CameraCaptureAccessory accept touch, what counts as an active camera session, and can both front cameras run at once?
After watching "Leverage multiple displays and scenes on iPhone Duo" and "Build a great camera experience for iPhone Duo", we have four questions about the outer display while the device is open: Does a view hosted in CameraCaptureAccessory receive touch input on the outer display, or is it display-only? The accessory is described as available when the app "has an active camera session." Does that require a running preview layer or an attached output (photo, movie or data), or is a running AVCaptureSession with an input enough? Is a session whose main purpose is to host the accessory a supported use? Can AVCaptureMultiCamSession run the inner (under-display) front camera and the outer front camera at the same time on iPhone Duo? If so, which device-type combinations are supported, and are there thermal or power limits? Is CameraCaptureAccessory the only way for an app to show content on the outer display while the inner display is live, or are scene accessories that don't depend on the camera planned? Our use case is not photography. We're exploring a companion view for a second person sitting across from the device owner, so we want to understand whether the camera accessory is the right tool before designing around it.
Replies
4
Boosts
0
Views
76
Activity
4d
New download progress "banner" on iOS27
We are using AVAssetDownloadURLSession to download videos. On iOS27, when building with the iOS27 SDK, there is a new progress banner showing the file name and download progress. The user can also cancel the download from there. I have not seen this mentioned anywhere and I am wondering if there are any APIs related to this new feature? Reason: For example, we show a user notification when a download has finished but if there already was a banner displaying the status that notification is unnecessary.
Replies
2
Boosts
0
Views
323
Activity
4d
Camera direction and rotation in the half-folded pose on iPhone Duo
"Build a great camera experience for iPhone Duo" covers the device open and the device closed, including reconfiguring the session from AVCaptureDeviceDirectionCoordinator's change handler when the forward-facing camera changes. It does not cover the partially open pose, which "Leverage multiple displays and scenes on iPhone Duo" treats as a first-class hinge state with a continuous angle. Consider a camera app that keeps a live preview on screen and adopts AVCaptureDevice.RotationCoordinator — the documented remedy for cases like the square front sensor on iPhone 17, where a hard-coded 90° leaves the preview tilted — applying videoRotationAngleForHorizonLevelPreview to both the preview and the capture connection. In the partially open pose the two halves are at different physical attitudes: one stands up, the other lies flat. Which camera does AVCaptureDeviceDirectionCoordinator report as forward-facing while the hinge status is partially open? Does the hinge angle affect that decision? RotationCoordinator derives its angle from device attitude. With the two halves at different attitudes, which one does videoRotationAngleForHorizonLevelPreview reflect — the half carrying the active camera, the half hosting the preview layer, or a single device-level reference? If an app deliberately keeps the rear camera on the scene while its preview is drawn on the half facing the user, is that a supported configuration, or is the coordinator expected to override that choice? Is any of this modelled in the iPhone Duo simulator, or does the partially open pose require real hardware to test? Question 4 matters for planning: building against a rotation value that only appears on device would be worth knowing about before the hardware ships.
Replies
4
Boosts
0
Views
110
Activity
4d
Is the inner under-display camera going to be usable for real-time 2D body-pose analysis?
Hi! We run continuous 2D human body-pose estimation on a front-facing camera feed: one person, full body in frame, standing a meter or two away, 30-60fps. With iPhone Duo open, the camera that faces the person looking at the inner display is the under-display inner camera (builtInInnerUltraWideCamera). Published specs cap it at 1080p at 30 or 60 fps, and it is presented as the FaceTime camera. Two things are unclear from the camera tech talk and the specs: Is that 1080p format a native readout we can feed to Vision body pose, or a preview-oriented stream whose effective detail is too low for full-body pose at that distance? Is third-party use of this camera supported for a long-running analysis session, or is it intended only for video calls and live previews? Thanks
Replies
1
Boosts
0
Views
70
Activity
4d
About photo wallpaper on iPhone Duo
For a user-selected photo wallpaper on iPhone Duo, does iOS use one source image and automatically adapt or crop it for the outer and inner displays, or can users assign separate images to the outer and inner displays? If one image is used, is the crop or focal position shared between both displays, or can the user adjust them independently?
Replies
1
Boosts
1
Views
96
Activity
4d