Dive into the technical aspects of audio on your device, including codecs, format support, and customization options.

Audio Documentation

Posts under Audio subtopic

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How can third-party iOS apps obtain real-time waveform / spectrogram data for Apple Music tracks (similar to djay & other DJ apps)?
Hi everyone, I’m working on an iOS MusicKit app that overlays a metronome on top of Apple Music playback. To line the clicks up perfectly I’d like access to low-level audio analysis data—ideally a waveform / spectrogram or beat grid—while the track is playing. I’ve noticed that several approved DJ apps (e.g. djay, Serato, rekordbox) can already: • Display detailed scrolling waveforms of Apple Music songs • Scratch, loop or time-stretch those tracks in real time That implies they receive decoded PCM frames or at least high-resolution analysis data from Apple Music under a special entitlement. My questions: 1. Does MusicKit (or any public framework) expose real-time audio buffers, FFT bins, or beat markers for streaming Apple Music content? 2. If not, is there an Apple program or entitlement that developers can apply for—similar to the “DJ with Apple Music” initiative—to gain that deeper access? 3. Where can I find official documentation or a point of contact for this kind of request? I’ve searched the docs and forums but only see standard MusicKit playback APIs, which don’t appear to expose raw audio for DRM-protected songs. Any guidance, links or insider tips on the proper application process would be hugely appreciated! Thanks in advance.
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Shazamkit with AirPods
HI Guys, I'm using Shazamkit in my IOS app and successfully capturing the currently playing track details, when using the devices (iPhone) built-in mic. When I test with AirPods though, my app cannot both send the output to through the AirPods and capture that same output with the AirPods mic, for Shazamkit recognition. I believe this must be possible, because the Shazamkit widget on IOS can do this. Is it restricted in some way for third party apps? If not, I'd appreciate some guidance on how to achieve this in Swift code. Thanks in advance.
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568
Feb ’25
[AVPlayerItemVideoOutput initWithPixelBufferAttributes:] output attributes setting not work
My app want Converting iphone12 HDR Video to SDR,to edit。 follow the doc Apple-HDR-Convert. My code setting the pixBuffAttributes        [pixBuffAttributes setObject:(id)(kCVImageBufferYCbCrMatrix_ITU_R_709_2) forKey:(id)kCVImageBufferYCbCrMatrixKey];       [pixBuffAttributes setObject:(id)(kCVImageBufferColorPrimaries_ITU_R_709_2) forKey:(id)kCVImageBufferColorPrimariesKey];       [pixBuffAttributes setObject:(id)kCVImageBufferTransferFunction_ITU_R_709_2 forKey:(id)kCVImageBufferTransferFunctionKey];       playerItemOutput = [[AVPlayerItemVideoOutput alloc] initWithPixelBufferAttributes:pixBuffAttributes]; but I get the playerItemOutput's output buffer   CFTypeRef colorAttachments = CVBufferGetAttachment(pixelBuffer, kCVImageBufferYCbCrMatrixKey, NULL);     CFTypeRef colorPrimaries = CVBufferGetAttachment(pixelBuffer, kCVImageBufferColorPrimariesKey, NULL);     CFTypeRef colorTransFunc = CVBufferGetAttachment(pixelBuffer, kCVImageBufferTransferFunctionKey, NULL);      NSLog(@"colorAttachments = %@", colorAttachments);     NSLog(@"colorPrimaries = %@", colorPrimaries);     NSLog(@"colorTransFunc = %@", colorTransFunc); log output: colorAttachments = ITU_R_2020 colorPrimaries = ITU_R_2020 colorTransFunc = ITU_R_2100_HLG pixBuffAttributes setting output format invalid,please help!
