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

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MusicKit playback completely broken after Apple Music “What’s New?” update screen until native app is opened
I’m developing a third-party Apple Music streaming app using MusicKit (ApplicationMusicPlayer + catalog requests). Issue: Whenever Apple releases an Apple Music update that shows the “What’s New?” onboarding/modal screen in the native Apple Music app, MusicKit in our app completely breaks for all users. Attempts to play anything (queue, prepareToPlay, etc.) fail silently or with service-related errors. Playback and most MusicKit operations remain broken until the user opens the native Apple Music app, dismisses the “What’s New?” screen, and returns to our app. After that single native interaction (we deliberately stopped users from going any further within Apple Music to verify this), everything works perfectly again. Reproduction Steps: Apple Music receives an update with “What’s New?” screen. User launches our third-party app and attempts playback. MusicKit fails. User opens Apple Music → dismisses modal → returns to our app. MusicKit works again. Expected Behavior: Third-party MusicKit apps should not become non-functional because the native Apple Music app has a pending onboarding screen. Shared backend services (account readiness, tokens, subscription state, etc.) should initialize independently. Environment: iOS 26.4.2 Devices verified to be affected: iPhone 13 Pro iPhone XR iPhone 15 Workarounds attempted: Re-requesting MusicAuthorization Recreating ApplicationMusicPlayer Stopping/re-queuing Background/foreground app None resolve it without the native Apple Music interaction. This appears to be a recurring integration fragility with shared Apple Music services. Has anyone else seen this? Any recommended recovery path or API to force service initialization? Thanks!
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1.4k
May ’26
AVCaptureSession runtime error -11800 / 'what' on startRunning() with audio input — what's holding the HAL?
AVCaptureSession.startRunning() triggers AVCaptureSessionRuntimeErrorNotification with AVError.unknown (-11800), underlying OSStatus 2003329396 → fourCC 'what', every cold launch, but only when an audio AVCaptureDeviceInput is attached. Removing only the audio input makes the error disappear. Same code in a fresh project records audio fine — bug only appears in this app's binary. AVAudioApplication.shared.recordPermission == .granted. Info.plist has NSMicrophoneUsageDescription. No interruption notifications fire. Test device: iPhone 16 Pro, iOS 26.4.2. iOS deployment target 17.1. Minimal reproducer import AVFoundation let session = AVCaptureSession() session.beginConfiguration() let camera = AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back)! session.addInput(try AVCaptureDeviceInput(device: camera)) // Removing ONLY this line makes the error disappear: let mic = AVCaptureDevice.default(for: .audio)! session.addInput(try AVCaptureDeviceInput(device: mic)) session.addOutput(AVCaptureMovieFileOutput()) session.addOutput(AVCapturePhotoOutput()) session.commitConfiguration() NotificationCenter.default.addObserver( forName: .AVCaptureSessionRuntimeError, object: session, queue: nil ) { print($0.userInfo ?? [:]) } session.startRunning() // -11800 / 'what' fires within ~2 sec Observed state at error time AVError.unknown (-11800) underlyingError = NSError(NSOSStatusErrorDomain, 2003329396) userInfo[AVErrorFourCharCode] = 'what' captureSession.isRunning = false ← never came up captureSession.isInterrupted = false captureSession.preset = .high captureSession.inputs = [Back Triple Camera, iPhone Microphone] AVAudioSession.sharedInstance(): category = .playAndRecord mode = .videoRecording sampleRate = 48000.0 isInputAvailable = true isOtherAudioPlaying = false availableInputs = [MicrophoneBuiltIn] (no BT/Continuity/AirPods) currentRoute.inputs = [] ← EMPTY currentRoute.outputs = [Speaker|Speaker] 2003329396 = 0x77686174 = 'what'. From a few SO threads this maps to AURemoteIO::StartIO returning a HAL-bring-up failure. The smoking gun: currentRoute.inputs is empty even though availableInputs contains the built-in mic, isInputAvailable is true, the category is .playAndRecord, and isOtherAudioPlaying is false. The HAL never routes the mic into the session, then 'what' follows. Nothing observable from AVAudioSession indicates a competing client. Environment / SDKs linked Firebase (SPM: Crashlytics, Performance, Messaging, Analytics, AppCheck, RemoteConfig, DynamicLinks), FBSDK, Kingfisher, MetalPetal. Multiple Google ad mediation pods present, but their audio session takeover is already disabled (audioVideoManager.isAudioSessionApplicationManaged = true, IMSdk.shouldAutoManageAVAudioSession(false)). What I've ruled out (all still produce 'what') Audio session config: .playAndRecord/.videoRecording, .playAndRecord/.default, .record/.measurement, .record/.default. With/without .defaultToSpeaker, .allowBluetooth, .allowBluetoothA2DP, .mixWithOthers. setActive(true) before vs. after attaching audio input. setPreferredInput(builtInMic) (verified accepted). 200ms Thread.sleep between setActive(true) and startRunning(). Setting usesApplicationAudioSession = false swaps the fourCC to '!rec' but produces the same outcome. Topology: sessionPreset = .high / .hd1920x1080 / .hd1280x720 / .medium. Camera = .builtInTripleCamera / .builtInDualWideCamera / .builtInWideAngleCamera. AVCam-style always-attached graph. Setting sessionPreset before vs. after adding inputs. Threading: All session mutations on a single dedicated DispatchQueue (vs. Swift actor). 1× and 2× full stopRunning()+startRunning() recovery cycles ("do it twice" pattern) — both re-fail with 'what'. SDK takeover prevention: GoogleMobileAdsMediation pods (Vungle, Mintegral, Pangle, Unity, InMobi), Google-Mobile-Ads-SDK, MediaPipeTasksVision removed via full pod uninstall + clean build — 'what' persists. Notifications during the failure window: 3 × AVAudioSession.routeChangeNotification reason categoryChange before the error fires, even though category stays .playAndRecord/.videoRecording. Disabling automaticallyConfiguresApplicationAudioSession drops this to 1, but the runtime error still fires. No AVAudioSession.interruptionNotification. No AVCaptureSessionWasInterruptedNotification. Symbol audit otool -L and nm of the bundle confirm none of the linked frameworks reference AVAudioRecorder, AudioComponentInstanceNew, AURemoteIO, or AudioUnitInitialize in their symbol tables. Only the app's own files reference any audio API. Yet adding AVCaptureDeviceInput(.audio) reproduces 100% in this binary and 0% in a fresh project. My questions Who is most likely holding the audio HAL in a process where no linked framework references the AudioUnit / HAL APIs directly? Are there framework load-time audio initializations that don't show up in symbol tables (e.g., dynamic dlopen, CFBundleLoadExecutable) that could grab the HAL? Is there an os_log subsystem / category that surfaces the underlying AURemoteIO::StartIO failure reason at runtime? com.apple.coreaudio shows 'what' but not the originating cause. currentRoute.inputs is empty at error time even though availableInputs = [MicrophoneBuiltIn], isInputAvailable = true, and the category is .playAndRecord. What does an empty input route under those conditions imply, and what other system-level holders could be preventing the HAL from routing the mic in? Has anyone seen 'what' resolve with a device reboot, an iOS update, or by removing a specific framework? Happy to share a sysdiagnose. Thanks!
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993
May ’26
Mac (Designed for iPad) cannot access microphone
I have an application that is a VOIP application of sorts that needs access to the microphone. I am using the Mac (Designed for iPad) support to not have to do huge amounts of conditional building and support for all the many iOS specific things my app includes. I never get prompted to allow microphone permissions and I never see my app name appear in Privacy & Security -> Microphone permissions setup. So is it that Mac is just a dead end for any form of an application that needs a microphone and is running under Mac (Designed for iPad) compatibility mode? Why doesn't TCC have some mechanism to notice and grant access to mic use?
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882
May ’26
Electron app + Apple Music playback: queue works, playback does not start. Looking for guidance.
