Hi there,
I recently launched a dj app to the mac app store, and was wondering how I could access songs for mixing purposes via Apple Music just like how serato, rekordbox, djay, and other DJ apps do?
Thanks,
Gunek
Audio
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ApplicationMusicPlayer is not available on watchOS but all other platforms. Is there a technical reason for that like battery life? Same goes for SystemMusicPlayer and MPMusicPlayerController. I already filed feedbacks for that.
Hi,
I'm trying to setup a AVAudioEngine for USB Audio recording and monitoring playthrough.
As soon as I try to setup playthough I get an error in the console: AVAEInternal.h:83 required condition is false: [AVAudioEngineGraph.mm:1361:Initialize: (IsFormatSampleRateAndChannelCountValid(outputHWFormat))]
Any ideas how to fix it?
// Input-Device setzen
try? setupInputDevice(deviceID: inputDevice)
let input = audioEngine.inputNode
// Stereo-Format erzwingen
let inputHWFormat = input.inputFormat(forBus: 0)
let stereoFormat = AVAudioFormat(commonFormat: inputHWFormat.commonFormat, sampleRate: inputHWFormat.sampleRate, channels: 2, interleaved: inputHWFormat.isInterleaved)
guard let format = stereoFormat else {
throw AudioError.deviceSetupFailed(-1)
}
print("Input format: \(inputHWFormat)")
print("Forced stereo format: \(format)")
audioEngine.attach(monitorMixer)
audioEngine.connect(input, to: monitorMixer, format: format)
// MonitorMixer -> MainMixer (Output)
// Problem here, format: format also breaks.
audioEngine.connect(monitorMixer, to: audioEngine.mainMixerNode, format: nil)
hi all,
as soon an audio is played in a whatever app, coreaudiod inserts a sleep prevent assertion for both, the system AND the display.
can i somehow stop the insertion of the display sleep assertion?
pid 223(coreaudiod): [0x00004e9e00058dc2] 00:03:18 PreventUserIdleDisplaySleep named: "com.apple.audio.AppleGFXHDAEngineOutputDP:10001:0:{B31A-08C6-00000000}.context.preventuseridledisplaysleep"
Created for PID: 4145.
where PID 4145 is spotify.
but it doesn't matter which app is playing the audio.
any help would be appreciated
thanks
Topic:
Media Technologies
SubTopic:
Audio
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem.
I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
Let's consider the following code.
I've created an actor that loads a list of .mp3 files from a Bundle and then makes it available for audio reproduction.
Unfortunately, I'm experiencing a memory leak.
At the play method.
player.play()
From Instruments I get
_malloc_type_malloc_outlined libsystem_malloc.dylib
start_wqthread libsystem_pthread.dylib
private actor AudioActor {
enum Failure: Error {
case soundsNotLoaded([AudioPlayerClient.Sound: Error])
}
enum Player {
case music(AVAudioPlayer)
}
var players: [Sound: Player] = [:]
let bundles: [Bundle]
init(bundles: UncheckedSendable<[Bundle]>) {
self.bundles = bundles.wrappedValue
}
func load(sounds: [Sound]) throws {
try AVAudioSession.sharedInstance().setActive(true, options: [])
var errors: [Sound: Error] = [:]
for sound in sounds {
guard let url = bundle.url(forResource: sound.name, withExtension: "mp3")
else { continue }
do {
self.players[sound] = try .music(AVAudioPlayer(contentsOf: url))
} catch {
errors[sound] = error
}
}
guard errors.isEmpty
else { throw Failure.soundsNotLoaded(errors) }
}
func play(sound: Sound, loops: Int?) throws {
guard let player = self.players[sound]
else { return }
switch player {
case let .music(player):
player.numberOfLoops = loops ?? -1
player.play()
}
}
func stop(sound: Sound) throws {
guard let player = self.players[sound]
else { throw Failure.soundsNotLoaded([:]) }
switch player {
case let .music(player):
player.stop()
}
}
}
I found that the aggregated device correctly obtains input channels in the standard microphone mode. However, in voice isolation mode, it only retrieves channels from the first sub-device in the aggregated device's list. If I want to properly obtain channel information in voice isolation mode, how should I do it?
Is there any way for me to use an AutoMix api in my IOS apps, I would play tracks using the Apple Music api and use AutoMix to attempt to merge tracks.
Is this feature/api available to developers.
I've got a setup using AVAudioEngine with several tone generator nodes, each with a chain of processing nodes, the chains then mixed into the main output.
Generator ➡️ Effect ➡️... ➡️ .mainMixerNode ➡️ .outputNode).
Generator ➡️ Effect ➡️... ⤴️
...
Generator ➡️ Effect ➡️... ⤴️
The user should be able to mute any chain individually. I've found several potential approaches to muting, but not terribly happy with any of them.
Adjust the amplitudes directly in my tone generators. Issue: Consumes CPU even when completely muted. 4 generators adds ~15% cpu, even when all chains are muted.