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Audio session activation occasionally fails from CarPlay
I'm working on adding CarPlay support to an audio app and am running into an issue. Occasionally, when a user opens the app from CarPlay while the main app scene is either not connected or is currently in the background, I will receive an error when attempting to activate the audio session. The code below mimics my setup: do { try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio) try AVAudioSession.sharedInstance().setActive(true) } catch { print(error) // NSOSStatusErrorDomain - 560557684: Session activation failed } That error code maps to AVAudioSession.ErrorCode.cannotInterruptOthers. Once in this state, all subsequent attempts to play different pieces of content will fail. However, things will start working normally if the user opens the app on their phone and tries again from CarPlay (while the app is in the foreground on their phone). I'm not sure why it would behave this way and want to note that I do have the audio background mode capability enabled. Has anyone else encountered this? Are there any workarounds or changes I could make to prevent this from happening?
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159
Apr ’25
AudioHardwareError: No Access to Int32 error constants
I am unable to access the Int32 error from the errors that CoreAudio throws in Swift type AudioHardwareError. This is critical. There is no way to access the errors or even create an AudioHardwareError to test for errors. do { _ = try AudioHardwareDevice(id: 0).streams // will throw } catch { if let error = error as? AudioHardwareError { // cast to AudioHardwareError print(error) // prints error code but not the errorDescription } } How can get reliably get the error.Int32? Or create a AudioHardwareError with an error constant? There is no way for me to handle these error with code or run tests without knowing what the error is. On top of that, by default the error localizedDescription does not contain the errorDescription unless I extend AudioHardwareError with CustomStringConvertible. extension AudioHardwareError: @retroactive CustomStringConvertible { public var description: String { return self.localizedDescription } }
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593
Dec ’24
AVAudioPlayer/SKAudioNode audio no longer plays after interruption
Hi 👋! We have a SpriteKit-based app where we play AVAudio sounds in three different ways: Effects (incl. UI sounds) with AVAudioPlayer. Long looping tracks with AVAudioPlayer. Short animation effects on the timeline of SpriteKit's SKScene files (effectively SKAudioNode nodes). We've found that when you exit the app or otherwise interrupt audio plays, future audio plays often fail. For example, there's a WebKit-based video trailer inside the app, and if you play it, our looping background music track (2.) will stop playing, and won't resume as you close the trailer (return from WebKit). This is probably due to us not manually restarting the track (so may well be easily fixed). Periodically played AVAudioPlayer audio (1.) are not affected. However, the more concerning thing is that the audio tracks on SKScene file timelines (3.) will no longer play. My hypothesis is that AVAudioEngine gets interrupted, and needs to be restarted for those AVAudioNode elements to regain functionality. Thing is, we don't deal with AVAudioEngine at all currently in the app, meaning it is never initiated to begin with. Obviously things return to normal when you remove the app from short-term memory and restart it. However, it seems many of our users aren't doing this, and often report audio failing presumably due to some interruption in the past without the app ever being cleared from memory. Any idea why timeline-run SKAudioNodes would fail like this? Should the app react to app backgrounding/foregrounding regarding audio? Any help would be very much appreciated ✌️!
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106
May ’25
CoreAudio HAL plugin vs dext
The presentation "create audio drivers with DriverKit" from WWDC 2021 demonstrates how to use a dext to implement a virtual audio driver. It also says " If a virtual audio driver or device is all that is needed, the audio server plug-in driver model should continue to be used". Indeed, in AudioDriverKit/AudioDriverKitTypes.h, there is no IOUserAudioTransportType Virtual, although CoreAudio/AudioHardwareBase.h includes kAudioDeviceTransportTypeVirtual. For one of our products, we require virtual devices to implement a software loopback "cable". We've implemented this using the "traditional" HAL plugin, and as a proof-of-concept, also using a dext. In the dext, I tried setting the transport type to 'virt', which seems to only have the effect of changing the icon shown in Audio Midi Setup. HAL plugins require an installer, and the installer has to kill coreaudiod in a post-install script. You have to turn off SIP to debug them. Just like AudioDriverKit drivers, they are out-of-process and run in a process not owned by the hosting app. Our HAL plugin's interface is property based; we had to write a lot of boiler-plate code to implement required properties. Writing an AudioDriverKit driver is in most respects easier - a lot of the scaffolding is implemented in the base driver, which we only alter where required. Debugging and installation is much easier. The dext works just fine, as far as we can ascertain, just as well as a HAL plugin. So, my question is - is the advice to use a HAL plugin for a virtual device still correct in 2025? And if so, what's the objection? We'd really prefer to ship the AudioDriverKit virtual audio device.