Hi everyone. I’m building a macOS-first desktop app where music drives the app's behavior loop. The app is currently an Electron prototype. The blocker: we’re testing Apple Music inside an Electron app. MusicKit JS authorization works, catalog search works, and setting the queue works, but playback does not actually start in Electron. What we tried: Created Apple Developer / MusicKit credentials. Generated Apple Music developer tokens successfully. Retrieved a Music User Token through MusicKit JS. Confirmed Apple Music API calls work. Confirmed /v1/test and /me/storefront return 200 OK. Built a local HTTP auth/playback window inside Electron instead of using file://. Tested music.setQueue() with both: { song: songId } { url: catalogUrl } In Electron, the queue loads correctly: queueEmpty=false queueLength=1 volume=1 playbackRate=1 But after music.play(), playbackTime stays at 0 and no audio plays. Then we ran the same MusicKit playback test in normal Chrome using the same token, same local origin, same catalog track, and same queue descriptor. Chrome played successfully and playbackTime advanced. We also checked Electron directly and found navigator.requestMediaKeySystemAccess is missing, so our current theory is that stock Electron lacks the protected media / EME support Apple Music web playback needs. Important: we are not trying to bypass DRM or extract audio. We just want a legitimate way for a user-authorized macOS app to control Apple Music playback or observe playback state. What we’re considering next: Use the native macOS Music app as the playback engine and control it from our app. Test AppleScript / Automation permissions for play, pause, next, current track, player state, etc. Later, possibly build a native Swift helper using Apple Music / MediaPlayer APIs and communicate with Electron over IPC. Avoid relying on Electron MusicKit JS playback if this is a known dead end. Questions: Has anyone successfully made Apple Music / MusicKit JS playback work inside Electron? Is the missing EME/protected-media layer the expected blocker here? Is controlling the native macOS Music app the more realistic path? Any gotchas with AppleScript, MusicKit native APIs, or Electron + native helper architecture for this use case? Any pointers from people who have dealt with Electron + Apple Music / protected media would be appreciated.
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598
May ’26
AudioHardwareCreateProcessTap delivers all-zero buffers while system audio is audible
Summary Using AudioHardwareCreateProcessTap + AudioHardwareCreateAggregateDevice for system audio capture. During long sessions, the AudioDeviceIOProc callback continues firing normally but every PCM sample is exactly 0.0f — while the system is producing audible output. Environment Field Value macOS 26.5 Beta Hardware MacBook Air (M2) API AudioHardwareCreateProcessTap + AudioHardwareCreateAggregateDevice Tap CATapDescription, processes = [], .unmuted, private Format 48,000 Hz, Float32, interleaved stereo Aggregate anchor kAudioAggregateDeviceMainSubDeviceKey = current default output UID Observed behavior After running normally for several minutes, the stream transitions into an all-zero state: AudioDeviceIOProc continues to fire at expected cadence Frame count, timestamps (mHostTime, mSampleTime), and mDataByteSize all look normal AudioBufferList pointers are valid Every sample in every buffer is exactly 0.0f Other apps are still producing audible output through the same output device The condition may self-recover or persist until the session is stopped Confirmed via RMS logging both inside the IOProc and after the ring buffer consumer — data is zero on delivery, not introduced downstream. Example: 51-minute session on MacBook Air M2 Segment 1 (~7 min): Three all-zero periods: 60 s, 53 s, 141 s. Real PCM briefly returned between them. Segment 2 (~44 min): Two all-zero periods: 16 min 3 s, 3 min 8 s. IOProc cadence, timestamp deltas, default output UID, and kAudioDevicePropertyDeviceIsRunningSomewhere all remained normal throughout. What I have ruled out Actual silence: User was in an active video call and could hear participants through the output device. Default output device change: Monitored kAudioHardwarePropertyDefaultOutputDevice — no change during affected periods. IOProc stall: Heartbeat and kAudioDevicePropertyDeviceIsRunningSomewhere remained normal. Aggregate device destroyed: AudioObjectGetPropertyData on the aggregate UID continued returning the expected device. Tap descriptor misconfiguration: The same tap produces valid PCM earlier in the same session, so this is not a startup-time issue. Why detection is hard All-zero buffers from a broken tap are indistinguishable from legitimate silence (muted participant, waiting room, paused media). kAudioProcessPropertyIsRunningOutput reports whether a process has active output IO, not whether it is contributing non-zero samples — a muted Zoom call still reports true. Possible correlations Sample-rate renegotiation on the output device (44.1 kHz ↔ 48 kHz) when another app changes output Bluetooth device state changes (AirPods sleep/wake) where UID stays the same MacBook Air more frequently affected than MacBook Pro Always occurs after extended uptime — first few minutes are consistently clean Current workaround Full teardown and rebuild restores real PCM. Restarting the IOProc alone or recreating only the aggregate device is not reliable — both the Process Tap and Aggregate Device must be destroyed and recreated. 1. AudioDeviceStop 2. AudioDeviceDestroyIOProcID 3. AudioHardwareDestroyAggregateDevice 4. AudioHardwareDestroyProcessTap 5. AudioHardwareCreateProcessTap 6. AudioHardwareCreateAggregateDevice 7. Create + start new IOProc Applying this automatically is risky because it cannot be reliably distinguished from legitimate silence. Questions Expected failure mode? Can a Process Tap continue delivering zero-filled buffers while the system output is audible? Is this expected under certain device or routing conditions? Detection signal? Is there any HAL property, notification, or diagnostic counter that distinguishes "sources are genuinely silent" from "the tap data path has stopped receiving the real mix"? Targeted recovery? Is there a supported way to re-anchor or reset the tap data path without destroying and recreating both objects? Full rebuild as intended workaround? If so, it would help to confirm this so developers can converge on a consistent approach. Mixer activity signal? kAudioProcessPropertyIsRunningOutput reflects IO registration, not sample contribution. Is there any AudioProcess property that indicates a process is currently delivering non-zero audio to the system mixer?
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557
May ’26
CarPlay HID transport buttons remap to call-control during continuous mic capture (no opt-out API)
Hello, I am developing Uniq Intercom, a voice-only group communication app for motorcyclists (always-on intercom over WebRTC, used continuously for multi-hour rides). I am seeking guidance on an iOS audio session and CarPlay HID interaction I have not been able to resolve through documented APIs. Problem: As soon as my app activates the microphone (yellow recording indicator visible), iOS appears to classify the app as a real-time communication participant and CarPlay re-routes the steering-wheel / handlebar HID transport buttons (left / right / ok) from the media-control role to the call-control role (answer/decline). Because I do not register a CallKit / LiveCommunicationKit call (the session is a continuous group voice channel, not a discrete telephony call), there is no call object for those buttons to act upon — they effectively become inert. Why this matters: Motorcyclists rely on the intercom for 4–6 hour rides. CarPlay is now built into a growing number of modern motorcycles and with aftermarket display units virtually any bike, and any rider who uses any voice communication platform alongside it — Uniq Intercom, WhatsApp Call currently runs into this same handlebar button remap. With the buttons inert, the rider's only remaining option is to reach for the motorcycle's touchscreen to skip a track or change navigation — this is unsafe. The exact same remap behavior occurs during a real WhatsApp or Phone call — but for those the remap is correct (answer/decline maps to a real call). For continuous voice apps without a CallKit-style discrete call, no equivalent path exists today. As both an iOS developer and a motorcyclist, I would very much like to see this resolved — solving it would meaningfully improve safety for every rider using an iPhone with CarPlay. Configurations I have tested (all reproduce the symptom on iOS 18+ / 26 with wireless CarPlay): AVAudioSession.Category.playAndRecord + .voiceChat mode + various option combinations (duckOthers, mixWithOthers, allowBluetoothHFP, allowBluetoothA2DP, defaultToSpeaker) Same category with .videoChat mode (which @livekit/react-native defaults to) Same category with .default mode (re-applied after setAudioModeAsync to defeat any framework override) — confirmed Mode = Default for ~2 s window in audiomxd log before WebRTC's setActive cycle returned mode to .voiceChat. Buttons remained remapped during the .default window. Disabling MPRemoteCommandCenter and clearing MPNowPlayingInfoCenter.default().nowPlayingInfo JS-side override of WebRTC's global RTCAudioSessionConfiguration via @livekit/react-native's AudioSession.setAppleAudioConfiguration({audioMode: 'default'}) bridge, applied both before connect and after setAudioModeAsync to defeat library overrides In every case the audiomxd system log confirms our session goes active (Mode = VoiceChat or Default, Recording = YES), and CarPlay HID buttons are immediately remapped to call-control. The middle "OK" button remains functional because it is not part of the call-control mapping — confirming the buttons are not blocked, only re-purposed. The remap occurs the instant the iOS recording indicator appears, regardless of audio session mode. This led me to conclude the trigger is not audio session mode but the combination of microphone permission + active session + (likely) the AUVoiceIO unit instantiated by WebRTC. I cannot find a public API path to suppress this classification while maintaining the always-on continuous voice channel. My questions: Is there an entitlement or API that allows an app with active microphone capture to declare itself as a non-call media participant, keeping CarPlay HID transport buttons in the media role? Is AVAudioSession.setPrefersEchoCancelledInput(_:) (iOS 18+) the intended path for retaining platform AEC under .default mode without the focus-engine "communication priority" marking? Documentation is sparse on its CarPlay arbitration implications. Does the PushToTalk framework affect HID arbitration differently from playAndRecord + voiceChat? Our continuous-channel UX does not fit the PTT transmit-on-press model, but understanding the contrast would help. If no current API exists, is this something the iOS Audio team would consider for future SDKs? Solving this would meaningfully improve safety for motorcycle and adventure-sport users on iOS. Thank you for your time and any guidance you can offer. — Emre Erkaya / Uniq Intercom
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646
May ’26
AVAudioEngineConfigurationChangeNotification received while engine is running
The documentation for AVAudioEngineConfigurationChangeNotification states When the audio engine’s I/O unit observes a change to the audio input or output hardware’s channel count or sample rate, the audio engine stops, uninitializes itself, and issues this notification. A user of my framework has reported a crash during notification processing on iOS 26.4 when the main mixer node is disconnected from the output node in order to reestablish the connection with a different format. The failing precondition is com.apple.coreaudio.avfaudio: required condition is false: !IsRunning(). The report was observed on iPhone 16 / iOS 26.4.2, ARM64, TestFlight build. The backtrace contains: [Last Exception Backtrace] 3 AVFAudio AVAudioEngineGraph::_DisconnectInput AVAudioEngineGraph.mm:2728 4 AVFAudio -[AVAudioEngine disconnectNodeInput:bus:] AVAudioEngine.mm:155 5 SFB sfb::AudioPlayer::handleAudioEngineConfigurationChange AudioPlayer.mm:2247 [Thread 18 Crashed] 9 SFB sfb::AudioPlayer::handleAudioEngineConfigurationChange AudioPlayer.mm:2212 … 14 AVFAudio IOUnitConfigurationChanged Has the behavior for AVAudioEngineConfigurationChangeNotification changed in iOS 26.4? It's simple enough to call [engine_ stop] in the notification handler but the documentation states this shouldn't be necessary. I've not observed a similar crash on previous iOS versions.