Detach/attach chains that are muted/unmuted. Issue: Causes loud clicking/popping sounds whenever muted/unmuted.
Fade mixer output volume while detaching/attaching a chain (just cutting the volume immediately to 0 doesn't get rid of the clicking/popping). Issue: Causes all channels to fade during the transition, so not ideal.
The rest of these ideas are variations on making volume control+detatch/attach work for individual chains, since approach #3 worked well.
Add an AVAudioMixer to the end of each chain (just for volume control). Issue: Only the mixer on the final chain functions -- the others block all output. Not sure what's going on there.
Use matrix mixer (for multi-input volume control). Plus detach/attach to reduce CPU if necessary. Not yet attempted, due to perceived complexity and reports of fragility in order of wiring in. A bunch of effort before I even know if it's going to work.
Develop my own fader node to put on the end of each channel. Unlike the tone generator (simple AVSourceNode), developing an effect node seems complex and time consuming. Might not even fix CPU use.
I'm not completely averse to the learning curve of either 5 or 6, but would rather get some guidance on best approach before diving in. They both seem likely to take more effort than I'd like for the simple behavior I'm trying to achieve.
I noticed that while playing back the same tracks via MusicKit on different OSes I get different results regarding the audio files being streamed.
Playing back a lossless file with 24Bit 48kHz and watching the Console for RemotePlayerService I get:
on iPadOS: Lossless; groupID: audio-alac-stereo-48000-24; bitDepth: 24-bit; sampleRate: 48khz; codec: alac; channels: 2; layout: Stereo;
on macOS: Creating AudioQueue with format:'paac', framesPerPacket:1024, sampleRate:44100
While the iPad looks perfect, the Mac does not. Is there a way to fix this issue on macOS.
BTW: I switched the Audio-Midi Settings before, after and while the macOS App was lunched. I also switched to different output devices. I wasn't able to change the bad audio-output on the mac. I tested this under Sequoia 15.5 and Tahoe beta 1, Xcode 16.4 and 26 beta 1.
The AudioVariants of the Album/Tracks are .dolbyAtmos, .lossless, .lossyStereo
Apple Music displays Lossless 24 Bit/48 kHz ALAC when clicking on the playercontroll icon on macOS
I hope there are only some missing or misconfigured properties to get macOS up to par.
Thanks :-)
Hello there!
Is there any list of voices that are always available on iOS/iPadOS devices?
It seems that AVSpeechSynthesisVoice(identifier: "com.apple.voice.compact.en-US.Samantha") is always available on all devices.
I thought that AVSpeechSynthesisVoice(identifier: "com.apple.ttsbundle.siri_Nicky_en-US_compact") and AVSpeechSynthesisVoice(identifier: "com.apple.ttsbundle.siri_Aaron_en-US_compact") were available by default on certain newer devices. Is this true?
I also noticed that on the same iPad where I was using those 2 voices (Nicky and Aaron) - when I updated to the iPadOS 26 beta, those voices were no longer available.
Any information you can share about which voices should be reliably available on which devices would be extremely helpful for our development. Thanks so much!
I'm using AVFoundation to make a multi-track editor app, which can insert multiple track and clip, including scale some clip to change the speed of the clip, (also I'm not sure whether AVFoundation the best choice for me) but after making the scale with scaleTimeRange API, there is some short noise sound in play back. Also, sometimes it's fine when play AVMutableCompostion using AVPlayer with AVPlayerItem, but after exporting with AVAssetReader, will catch some short noise sounds in result file.... Not sure why.
Here is the example project, which can build and run directly. https://github.com/luckysmg/daily_images/raw/refs/heads/main/TestDemo.zip
Hi,
when a CoreMIDI driver controls physical HW it is probably quite commune to have to control the amount of MIDI data received from the system.
What comes to mind is to just delay returning control of the MIDIDriverInterface::Send() callback to the calling process. While the application trying to send MIDI really stalls until the callback returns it seems only to be a side effect of a generally stalled CoreMIDI server. Between the callbacks the application can send as much MIDI data as it wants to CoreMIDI, it's buffering seems to be endless... However the HW might not be able to play out all the data.
It seems there is no way to indicate an overflow/full buffer situation back the application/CoreMIDI. How is this supposed to work?
Thanks, any hints or pointers are highly appreciated!
Hagen.
Hello,
I am building an iOS-only, commercial app that uses AVSpeechSynthesizer with system voices, strictly using the APIs provided by Apple. Before distributing the app, I want to ensure that my current implementation does not conflict with the iOS Software License Agreement (SLA) and is aligned with Apple’s intended usage.