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Mar ’25
iPad app on macOS not asking for microphone permission
Hello, I have an iOS app that is recording audio that is working fine on iPads/iPhones. It asks for microphone permission and after that recording works. I installed the same app on my M3 MacBook via TestFlight since iPad apps are supposed to work without a change that way. The app starts fine and everything, but it never asks for Microphone permission, so I can't record. Do I need to do something to make this happen (this is not macCatalyst, its running the arm64 iPhone binary on macOS) thanks
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780
Mar ’25
[VisionOS Audio] AVAudioPlayerNode occasionally produces loud popping/distortion when playing PCM data
I'm experiencing audio issues while developing for visionOS when playing PCM data through AVAudioPlayerNode. Issue Description: Occasionally, the speaker produces loud popping sounds or distorted noise This occurs during PCM audio playback using AVAudioPlayerNode The issue is intermittent and doesn't happen every time Technical Details: Platform: visionOS Device: vision pro / simulator Audio Framework: AVFoundation Audio Node: AVAudioPlayerNode Audio Format: PCM I would appreciate any insights on: Common causes of audio distortion with AVAudioPlayerNode Recommended best practices for handling PCM playback in visionOS Potential configuration issues that might cause this behavior Has anyone encountered similar issues or found solutions? Any guidance would be greatly helpful. Thank you in advance!
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639
Jan ’25
Always audio from latest connected external USB mic
Hello! I've two mics connected to a USB-hub. The USB-hub is then connected to my iPad. Both mics are part of the audio session's list of available inputs. The problem is that regardless of which mic I select in my app (using setPreferredInput() on the audio session), the audio keeps coming from the mic that was last connected to the USB-hub. Anyone that knows if this is a limitation in iPadOS/iOS?
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Jul ’25
Process to request the restricted entitlement behind “DJ with Apple Music” (tempo control / time-stretch on Apple Music streams)?
Hi, I’m an iOS developer building an app with an use case that needs advanced playback on Apple Music subscription streams, specifically: • Real-time tempo change (BPM) during playback — i.e., time-stretch with key-lock, not just crossfade. • Beat-matched transitions between tracks. From what I can tell, this capability seems to exist only for approved partners and isn’t available through public MusicKit. Question: What’s the official request path to be evaluated for that restricted partner entitlement (application form, questionnaire, NDA, or internal team/BD contact)? If the entitlement identifier is internal, how can I get my account routed to the right Apple Music team? For reference, publicly announced partners include Algoriddim djay, Serato DJ Pro, rekordbox (AlphaTheta), and Engine DJ—all of which appear to implement mixing features that imply advanced playback (tempo/beat-matching) on Apple Music content. I’d prefer not to share product details publicly for the moment and can provide specifics privately if needed. Thanks in advance!
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222
Oct ’25
Detecting if a phone call is being recorded by another app on iOS
Hello, I’m new here. I'm developing an iOS app and I’d like to know whether it is possible to detect if a phone call is being recorded by another app running in the background. I’ve already reviewed the documentation for CallKit and AVAudioSession, but I couldn’t find anything related. My expectation was that iOS might provide some callback or API to indicate if a call is being recorded (third-party apps), but so far I haven’t found a way. My questions are: Does iOS expose any API to detect if a call is being recorded? If not, is there any indirect, Apple's policy compliant method (e.g., microphone usage events) that can be relied upon? Or is this something that iOS explicitly prevents for privacyreasons? Expecting solutions that align with Apple’s policies and would be accepted under the App Store Review Guidelines. Thanks in advance for any guidance.
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Aug ’25
Why is AVAudioEngine input giving all zero samples?