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452
May ’26
AVAudioEngine startAndReturnError is now failing
I have a keyboard in my iOS Morse Code app that has always been able to play audio via AVAudioEngine. Recently it has been failing to produce audio. I see that startAndReturnError: is now failing with this error: Error Domain=com.apple.coreaudio.avfaudio Code=268435459 "(null)" UserInfo={failed call=err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)} What's going on? Have keyboards lost the ability to play audio? Here's how I set things up: _engine = [AVAudioEngine new]; _prefs = [[NSUserDefaults alloc] initWithSuiteName:kSharedAppGroupID]; AVAudioMixerNode* mainMixerNode = _engine.mainMixerNode; AVAudioOutputNode* outputNode = _engine.outputNode; AVAudioFormat* format = [outputNode inputFormatForBus:0]; AVAudioFormat* inputFormat = [[AVAudioFormat alloc] initWithCommonFormat:AVAudioPCMFormatFloat32 sampleRate:44100 channels:1 interleaved:NO]; self.srcNode = [[AVAudioSourceNode alloc] initWithRenderBlock:^OSStatus(BOOL* _Nonnull isSilence, const AudioTimeStamp* _Nonnull timestamp, AVAudioFrameCount frameCount, AudioBufferList* _Nonnull outputData) { // This block builds the data, but is never called, so it is not the culprit. }]; [_engine attachNode:self.srcNode]; [_engine connect:self.srcNode to:mainMixerNode format:inputFormat]; [_engine connect:mainMixerNode to:_engine.outputNode format:nil]; [_engine prepare];
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434
Apr ’26
MusicKit developer token returns 401 on all catalog endpoints
My MusicKit developer token returns 401 (empty body) on every Apple Music API catalog endpoint. I've tried two different keys — both fail identically. Setup: Team ID: K79RSBVM9G Key ID: URNQV5UDGB (MusicKit enabled, associated with Media ID media.audio.explore.musickit) Apple Developer Program License Agreement accepted April 14, 2026 Token format (matches docs exactly): Header: {"alg":"ES256","kid":"URNQV5UDGB"} Payload: {"iss":"K79RSBVM9G","iat":,"exp":<now+15777000>} What works: /v1/storefronts/us returns 200 What fails: Every catalog endpoint returns 401 with empty body: /v1/catalog/us/search?types=artists&term=test /v1/catalog/us/artists/5920832 /v1/catalog/us/genres /v1/test The token self-verifies (signature is valid). I've tried with and without typ:"JWT", with the origin claim, and with a manually signed JWT bypassing the jsonwebtoken library. Same 401 every time. What am I missing?
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481
Apr ’26
Is Push to Talk appropriate for a voice-based interactive assistant (not a walkie-talkie app)?
Hello, Looking for guidance from Apple engineers or developers who have used Push to Talk in production I am developing an iOS application called Companion AI / Theo Voice, designed for elderly users. The goal of the app is to provide a simple, voice-first interactive assistant that enables: natural voice interaction (no typing required) daily assistance (reminders, well-being, conversation) bidirectional voice communication (the user can immediately respond by voice) ⸻ How it works The app operates in two main modes: Conversation mode the user opens the app the assistant speaks the user replies naturally by voice Proactive mode in specific useful situations (e.g. medication reminders, check-ins) the app initiates a voice interaction the user can respond immediately ⸻ Important constraints there is no continuous listening the microphone is only active during interactions users can disable proactive interactions frequency is limited and user-controlled ⸻ Question We are considering using the Push to Talk framework in order to: allow the app to be awakened in the background initiate a voice interaction enable immediate voice response from the user Would this usage be considered aligned with the intended use of Push to Talk? Are there any specific recommendations to ensure compliance with App Store Review Guidelines? Thank you very much for your guidance.
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266
Apr ’26
Bug: Channels erroneously populated when sending audio from an iPhone to a linux gadget audio device.
I have a device which is using linux gadget audio to receive audio input via USB, exposing 24 capture channels. This device works well with Mac, Windows, and Android phones. However, when sending audio from an iPhone (both USB-C iPhones and lightning iPhones using an official Apple lightning -> usb adaptor) I am seeing strange behaviour. Audio which is sent from the iPhone to any one of inputs 12, 19, 20, 21, or 22 appears in all of those channels, rather than only the channel to which audio is routed. I have confirmed on my linux device that these channels are not being erroneously populated by the software running on that device; the issue is visible in audio recorded directly from the gadget using arecord, meaning it is present in the audio being sent from the iPhone. I have confirmed that the gadget channel mask is correct for 24 channel audio (0xFFFFFF). As said above, audio routed to this device from any non-iPhone device (Mac, Windows, Android) works fine. The only sensible conclusion seems to be that the iPhone is populating the additional channels erroneously due to some bug in CoreAudio's handling of gadget audio devices. I would appreciate any insight on this from Apple developers, or from anyone else who has come across this issue and found a workaround.