For a better playback experience (more accurate estimation of utterance duration and smoother skip forward/backward during playback), I currently synthesize speech using:
AVSpeechSynthesizer.write(_:toBufferCallback:)
Converting the received AVAudioPCMBuffer buffers into audio data
Storing the audio inside the app sandbox
Playing it back using AVAudioPlayer / AVAudioEngine
The cached audio is:
Generated fully on-device using system voices
Stored only inside the app’s private container
Used only for internal playback controls (timeline, seek, skip ±5 seconds)
Never shared, exported, uploaded, or exposed outside the app
The alternative approaches would be:
Keeping the generated audio entirely in memory (RAM) for playback purposes, without writing it to the file system at any point
Or using AVSpeechSynthesizer.speak(_:) and playing speech strictly in real time which has a poorer user experience compared to my approach
I have reviewed the current iOS Software License Agreement:
https://www.apple.com/legal/sla/docs/iOS18_iPadOS18.pdf
In particular, section (f) mentions restrictions around System Characters, Live Captions, and Personal Voice, including the following excerpt:
“…use … only for your personal, non-commercial use…
No other creation or use of the System Characters, Live Captions, or Personal Voice is permitted by this License, including but not limited to the use, reproduction, display, performance, recording, publishing or redistribution in a … commercial context.”
I do not see a specific reference in the SLA to system text-to-speech voices used via AVSpeechSynthesizer, and I want to be certain that temporarily caching synthesized speech for internal, non-exported playback is acceptable in a commercial app.
My question is:
Is caching AVSpeechSynthesizer system-voice output inside the app sandbox for internal playback acceptable, or is Apple’s recommended approach to rely only on real-time playback (speak(_:)) or strictly in-memory buffering without file storage?
If this question falls outside DTS technical scope and is instead a policy or licensing matter, I would appreciate guidance on the authoritative Apple documentation or the correct Apple team/contact.
Thank you.
I prefer to use the album fetched from the library instead of the catalog since this is faster. If doing so, how can I check if all tracks of an album are added to the library. In this case I'd like to fetch the catalog version or throw an error (for example when offline).
Using .with(.tracks) on the library album fetches the tracks added to the library.
The trackCount property is referring to the tracks that can be fetched from the library.
The isComplete property is always nil when fetching from the library.
One possible way is checking the trackNumber and discCount properties. However this only detects that not all tracks of an album are added to the library if there is a song not added ahead of one that is. I'd like to be able to handle this edge case as well.
Is there currently a way to do this? I'd prefer to not rely on the apple music catalog for this since this is supposed to work offline as well. Fetching and storing all trackIDs when connected and later comparing against these would work, but this would potentially mean storing tens of thousands of track ids.
Thank you
Hi, I'm trying to plan out development of an app and am wondering if it is possible to have user generated content automatically populate into a custom shazamkit catalogue and be able to query this catalogue non-locally?
Storing all the submissions locally would obviously not scale.
I have a question regarding the behavior of AVAudioSession.sharedInstance().outputVolume.
Observed behavior:
When the app is in the foreground, I read audioSession.outputVolume (for example, 0.1).
The app is then moved to the background.
While the app is in the background, the user changes the system volume using the hardware buttons (for example, to 0.5).
When the app returns to the foreground, audioSession.outputVolume still reports the previous value (0.1).
From my testing, outputVolume only seems to update when the system volume is changed while the app is in the foreground. Volume changes made while the app is in the background are not reflected when the app returns to the foreground.
Questions:
According to Apple’s documentation for AVAudioSession.outputVolume:
“The systemwide output volume set by the user.”
https://developer.apple.com/documentation/avfaudio/avaudiosession/outputvolume
However, based on our testing on iOS 18.6.2 and iOS 18.1, the observed behavior seems to differ from this description.
Questions:
The documentation states that outputVolume represents the system-wide volume set by the user. In our testing, the value does not reflect volume changes made while the app is in the background and only updates when the app is in the foreground.Is this the expected behavior of AVAudioSession.outputVolume?
Is there any other recommended way in Swift to retrieve the current system volume that reflects user changes made both while the app is in the foreground and while it is in the background?
Any clarification on the intended behavior or recommended handling would be greatly appreciated.
Hi!
I am writing a browser extension that allows you to control the playback of media content on a music service website. Unfortunately Safari does not support tracking changes to the audible property in an event tabs.onUpdated. Is there an alternative to this event? I'm looking for a way to track when the automatic inference engine interrupts playback on a music service website.
That you.
Recently, after the update of 26.3 Mac OS (Tahoe), the ordering of my music app has been horrible at best - music disappearing, tracks not aligning with albums (even if the albums are different years).
It's created quite a problem, because the disappearing tracks issue seems to be replicating to iOS devices as well (although track numbering and album association seem to be stable). Has anyone else heard of this issue?
Topic:
Media Technologies
SubTopic:
Audio
Hello,
I need to know what is a unique identifier of a MIDI device (source/destination). Important note: I want to get the same ID when a device is reconnected (unplugged and then plugged again).
The main candidate is kMIDIPropertyUniqueID property. But I don't know if it meets the requirement above or not. Additional question: is it always available for any endpoint?
Also there is kMIDIPropertyDeviceID property. What about it?
And one more option is just MIDIEndpointRef returned by MIDIGetSource or MIDIGetDestination.
So what is the proper way to get ID which persists between device reconnections?