I am trying to get access to raw audio samples from mic. I've written a simple example application that writes the values to a text file. Below is my sample application. All the input samples from the buffers connected to the input tap is zero. What am I doing wrong? I did add the Privacy - Microphone Usage Description key to my application target properties and I am allowing microphone access when the application launches. I do find it strange that I have to provide permission every time even though in Settings > Privacy, my application is listed as one of the applications allowed to access the microphone. class AudioRecorder { private let audioEngine = AVAudioEngine() private var fileHandle: FileHandle? func startRecording() { let inputNode = audioEngine.inputNode let audioFormat: AVAudioFormat #if os(iOS) let hardwareSampleRate = AVAudioSession.sharedInstance().sampleRate audioFormat = AVAudioFormat(standardFormatWithSampleRate: hardwareSampleRate, channels: 1)! #elseif os(macOS) audioFormat = inputNode.inputFormat(forBus: 0) // Use input node's current format #endif setupTextFile() inputNode.installTap(onBus: 0, bufferSize: 1024, format: audioFormat) { [weak self] buffer, _ in self!.processAudioBuffer(buffer: buffer) } do { try audioEngine.start() print("Recording started with format: \(audioFormat)") } catch { print("Failed to start audio engine: \(error.localizedDescription)") } } func stopRecording() { audioEngine.stop() audioEngine.inputNode.removeTap(onBus: 0) print("Recording stopped.") } private func setupTextFile() { let tempDir = FileManager.default.temporaryDirectory let textFileURL = tempDir.appendingPathComponent("audioData.txt") FileManager.default.createFile(atPath: textFileURL.path, contents: nil, attributes: nil) fileHandle = try? FileHandle(forWritingTo: textFileURL) } private func processAudioBuffer(buffer: AVAudioPCMBuffer) { guard let channelData = buffer.floatChannelData else { return } let channelSamples = channelData[0] let frameLength = Int(buffer.frameLength) var textData = "" var allZero = true for i in 0..<frameLength { let sample = channelSamples[i] if sample != 0 { allZero = false } textData += "\(sample)\n" } if allZero { print("Got \(frameLength) worth of audio data on \(buffer.stride) channels. All data is zero.") } else { print("Got \(frameLength) worth of audio data on \(buffer.stride) channels.") } // Write to file if let data = textData.data(using: .utf8) { fileHandle!.write(data) } } }
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924
Jan ’25
Delay in Microphone Input When Talking While Receiving Audio in PTT Framework (Full Duplex Mode)
Context: I am currently developing an app using the Push-to-Talk (PTT) framework. I have reviewed both the PTT framework documentation and the CallKit demo project to better understand how to properly manage audio session activation and AVAudioEngine setup. I am not activating the audio session manually. The audio session configuration is handled in the incomingPushResult or didBeginTransmitting callbacks from the PTChannelManagerDelegate. I am using a single AVAudioEngine instance for both input and playback. The engine is started in the didActivate callback from the PTChannelManagerDelegate. When I receive a push in full duplex mode, I set the active participant to the user who is speaking. Issue When I attempt to talk while the other participant is already speaking, my input tap on the input node takes a few seconds to return valid PCM audio data. Initially, it returns an empty PCM audio block. Details: The audio session is already active and configured with .playAndRecord. The input tap is already installed when the engine is started. When I talk from a neutral state (no one is speaking), the system plays the standard "microphone activation" tone, which covers this initial delay. However, this does not happen when I am already receiving audio. Assumptions / Current Setup Because the audio session is active in play and record, I assumed that microphone input would be available immediately, even while receiving audio. However, there seems to be a delay before valid input is delivered to the tap, only occurring when switching from a receive state to simultaneously talking. Questions Is this expected behavior when using the PTT framework in full duplex mode with a shared AVAudioEngine? Should I be restarting or reconfiguring the engine or audio session when beginning to talk while receiving audio? Is there a recommended pattern for managing microphone readiness in this scenario to avoid the initial empty PCM buffer? Would using separate engines for input and output improve responsiveness? I would like to confirm the correct approach to handling simultaneous talk and receive in full duplex mode using PTT framework