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429
Apr ’26
How to use the SpeechDetector Module
I am trying to use SpeechDetector Module in Speech framework along with SpeechTranscriber. and it is giving me an error Cannot convert value of type 'SpeechDetector' to expected element type 'Array.ArrayLiteralElement' (aka 'any SpeechModule') Below is how I am using it let speechDetector = Speech.SpeechDetector() let transcriber = SpeechTranscriber(locale: Locale.current, transcriptionOptions: [], reportingOptions: [.volatileResults], attributeOptions: [.audioTimeRange]) speechAnalyzer = try SpeechAnalyzer(modules: [transcriber,speechDetector])
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813
Apr ’26
SpeechAnalyzer speech to text wwdc sample app
I am using the sample app from: https://developer.apple.com/videos/play/wwdc2025/277/?time=763 I installed this on an Iphone 15 Pro with iOS 26 beta 1. I was able to get good transcription with it. The app did crash sometimes when transcribing and I was going to post here with the details. I then installed iOS beta 2 and uninstalled the sample app. Now every time I try to run the sample app on the 15 Pro I get this message: SpeechAnalyzer: Input loop ending with error: Error Domain=SFSpeechErrorDomain Code=10 "Cannot use modules with unallocated locales [en_US (fixed en_US)]" UserInfo={NSLocalizedDescription=Cannot use modules with unallocated locales [en_US (fixed en_US)]} I can't continue our our work towards using SpeechAnalyzer now with this error. I have set breakpoints on all the catch handlers and it doesn't catch this error. My phone region is "United States"
22
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3.5k
Apr ’26
tvOS: Background audio + local caching works on Simulator but stops on real Apple TV device
Description: I’m developing a tvOS app using SwiftUI where we play background audio (music) in the Welcome screen, with support for offline playback via local caching. 🔹 Feature Overview App fetches audio metadata from API Starts streaming audio (HLS .m3u8) immediately In parallel, downloads the raw audio file (.mp3) Once download completes: Switches playback from streaming → local file On next launch (offline mode), app plays audio from local storage 🔹 Issue This flow works perfectly on the Simulator, but on a real Apple TV device: Audio plays for a few seconds (2–5 sec) and then stops Especially after switching from streaming → local file No explicit AVPlayer error is logged Playback sometimes stops after UI updates or periodic API refresh 🔹 Implementation Details Using AVPlayer with AVPlayerItem Background audio controlled via a shared manager (singleton) Files stored locally using FileManager (currently using .cachesDirectory) Switching playback using: player.replaceCurrentItem(with: AVPlayerItem(url: localURL)) player.play() 🔹 Observations Works reliably on Simulator On device: Playback stops silently Seems related to lifecycle, buffering, or file access No issues when continuously streaming (without switching to local) 🔹 Questions Is there any limitation or known issue with AVPlayer when switching from streaming (HLS) to local file playback on tvOS? Are there specific requirements for playing locally cached media files on tvOS (e.g., file location, permissions, or sandbox behavior)? What is the recommended storage location and size limit for cached media files on tvOS? We understand tvOS has limited persistent storage Is .cachesDirectory the correct approach for this use case? Are there known differences in AVPlayer behavior between Simulator and real Apple TV devices (especially regarding buffering or lifecycle)? What is the recommended approach for implementing offline background audio on tvOS apps? 🔹 Goal We want to implement a reliable system where: Audio streams initially Seamlessly switches to local file after download Continues playing without interruption Supports offline playback on subsequent launches Any guidance or best practices would be greatly appreciated. Thank you!
1
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380
Apr ’26
tvOS: Background audio + local caching works on Simulator but stops on real Apple TV device
Description: I’m developing a tvOS app using SwiftUI where we play background audio (music) in the Welcome screen, with support for offline playback via local caching. Feature Overview: App fetches audio metadata from API Starts streaming audio (HLS .m3u8) immediately In parallel, downloads the raw audio file (.mp3) Once download completes: Switches playback from streaming → local file On next launch (offline mode), app plays audio from local storage Issue: This flow works perfectly on the Simulator, but on a real Apple TV device: Audio plays for a few seconds (2–5 sec) and then stops Especially after switching from streaming → local file No explicit AVPlayer error is logged Playback sometimes stops after UI updates or periodic API refresh Implementation Details: Using AVPlayer with AVPlayerItem Background audio controlled via a shared manager (singleton) Files stored locally using FileManager (currently using .cachesDirectory) Switching playback using: player.replaceCurrentItem(with: AVPlayerItem(url: localURL)) player.play() Observations: Works reliably on Simulator On device: -- Playback stops silently -- Seems related to lifecycle, buffering, or file access No issues when continuously streaming (without switching to local) Questions: Is there any limitation or known issue with AVPlayer when switching from streaming (HLS) to local file playback on tvOS? Are there specific requirements for playing locally cached media files on tvOS (e.g., file location, permissions, or sandbox behavior)? What is the recommended storage location and size limit for cached media files on tvOS? We understand tvOS has limited persistent storage Is .cachesDirectory the correct approach for this use case? Are there known differences in AVPlayer behavior between Simulator and real Apple TV devices (especially regarding buffering or lifecycle)? What is the recommended approach for implementing offline background audio on tvOS apps? Goal: We want to implement a reliable system where: Audio streams initially Seamlessly switches to local file after download Continues playing without interruption Supports offline playback on subsequent launches Any guidance or best practices would be greatly appreciated. Thank you!
0
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338
Apr ’26
AVAudioSession : Audio issues when recording the screen in an app that changes IOBufferDuration on iOS 26.
Among Japanese end users, audio issues during screen recording—primarily in game applications—have become a topic of discussion. We have confirmed that the trigger for this issue is highly likely to be related to changes to IOBufferDuration. When using setPreferredIOBufferDuration and the IOBufferDuration is set to a value smaller than the default, audio problems occur in the recorded screen capture video. Audio playback is performed using AudioUnit (RemoteIO). https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc This issue was not observed on iOS 18, and it appears to have started occurring after upgrading to iOS 26. We provide an audio middleware solution, and we had incorporated changes to IOBufferDuration into our product to achieve low-latency audio playback. As a result, developers using our product as well as their end users are being affected by this issue. We kindly request that this issue be investigated and addressed in a future update. “This document has been translated by AI. The original text is included below for reference.” 日本のエンドユーザー間で主にゲームアプリケーションにおける画面収録時の音声の問題が話題になっています。 こちらの症状のトリガーが、IOBufferDurationの変更によるものである可能性が高いことを確認しました。 setPreferredIOBufferDurationを使用し、IOBufferDurationがデフォルトより小さい状態の時、画面収録された動画の音声に問題が発生することをしています。 音声の再生にはAudioUnit(RemoteIO)を使用しています。 https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc iOS 18ではこのような問題は確認されておらず、iOS26になってから問題が発生しているようです。 私たちはオーディオミドルウェアを提供しており、低遅延の再生のためにIOBufferDurationの変更を製品に組み込んでいました。 そのため、弊社製品をご利用いただいている開発者およびエンドユーザーの皆様がこの不具合の影響を受けています。 こちらの不具合の調査及び修正対応を検討いただけますでしょうか。
3
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1k
Apr ’26
SpeechAnalyzer error "asset not found after attempted download" for certain languages
I am trying to use the new SpeechAnalyzer framework in my Mac app, and am running into an issue for some languages. When I call AssetInstallationRequest.downloadAndInstall() for some languages, it throws an error: Error Domain=SFSpeechErrorDomain Code=1 "transcription.ar asset not found after attempted download." The ".ar" appears to be the language code, which in this case was Arabic. When I call AssetInventory.status(forModules:) before attempting the download, it is giving me a status of "downloading" (perhaps from an earlier attempt?). If this language was completely unsupported, I would expect it to return a status of "unsupported", so I'm not sure what's going on here. For other languages (Polish, for example) SpeechTranscriber.supportedLocale(equivalentTo:) is returning nil, so that seems like a clearly unsupported language. But I can't tell if the languages I'm trying, like Arabic, are supported and something is going wrong, or if this error represents something I can work around. Here's the relevant section of code. The error is thrown from downloadAndInstall(), so I never even get as far as setting up the SpeechAnalyzer itself. private func setUpAnalyzer() async throws { guard let sourceLanguage else { throw Error.languageNotSpecified } guard let locale = await SpeechTranscriber.supportedLocale(equivalentTo: Locale(identifier: sourceLanguage.rawValue)) else { throw Error.unsupportedLanguage } let transcriber = SpeechTranscriber(locale: locale, preset: .progressiveTranscription) self.transcriber = transcriber let reservedLocales = await AssetInventory.reservedLocales if !reservedLocales.contains(locale) && reservedLocales.count == AssetInventory.maximumReservedLocales { if let oldest = reservedLocales.last { await AssetInventory.release(reservedLocale: oldest) } } do { let status = await AssetInventory.status(forModules: [transcriber]) print("status: \(status)") if let installationRequest = try await AssetInventory.assetInstallationRequest(supporting: [transcriber]) { try await installationRequest.downloadAndInstall() } } ...
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1.5k
Apr ’26
SpeechAnalyzer > AnalysisContext lack of documentation
I'm using the new SpeechAnalyzer framework to detect certain commands and want to improve accuracy by giving context. Seems like AnalysisContext is the solution for this, but couldn't find any usage example. So I want to make sure that I'm doing it right or not. let context = AnalysisContext() context.contextualStrings = [ AnalysisContext.ContextualStringsTag("commands"): [ "set speed level", "set jump level", "increase speed", "decrease speed", ... ], AnalysisContext.ContextualStringsTag("vocabulary"): [ "speed", "jump", ... ] ] try await analyzer.setContext(context) With this implementation, it still gives outputs like "Set some speed level", "It's speed level", etc. Also, is it possible to make it expect number after those commands, in order to eliminate results like "set some speed level to" (instead of two).
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Apr ’26
MusicKit playback completely broken after Apple Music “What’s New?” update screen until native app is opened
I’m developing a third-party Apple Music streaming app using MusicKit (ApplicationMusicPlayer + catalog requests). Issue: Whenever Apple releases an Apple Music update that shows the “What’s New?” onboarding/modal screen in the native Apple Music app, MusicKit in our app completely breaks for all users. Attempts to play anything (queue, prepareToPlay, etc.) fail silently or with service-related errors. Playback and most MusicKit operations remain broken until the user opens the native Apple Music app, dismisses the “What’s New?” screen, and returns to our app. After that single native interaction (we deliberately stopped users from going any further within Apple Music to verify this), everything works perfectly again. Reproduction Steps: Apple Music receives an update with “What’s New?” screen. User launches our third-party app and attempts playback. MusicKit fails. User opens Apple Music → dismisses modal → returns to our app. MusicKit works again. Expected Behavior: Third-party MusicKit apps should not become non-functional because the native Apple Music app has a pending onboarding screen. Shared backend services (account readiness, tokens, subscription state, etc.) should initialize independently. Environment: iOS 26.4.2 Devices verified to be affected: iPhone 13 Pro iPhone XR iPhone 15 Workarounds attempted: Re-requesting MusicAuthorization Recreating ApplicationMusicPlayer Stopping/re-queuing Background/foreground app None resolve it without the native Apple Music interaction. This appears to be a recurring integration fragility with shared Apple Music services. Has anyone else seen this? Any recommended recovery path or API to force service initialization? Thanks!
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1.4k
Activity
May ’26
AVCaptureSession runtime error -11800 / 'what' on startRunning() with audio input — what's holding the HAL?
AVCaptureSession.startRunning() triggers AVCaptureSessionRuntimeErrorNotification with AVError.unknown (-11800), underlying OSStatus 2003329396 → fourCC 'what', every cold launch, but only when an audio AVCaptureDeviceInput is attached. Removing only the audio input makes the error disappear. Same code in a fresh project records audio fine — bug only appears in this app's binary. AVAudioApplication.shared.recordPermission == .granted. Info.plist has NSMicrophoneUsageDescription. No interruption notifications fire. Test device: iPhone 16 Pro, iOS 26.4.2. iOS deployment target 17.1. Minimal reproducer import AVFoundation let session = AVCaptureSession() session.beginConfiguration() let camera = AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back)! session.addInput(try AVCaptureDeviceInput(device: camera)) // Removing ONLY this line makes the error disappear: let mic = AVCaptureDevice.default(for: .audio)! session.addInput(try AVCaptureDeviceInput(device: mic)) session.addOutput(AVCaptureMovieFileOutput()) session.addOutput(AVCapturePhotoOutput()) session.commitConfiguration() NotificationCenter.default.addObserver( forName: .AVCaptureSessionRuntimeError, object: session, queue: nil ) { print($0.userInfo ?? [:]) } session.startRunning() // -11800 / 'what' fires within ~2 sec Observed state at error time AVError.unknown (-11800) underlyingError = NSError(NSOSStatusErrorDomain, 2003329396) userInfo[AVErrorFourCharCode] = 'what' captureSession.isRunning = false ← never came up captureSession.isInterrupted = false captureSession.preset = .high captureSession.inputs = [Back Triple Camera, iPhone Microphone] AVAudioSession.sharedInstance(): category = .playAndRecord mode = .videoRecording sampleRate = 48000.0 isInputAvailable = true isOtherAudioPlaying = false availableInputs = [MicrophoneBuiltIn] (no BT/Continuity/AirPods) currentRoute.inputs = [] ← EMPTY currentRoute.outputs = [Speaker|Speaker] 2003329396 = 0x77686174 = 'what'. From a few SO threads this maps to AURemoteIO::StartIO returning a HAL-bring-up failure. The smoking gun: currentRoute.inputs is empty even though availableInputs contains the built-in mic, isInputAvailable is true, the category is .playAndRecord, and isOtherAudioPlaying is false. The HAL never routes the mic into the session, then 'what' follows. Nothing observable from AVAudioSession indicates a competing client. Environment / SDKs linked Firebase (SPM: Crashlytics, Performance, Messaging, Analytics, AppCheck, RemoteConfig, DynamicLinks), FBSDK, Kingfisher, MetalPetal. Multiple Google ad mediation pods present, but their audio session takeover is already disabled (audioVideoManager.isAudioSessionApplicationManaged = true, IMSdk.shouldAutoManageAVAudioSession(false)). What I've ruled out (all still produce 'what') Audio session config: .playAndRecord/.videoRecording, .playAndRecord/.default, .record/.measurement, .record/.default. With/without .defaultToSpeaker, .allowBluetooth, .allowBluetoothA2DP, .mixWithOthers. setActive(true) before vs. after attaching audio input. setPreferredInput(builtInMic) (verified accepted). 200ms Thread.sleep between setActive(true) and startRunning(). Setting usesApplicationAudioSession = false swaps the fourCC to '!rec' but produces the same outcome. Topology: sessionPreset = .high / .hd1920x1080 / .hd1280x720 / .medium. Camera = .builtInTripleCamera / .builtInDualWideCamera / .builtInWideAngleCamera. AVCam-style always-attached graph. Setting sessionPreset before vs. after adding inputs. Threading: All session mutations on a single dedicated DispatchQueue (vs. Swift actor). 1× and 2× full stopRunning()+startRunning() recovery cycles ("do it twice" pattern) — both re-fail with 'what'. SDK takeover prevention: GoogleMobileAdsMediation pods (Vungle, Mintegral, Pangle, Unity, InMobi), Google-Mobile-Ads-SDK, MediaPipeTasksVision removed via full pod uninstall + clean build — 'what' persists. Notifications during the failure window: 3 × AVAudioSession.routeChangeNotification reason categoryChange before the error fires, even though category stays .playAndRecord/.videoRecording. Disabling automaticallyConfiguresApplicationAudioSession drops this to 1, but the runtime error still fires. No AVAudioSession.interruptionNotification. No AVCaptureSessionWasInterruptedNotification. Symbol audit otool -L and nm of the bundle confirm none of the linked frameworks reference AVAudioRecorder, AudioComponentInstanceNew, AURemoteIO, or AudioUnitInitialize in their symbol tables. Only the app's own files reference any audio API. Yet adding AVCaptureDeviceInput(.audio) reproduces 100% in this binary and 0% in a fresh project. My questions Who is most likely holding the audio HAL in a process where no linked framework references the AudioUnit / HAL APIs directly? Are there framework load-time audio initializations that don't show up in symbol tables (e.g., dynamic dlopen, CFBundleLoadExecutable) that could grab the HAL? Is there an os_log subsystem / category that surfaces the underlying AURemoteIO::StartIO failure reason at runtime? com.apple.coreaudio shows 'what' but not the originating cause. currentRoute.inputs is empty at error time even though availableInputs = [MicrophoneBuiltIn], isInputAvailable = true, and the category is .playAndRecord. What does an empty input route under those conditions imply, and what other system-level holders could be preventing the HAL from routing the mic in? Has anyone seen 'what' resolve with a device reboot, an iOS update, or by removing a specific framework? Happy to share a sysdiagnose. Thanks!
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993
Activity
May ’26
Mac (Designed for iPad) cannot access microphone
I have an application that is a VOIP application of sorts that needs access to the microphone. I am using the Mac (Designed for iPad) support to not have to do huge amounts of conditional building and support for all the many iOS specific things my app includes. I never get prompted to allow microphone permissions and I never see my app name appear in Privacy & Security -> Microphone permissions setup. So is it that Mac is just a dead end for any form of an application that needs a microphone and is running under Mac (Designed for iPad) compatibility mode? Why doesn't TCC have some mechanism to notice and grant access to mic use?
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882
Activity
May ’26
Electron app + Apple Music playback: queue works, playback does not start. Looking for guidance.