and AVAudioEngine. Specifically, I need guidance on ensuring the microphone is ready to capture audio immediately without the delay seen in my current implementation. Relevant Code Snippets Engine Setup func setup() { let input = audioEngine.inputNode do { try input.setVoiceProcessingEnabled(true) } catch { print("Could not enable voice processing \(error)") return } input.isVoiceProcessingAGCEnabled = false let output = audioEngine.outputNode let mainMixer = audioEngine.mainMixerNode audioEngine.connect(pttPlayerNode, to: mainMixer, format: outputFormat) audioEngine.connect(beepNode, to: mainMixer, format: outputFormat) audioEngine.connect(mainMixer, to: output, format: outputFormat) // Initialize converters converter = AVAudioConverter(from: inputFormat, to: outputFormat)! f32ToInt16Converter = AVAudioConverter(from: outputFormat, to: inputFormat)! audioEngine.prepare() } Input Tap Installation func installTap() { guard AudioHandler.shared.checkMicrophonePermission() else { print("Microphone not granted for recording") return } guard !isInputTapped else { print("[AudioEngine] Input is already tapped!") return } let input = audioEngine.inputNode let microphoneFormat = input.inputFormat(forBus: 0) let microphoneDownsampler = AVAudioConverter(from: microphoneFormat, to: outputFormat)! let desiredFormat = outputFormat let inputFramesNeeded = AVAudioFrameCount((Double(OpusCodec.DECODED_PACKET_NUM_SAMPLES) * microphoneFormat.sampleRate) / desiredFormat.sampleRate) input.installTap(onBus: 0, bufferSize: inputFramesNeeded, format: input.inputFormat(forBus: 0)) { [weak self] buffer, when in guard let self = self else { return } // Output buffer: 1920 frames at 16kHz guard let outputBuffer = AVAudioPCMBuffer(pcmFormat: desiredFormat, frameCapacity: AVAudioFrameCount(OpusCodec.DECODED_PACKET_NUM_SAMPLES)) else { return } outputBuffer.frameLength = outputBuffer.frameCapacity let inputBlock: AVAudioConverterInputBlock = { inNumPackets, outStatus in outStatus.pointee = .haveData return buffer } var error: NSError? let converterResult = microphoneDownsampler.convert(to: outputBuffer, error: &error, withInputFrom: inputBlock) if converterResult != .haveData { DebugLogger.shared.print("Downsample error \(converterResult)") } else { self.handleDownsampledBuffer(outputBuffer) } } isInputTapped = true }
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Aug ’25
SpeechTranscriber not providing audioTimeRange for most results
I started playing which transcription of audio files on macOS today, latest beta of Xcode and latest beta of Tahoe. Transcription itself works really well, but for some reason the majority of the results contain no audioTimeRange. I got 22 single-word results with time ranges, spread out all over total file of 53 minutes. Is there something I can do to improve this? To my understanding, I have followed sample code and instructions very closely, but the SwiftTranscriptionSampleApp and other examples I've seen lead me to believe I should be getting a lot more time ranges than I actually do.
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Aug ’25
Application tones start when I get incoming call or message
I've got a problem with my app where I'm testing it on my own phone. I'm using audio kit to generate tones as part of the app. Everything seems to work fine. Sounds start, Stop, etc. They play when the app is closed and when the phone is locked, so background is working. However, I'm seeing an issue where, even when STOP is pressed and the application exited, if I get a notification such as a text message, the base tone for the app starts to play. If I then open the app, check the Start/Stop button - it says start so that. hasnt' been activated. If I click Start, then a 2nd tone starts. This one stops with the Stop button. However the original tone that was set off by an incoming message carries on playing. Until I go to the Open Apps View on the phone and slide the application upwards. For the life of me, I can't figure out whats happening here.
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73
May ’25
Can Logic Pro load an Audio Unit v3 in-process?
After investing more than a week into getting a bunch of audio unit projects converted into app + appex + framework, they all are now correctly loaded in-process in the demo host app that is part of Xcode's template. However, Logic Pro adamantly refuses to load them in-process. Does Logic Pro simply not do that ever, or is there some hint or configuration my plugins need to provide to enable that? If it is unsupported, will it be supported in some future version of Logic? The entire point of investing that week was performance, which is moot if it is impossible to test the impact of loading in-process in a real-world usage scenario.