Hi everyone. I’m building a macOS-first desktop app where music drives the app's behavior loop. The app is currently an Electron prototype. The blocker: we’re testing Apple Music inside an Electron app. MusicKit JS authorization works, catalog search works, and setting the queue works, but playback does not actually start in Electron. What we tried: Created Apple Developer / MusicKit credentials. Generated Apple Music developer tokens successfully. Retrieved a Music User Token through MusicKit JS. Confirmed Apple Music API calls work. Confirmed /v1/test and /me/storefront return 200 OK. Built a local HTTP auth/playback window inside Electron instead of using file://. Tested music.setQueue() with both: { song: songId } { url: catalogUrl } In Electron, the queue loads correctly: queueEmpty=false queueLength=1 volume=1 playbackRate=1 But after music.play(), playbackTime stays at 0 and no audio plays. Then we ran the same MusicKit playback test in normal Chrome using the same token, same local origin, same catalog track, and same queue descriptor. Chrome played successfully and playbackTime advanced. We also checked Electron directly and found navigator.requestMediaKeySystemAccess is missing, so our current theory is that stock Electron lacks the protected media / EME support Apple Music web playback needs. Important: we are not trying to bypass DRM or extract audio. We just want a legitimate way for a user-authorized macOS app to control Apple Music playback or observe playback state. What we’re considering next: Use the native macOS Music app as the playback engine and control it from our app. Test AppleScript / Automation permissions for play, pause, next, current track, player state, etc. Later, possibly build a native Swift helper using Apple Music / MediaPlayer APIs and communicate with Electron over IPC. Avoid relying on Electron MusicKit JS playback if this is a known dead end. Questions: Has anyone successfully made Apple Music / MusicKit JS playback work inside Electron? Is the missing EME/protected-media layer the expected blocker here? Is controlling the native macOS Music app the more realistic path? Any gotchas with AppleScript, MusicKit native APIs, or Electron + native helper architecture for this use case? Any pointers from people who have dealt with Electron + Apple Music / protected media would be appreciated.
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598
Activity
May ’26
AudioHardwareCreateProcessTap delivers all-zero buffers while system audio is audible
Summary Using AudioHardwareCreateProcessTap + AudioHardwareCreateAggregateDevice for system audio capture. During long sessions, the AudioDeviceIOProc callback continues firing normally but every PCM sample is exactly 0.0f — while the system is producing audible output. Environment Field Value macOS 26.5 Beta Hardware MacBook Air (M2) API AudioHardwareCreateProcessTap + AudioHardwareCreateAggregateDevice Tap CATapDescription, processes = [], .unmuted, private Format 48,000 Hz, Float32, interleaved stereo Aggregate anchor kAudioAggregateDeviceMainSubDeviceKey = current default output UID Observed behavior After running normally for several minutes, the stream transitions into an all-zero state: AudioDeviceIOProc continues to fire at expected cadence Frame count, timestamps (mHostTime, mSampleTime), and mDataByteSize all look normal AudioBufferList pointers are valid Every sample in every buffer is exactly 0.0f Other apps are still producing audible output through the same output device The condition may self-recover or persist until the session is stopped Confirmed via RMS logging both inside the IOProc and after the ring buffer consumer — data is zero on delivery, not introduced downstream. Example: 51-minute session on MacBook Air M2 Segment 1 (~7 min): Three all-zero periods: 60 s, 53 s, 141 s. Real PCM briefly returned between them. Segment 2 (~44 min): Two all-zero periods: 16 min 3 s, 3 min 8 s. IOProc cadence, timestamp deltas, default output UID, and kAudioDevicePropertyDeviceIsRunningSomewhere all remained normal throughout. What I have ruled out Actual silence: User was in an active video call and could hear participants through the output device. Default output device change: Monitored kAudioHardwarePropertyDefaultOutputDevice — no change during affected periods. IOProc stall: Heartbeat and kAudioDevicePropertyDeviceIsRunningSomewhere remained normal. Aggregate device destroyed: AudioObjectGetPropertyData on the aggregate UID continued returning the expected device. Tap descriptor misconfiguration: The same tap produces valid PCM earlier in the same session, so this is not a startup-time issue. Why detection is hard All-zero buffers from a broken tap are indistinguishable from legitimate silence (muted participant, waiting room, paused media). kAudioProcessPropertyIsRunningOutput reports whether a process has active output IO, not whether it is contributing non-zero samples — a muted Zoom call still reports true. Possible correlations Sample-rate renegotiation on the output device (44.1 kHz ↔ 48 kHz) when another app changes output Bluetooth device state changes (AirPods sleep/wake) where UID stays the same MacBook Air more frequently affected than MacBook Pro Always occurs after extended uptime — first few minutes are consistently clean Current workaround Full teardown and rebuild restores real PCM. Restarting the IOProc alone or recreating only the aggregate device is not reliable — both the Process Tap and Aggregate Device must be destroyed and recreated. 1. AudioDeviceStop 2. AudioDeviceDestroyIOProcID 3. AudioHardwareDestroyAggregateDevice 4. AudioHardwareDestroyProcessTap 5. AudioHardwareCreateProcessTap 6. AudioHardwareCreateAggregateDevice 7. Create + start new IOProc Applying this automatically is risky because it cannot be reliably distinguished from legitimate silence. Questions Expected failure mode? Can a Process Tap continue delivering zero-filled buffers while the system output is audible? Is this expected under certain device or routing conditions? Detection signal? Is there any HAL property, notification, or diagnostic counter that distinguishes "sources are genuinely silent" from "the tap data path has stopped receiving the real mix"? Targeted recovery? Is there a supported way to re-anchor or reset the tap data path without destroying and recreating both objects? Full rebuild as intended workaround? If so, it would help to confirm this so developers can converge on a consistent approach. Mixer activity signal? kAudioProcessPropertyIsRunningOutput reflects IO registration, not sample contribution. Is there any AudioProcess property that indicates a process is currently delivering non-zero audio to the system mixer?
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557
Activity
May ’26
CarPlay HID transport buttons remap to call-control during continuous mic capture (no opt-out API)
Hello, I am developing Uniq Intercom, a voice-only group communication app for motorcyclists (always-on intercom over WebRTC, used continuously for multi-hour rides). I am seeking guidance on an iOS audio session and CarPlay HID interaction I have not been able to resolve through documented APIs. Problem: As soon as my app activates the microphone (yellow recording indicator visible), iOS appears to classify the app as a real-time communication participant and CarPlay re-routes the steering-wheel / handlebar HID transport buttons (left / right / ok) from the media-control role to the call-control role (answer/decline). Because I do not register a CallKit / LiveCommunicationKit call (the session is a continuous group voice channel, not a discrete telephony call), there is no call object for those buttons to act upon — they effectively become inert. Why this matters: Motorcyclists rely on the intercom for 4–6 hour rides. CarPlay is now built into a growing number of modern motorcycles and with aftermarket display units virtually any bike, and any rider who uses any voice communication platform alongside it — Uniq Intercom, WhatsApp Call currently runs into this same handlebar button remap. With the buttons inert, the rider's only remaining option is to reach for the motorcycle's touchscreen to skip a track or change navigation — this is unsafe. The exact same remap behavior occurs during a real WhatsApp or Phone call — but for those the remap is correct (answer/decline maps to a real call). For continuous voice apps without a CallKit-style discrete call, no equivalent path exists today. As both an iOS developer and a motorcyclist, I would very much like to see this resolved — solving it would meaningfully improve safety for every rider using an iPhone with CarPlay. Configurations I have tested (all reproduce the symptom on iOS 18+ / 26 with wireless CarPlay): AVAudioSession.Category.playAndRecord + .voiceChat mode + various option combinations (duckOthers, mixWithOthers, allowBluetoothHFP, allowBluetoothA2DP, defaultToSpeaker) Same category with .videoChat mode (which @livekit/react-native defaults to) Same category with .default mode (re-applied after setAudioModeAsync to defeat any framework override) — confirmed Mode = Default for ~2 s window in audiomxd log before WebRTC's setActive cycle returned mode to .voiceChat. Buttons remained remapped during the .default window. Disabling MPRemoteCommandCenter and clearing MPNowPlayingInfoCenter.default().nowPlayingInfo JS-side override of WebRTC's global RTCAudioSessionConfiguration via @livekit/react-native's AudioSession.setAppleAudioConfiguration({audioMode: 'default'}) bridge, applied both before connect and after setAudioModeAsync to defeat library overrides In every case the audiomxd system log confirms our session goes active (Mode = VoiceChat or Default, Recording = YES), and CarPlay HID buttons are immediately remapped to call-control. The middle "OK" button remains functional because it is not part of the call-control mapping — confirming the buttons are not blocked, only re-purposed. The remap occurs the instant the iOS recording indicator appears, regardless of audio session mode. This led me to conclude the trigger is not audio session mode but the combination of microphone permission + active session + (likely) the AUVoiceIO unit instantiated by WebRTC. I cannot find a public API path to suppress this classification while maintaining the always-on continuous voice channel. My questions: Is there an entitlement or API that allows an app with active microphone capture to declare itself as a non-call media participant, keeping CarPlay HID transport buttons in the media role? Is AVAudioSession.setPrefersEchoCancelledInput(_:) (iOS 18+) the intended path for retaining platform AEC under .default mode without the focus-engine "communication priority" marking? Documentation is sparse on its CarPlay arbitration implications. Does the PushToTalk framework affect HID arbitration differently from playAndRecord + voiceChat? Our continuous-channel UX does not fit the PTT transmit-on-press model, but understanding the contrast would help. If no current API exists, is this something the iOS Audio team would consider for future SDKs? Solving this would meaningfully improve safety for motorcycle and adventure-sport users on iOS. Thank you for your time and any guidance you can offer. — Emre Erkaya / Uniq Intercom
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646
Activity
May ’26
AVAudioEngineConfigurationChangeNotification received while engine is running
The documentation for AVAudioEngineConfigurationChangeNotification states When the audio engine’s I/O unit observes a change to the audio input or output hardware’s channel count or sample rate, the audio engine stops, uninitializes itself, and issues this notification. A user of my framework has reported a crash during notification processing on iOS 26.4 when the main mixer node is disconnected from the output node in order to reestablish the connection with a different format. The failing precondition is com.apple.coreaudio.avfaudio: required condition is false: !IsRunning(). The report was observed on iPhone 16 / iOS 26.4.2, ARM64, TestFlight build. The backtrace contains: [Last Exception Backtrace] 3 AVFAudio AVAudioEngineGraph::_DisconnectInput AVAudioEngineGraph.mm:2728 4 AVFAudio -[AVAudioEngine disconnectNodeInput:bus:] AVAudioEngine.mm:155 5 SFB sfb::AudioPlayer::handleAudioEngineConfigurationChange AudioPlayer.mm:2247 [Thread 18 Crashed] 9 SFB sfb::AudioPlayer::handleAudioEngineConfigurationChange AudioPlayer.mm:2212 … 14 AVFAudio IOUnitConfigurationChanged Has the behavior for AVAudioEngineConfigurationChangeNotification changed in iOS 26.4? It's simple enough to call [engine_ stop] in the notification handler but the documentation states this shouldn't be necessary. I've not observed a similar crash on previous iOS versions.
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452
Activity
May ’26
MacOS system audio capture low volume with multichannel soundcards
I am building an app that uses system audio capture. This works well for 2-channel sound cards, but as soon as the interface has more than 2 outputs, the capture volume is very low. Does anyone have tips on where to look? Capturing neither before nor after the mix doesn't solve it.
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202
Activity
May ’26
AVAudioEngine startAndReturnError is now failing
I have a keyboard in my iOS Morse Code app that has always been able to play audio via AVAudioEngine. Recently it has been failing to produce audio. I see that startAndReturnError: is now failing with this error: Error Domain=com.apple.coreaudio.avfaudio Code=268435459 "(null)" UserInfo={failed call=err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)} What's going on? Have keyboards lost the ability to play audio? Here's how I set things up: _engine = [AVAudioEngine new]; _prefs = [[NSUserDefaults alloc] initWithSuiteName:kSharedAppGroupID]; AVAudioMixerNode* mainMixerNode = _engine.mainMixerNode; AVAudioOutputNode* outputNode = _engine.outputNode; AVAudioFormat* format = [outputNode inputFormatForBus:0]; AVAudioFormat* inputFormat = [[AVAudioFormat alloc] initWithCommonFormat:AVAudioPCMFormatFloat32 sampleRate:44100 channels:1 interleaved:NO]; self.srcNode = [[AVAudioSourceNode alloc] initWithRenderBlock:^OSStatus(BOOL* _Nonnull isSilence, const AudioTimeStamp* _Nonnull timestamp, AVAudioFrameCount frameCount, AudioBufferList* _Nonnull outputData) { // This block builds the data, but is never called, so it is not the culprit. }]; [_engine attachNode:self.srcNode]; [_engine connect:self.srcNode to:mainMixerNode format:inputFormat]; [_engine connect:mainMixerNode to:_engine.outputNode format:nil]; [_engine prepare];
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434
Activity
Apr ’26
Radio stations unable to play on Android with MusicKit SDK
Radio stations are currently not supported by the MusicKit SDK for Android. The SDK has not been updated for years now. It lacks pretty big features of Apple Music
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541
Activity
Apr ’26
MusicKit developer token returns 401 on all catalog endpoints
My MusicKit developer token returns 401 (empty body) on every Apple Music API catalog endpoint. I've tried two different keys — both fail identically. Setup: Team ID: K79RSBVM9G Key ID: URNQV5UDGB (MusicKit enabled, associated with Media ID media.audio.explore.musickit) Apple Developer Program License Agreement accepted April 14, 2026 Token format (matches docs exactly): Header: {"alg":"ES256","kid":"URNQV5UDGB"} Payload: {"iss":"K79RSBVM9G","iat":,"exp":<now+15777000>} What works: /v1/storefronts/us returns 200 What fails: Every catalog endpoint returns 401 with empty body: /v1/catalog/us/search?types=artists&term=test /v1/catalog/us/artists/5920832 /v1/catalog/us/genres /v1/test The token self-verifies (signature is valid). I've tried with and without typ:"JWT", with the origin claim, and with a manually signed JWT bypassing the jsonwebtoken library. Same 401 every time. What am I missing?
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481
Activity
Apr ’26
Is Push to Talk appropriate for a voice-based interactive assistant (not a walkie-talkie app)?
Hello, Looking for guidance from Apple engineers or developers who have used Push to Talk in production I am developing an iOS application called Companion AI / Theo Voice, designed for elderly users. The goal of the app is to provide a simple, voice-first interactive assistant that enables: natural voice interaction (no typing required) daily assistance (reminders, well-being, conversation) bidirectional voice communication (the user can immediately respond by voice) ⸻ How it works The app operates in two main modes: Conversation mode the user opens the app the assistant speaks the user replies naturally by voice Proactive mode in specific useful situations (e.g. medication reminders, check-ins) the app initiates a voice interaction the user can respond immediately ⸻ Important constraints there is no continuous listening the microphone is only active during interactions users can disable proactive interactions frequency is limited and user-controlled ⸻ Question We are considering using the Push to Talk framework in order to: allow the app to be awakened in the background initiate a voice interaction enable immediate voice response from the user Would this usage be considered aligned with the intended use of Push to Talk? Are there any specific recommendations to ensure compliance with App Store Review Guidelines? Thank you very much for your guidance.
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266
Activity
Apr ’26
Bug: Channels erroneously populated when sending audio from an iPhone to a linux gadget audio device.
I have a device which is using linux gadget audio to receive audio input via USB, exposing 24 capture channels. This device works well with Mac, Windows, and Android phones. However, when sending audio from an iPhone (both USB-C iPhones and lightning iPhones using an official Apple lightning -> usb adaptor) I am seeing strange behaviour. Audio which is sent from the iPhone to any one of inputs 12, 19, 20, 21, or 22 appears in all of those channels, rather than only the channel to which audio is routed. I have confirmed on my linux device that these channels are not being erroneously populated by the software running on that device; the issue is visible in audio recorded directly from the gadget using arecord, meaning it is present in the audio being sent from the iPhone. I have confirmed that the gadget channel mask is correct for 24 channel audio (0xFFFFFF). As said above, audio routed to this device from any non-iPhone device (Mac, Windows, Android) works fine. The only sensible conclusion seems to be that the iPhone is populating the additional channels erroneously due to some bug in CoreAudio's handling of gadget audio devices. I would appreciate any insight on this from Apple developers, or from anyone else who has come across this issue and found a workaround.