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660
Jan ’25
MPRemoteCommandCenter not updating play/pause button to proper state on iOS
So I'm using AVAudioEngine. When playing audio I become the 'now playing' app using MPNowPlayingInfoCenter/MPRemoteCommandCenter APIs. When configuring MPRemoteCommandCenter I add a play/pause command target via -addTargetWithHandler on the togglePlayPauseCommand property. Now I also have a play/pause button in my app's UI. When I pause playback from my app's UI (which means I'm the active app, I'm in the foreground), what I do is this: -I pause the AVAudioPlayerNode I'm using with AVAudioEngine. I do not, stop, reset, etc. the AVAudioEngine. I only pause the player node. My thought process here is that the user just pressed pause and it is very likely that he will hit 'play' to resume playback in the near future because My app is in the foreground and the user just hit the pause button. Now if my app moves to the background and if I receive a memory warning I presume it'd make sense to tear down the engine or pause it. Perhaps I'm wrong about this? So when I initially hit the play button from my app's UI I also activate my AVAudioSession. I do this in high priority NSOperation since the documentation warns that "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic." So now I'm playing and I hit pause from my app's UI. Then I quickly bring up the "Now Playing" center and I see I'm the "Now Playing" app but the play-pause button is showing the pause icon instead of the play icon but I'm in the pause state. I do set MPNowPlayingInfoCenter's playbackState to MPNowPlayingPlaybackStatePaused when I pause. Not surprisingly this doesn't work. The documentation states this is for macOS only. So the only way to get MPRemoteCommandCenter to show the "play" image for the play-pause button is to deactivate my AVAudioSession when I pause playback? Since I change the active state of my audio session in a NSOperation because documentation recommends "we recommend that applications not activate their session from a thread where a long blocking operation will be problematic." the play-pause toggle in the remote command center won't immediately update since I'm doing it on another thread. IMO it feels kind of inappropriate for a play-pause button to wait on a NSOperation activating the audio session before updating its UI when I already know my play/paused state, it should update right away like the button in my app does. Wouldn't it be nicer to just use MPNowPlayingInfoCenter's playbackState property on iOS too? If I'm no the longer the now playing app/active audio session it doesn't matter since I'm not in the now playing UI, just ignore it? Also is it recommended that I deactivate my audio session explicitly every time the user pauses audio in my app (when I'm in the foreground)? Also when I do deactivate the audio session I get an error: AVAudioSessionErrorCodeIsBusy (but the button in the now playing center updates to the proper image). I do this : -(void)pause { [self.playerNode pause]; [self runOperationToDeactivateAudioSession]; // This does nothing on iOS: MPNowPlayingInfoCenter *nowPlayingCenter = [MPNowPlayingInfoCenter defaultCenter]; nowPlayingCenter.playbackState = MPNowPlayingPlaybackStatePaused; } So in -runOperationToDeactivateAudioSession I get the AVAudioSessionErrorCodeIsBusy. According to the documentation Starting in iOS 8, if the session has running I/Os at the time that deactivation is requested, the session will be deactivated, but the method will return NO and populate the NSError with the code property set to AVAudioSessionErrorCodeIsBusy to indicate the misuse of the API. So pausing the player node when pausing isn't enough to meet the deactivation criteria. I guess I have to pause or stop the audio engine. I could probably wait until I receive a scene went to background notification or something before deactivating my audio session (which is async, so the button may not update to the correct image in time). This seems like a lot of code to have to write to get a play-pause toggle to update, especially in iPad-multi window scene environment. What's the recommended approach? Should I pause the AudioEngine instead of the player node always? Should I always explicitly deactivate my audio session when the user pauses playback from my app's UI even if I'm in the foreground? I personally like the idea of just being able to set [MPNowPlayingInfoCenter defaultCenter].playbackState = MPNowPlayingPlaybackStatePaused; But maybe that's because that would just make things easier on me. This does feels overcomplicated though. If anyone can share some tips on how I should handle this, I'd appreciate it.
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687
Feb ’25