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429
Activity
Apr ’26
How to use the SpeechDetector Module
I am trying to use SpeechDetector Module in Speech framework along with SpeechTranscriber. and it is giving me an error Cannot convert value of type 'SpeechDetector' to expected element type 'Array.ArrayLiteralElement' (aka 'any SpeechModule') Below is how I am using it let speechDetector = Speech.SpeechDetector() let transcriber = SpeechTranscriber(locale: Locale.current, transcriptionOptions: [], reportingOptions: [.volatileResults], attributeOptions: [.audioTimeRange]) speechAnalyzer = try SpeechAnalyzer(modules: [transcriber,speechDetector])
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813
Activity
Apr ’26
SpeechAnalyzer speech to text wwdc sample app
I am using the sample app from: https://developer.apple.com/videos/play/wwdc2025/277/?time=763 I installed this on an Iphone 15 Pro with iOS 26 beta 1. I was able to get good transcription with it. The app did crash sometimes when transcribing and I was going to post here with the details. I then installed iOS beta 2 and uninstalled the sample app. Now every time I try to run the sample app on the 15 Pro I get this message: SpeechAnalyzer: Input loop ending with error: Error Domain=SFSpeechErrorDomain Code=10 "Cannot use modules with unallocated locales [en_US (fixed en_US)]" UserInfo={NSLocalizedDescription=Cannot use modules with unallocated locales [en_US (fixed en_US)]} I can't continue our our work towards using SpeechAnalyzer now with this error. I have set breakpoints on all the catch handlers and it doesn't catch this error. My phone region is "United States"
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3.5k
Activity
Apr ’26
tvOS: Background audio + local caching works on Simulator but stops on real Apple TV device
Description: I’m developing a tvOS app using SwiftUI where we play background audio (music) in the Welcome screen, with support for offline playback via local caching. 🔹 Feature Overview App fetches audio metadata from API Starts streaming audio (HLS .m3u8) immediately In parallel, downloads the raw audio file (.mp3) Once download completes: Switches playback from streaming → local file On next launch (offline mode), app plays audio from local storage 🔹 Issue This flow works perfectly on the Simulator, but on a real Apple TV device: Audio plays for a few seconds (2–5 sec) and then stops Especially after switching from streaming → local file No explicit AVPlayer error is logged Playback sometimes stops after UI updates or periodic API refresh 🔹 Implementation Details Using AVPlayer with AVPlayerItem Background audio controlled via a shared manager (singleton) Files stored locally using FileManager (currently using .cachesDirectory) Switching playback using: player.replaceCurrentItem(with: AVPlayerItem(url: localURL)) player.play() 🔹 Observations Works reliably on Simulator On device: Playback stops silently Seems related to lifecycle, buffering, or file access No issues when continuously streaming (without switching to local) 🔹 Questions Is there any limitation or known issue with AVPlayer when switching from streaming (HLS) to local file playback on tvOS? Are there specific requirements for playing locally cached media files on tvOS (e.g., file location, permissions, or sandbox behavior)? What is the recommended storage location and size limit for cached media files on tvOS? We understand tvOS has limited persistent storage Is .cachesDirectory the correct approach for this use case? Are there known differences in AVPlayer behavior between Simulator and real Apple TV devices (especially regarding buffering or lifecycle)? What is the recommended approach for implementing offline background audio on tvOS apps? 🔹 Goal We want to implement a reliable system where: Audio streams initially Seamlessly switches to local file after download Continues playing without interruption Supports offline playback on subsequent launches Any guidance or best practices would be greatly appreciated. Thank you!
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380
Activity
Apr ’26
tvOS: Background audio + local caching works on Simulator but stops on real Apple TV device
Description: I’m developing a tvOS app using SwiftUI where we play background audio (music) in the Welcome screen, with support for offline playback via local caching. Feature Overview: App fetches audio metadata from API Starts streaming audio (HLS .m3u8) immediately In parallel, downloads the raw audio file (.mp3) Once download completes: Switches playback from streaming → local file On next launch (offline mode), app plays audio from local storage Issue: This flow works perfectly on the Simulator, but on a real Apple TV device: Audio plays for a few seconds (2–5 sec) and then stops Especially after switching from streaming → local file No explicit AVPlayer error is logged Playback sometimes stops after UI updates or periodic API refresh Implementation Details: Using AVPlayer with AVPlayerItem Background audio controlled via a shared manager (singleton) Files stored locally using FileManager (currently using .cachesDirectory) Switching playback using: player.replaceCurrentItem(with: AVPlayerItem(url: localURL)) player.play() Observations: Works reliably on Simulator On device: -- Playback stops silently -- Seems related to lifecycle, buffering, or file access No issues when continuously streaming (without switching to local) Questions: Is there any limitation or known issue with AVPlayer when switching from streaming (HLS) to local file playback on tvOS? Are there specific requirements for playing locally cached media files on tvOS (e.g., file location, permissions, or sandbox behavior)? What is the recommended storage location and size limit for cached media files on tvOS? We understand tvOS has limited persistent storage Is .cachesDirectory the correct approach for this use case? Are there known differences in AVPlayer behavior between Simulator and real Apple TV devices (especially regarding buffering or lifecycle)? What is the recommended approach for implementing offline background audio on tvOS apps? Goal: We want to implement a reliable system where: Audio streams initially Seamlessly switches to local file after download Continues playing without interruption Supports offline playback on subsequent launches Any guidance or best practices would be greatly appreciated. Thank you!
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338
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Apr ’26
AVAudioSession : Audio issues when recording the screen in an app that changes IOBufferDuration on iOS 26.
Among Japanese end users, audio issues during screen recording—primarily in game applications—have become a topic of discussion. We have confirmed that the trigger for this issue is highly likely to be related to changes to IOBufferDuration. When using setPreferredIOBufferDuration and the IOBufferDuration is set to a value smaller than the default, audio problems occur in the recorded screen capture video. Audio playback is performed using AudioUnit (RemoteIO). https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc This issue was not observed on iOS 18, and it appears to have started occurring after upgrading to iOS 26. We provide an audio middleware solution, and we had incorporated changes to IOBufferDuration into our product to achieve low-latency audio playback. As a result, developers using our product as well as their end users are being affected by this issue. We kindly request that this issue be investigated and addressed in a future update. “This document has been translated by AI. The original text is included below for reference.” 日本のエンドユーザー間で主にゲームアプリケーションにおける画面収録時の音声の問題が話題になっています。 こちらの症状のトリガーが、IOBufferDurationの変更によるものである可能性が高いことを確認しました。 setPreferredIOBufferDurationを使用し、IOBufferDurationがデフォルトより小さい状態の時、画面収録された動画の音声に問題が発生することをしています。 音声の再生にはAudioUnit(RemoteIO)を使用しています。 https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc iOS 18ではこのような問題は確認されておらず、iOS26になってから問題が発生しているようです。 私たちはオーディオミドルウェアを提供しており、低遅延の再生のためにIOBufferDurationの変更を製品に組み込んでいました。 そのため、弊社製品をご利用いただいている開発者およびエンドユーザーの皆様がこの不具合の影響を受けています。 こちらの不具合の調査及び修正対応を検討いただけますでしょうか。
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1k
Activity
Apr ’26
SpeechAnalyzer error "asset not found after attempted download" for certain languages
I am trying to use the new SpeechAnalyzer framework in my Mac app, and am running into an issue for some languages. When I call AssetInstallationRequest.downloadAndInstall() for some languages, it throws an error: Error Domain=SFSpeechErrorDomain Code=1 "transcription.ar asset not found after attempted download." The ".ar" appears to be the language code, which in this case was Arabic. When I call AssetInventory.status(forModules:) before attempting the download, it is giving me a status of "downloading" (perhaps from an earlier attempt?). If this language was completely unsupported, I would expect it to return a status of "unsupported", so I'm not sure what's going on here. For other languages (Polish, for example) SpeechTranscriber.supportedLocale(equivalentTo:) is returning nil, so that seems like a clearly unsupported language. But I can't tell if the languages I'm trying, like Arabic, are supported and something is going wrong, or if this error represents something I can work around. Here's the relevant section of code. The error is thrown from downloadAndInstall(), so I never even get as far as setting up the SpeechAnalyzer itself. private func setUpAnalyzer() async throws { guard let sourceLanguage else { throw Error.languageNotSpecified } guard let locale = await SpeechTranscriber.supportedLocale(equivalentTo: Locale(identifier: sourceLanguage.rawValue)) else { throw Error.unsupportedLanguage } let transcriber = SpeechTranscriber(locale: locale, preset: .progressiveTranscription) self.transcriber = transcriber let reservedLocales = await AssetInventory.reservedLocales if !reservedLocales.contains(locale) && reservedLocales.count == AssetInventory.maximumReservedLocales { if let oldest = reservedLocales.last { await AssetInventory.release(reservedLocale: oldest) } } do { let status = await AssetInventory.status(forModules: [transcriber]) print("status: \(status)") if let installationRequest = try await AssetInventory.assetInstallationRequest(supporting: [transcriber]) { try await installationRequest.downloadAndInstall() } } ...
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1.5k
Activity
Apr ’26
SpeechAnalyzer > AnalysisContext lack of documentation
I'm using the new SpeechAnalyzer framework to detect certain commands and want to improve accuracy by giving context. Seems like AnalysisContext is the solution for this, but couldn't find any usage example. So I want to make sure that I'm doing it right or not. let context = AnalysisContext() context.contextualStrings = [ AnalysisContext.ContextualStringsTag("commands"): [ "set speed level", "set jump level", "increase speed", "decrease speed", ... ], AnalysisContext.ContextualStringsTag("vocabulary"): [ "speed", "jump", ... ] ] try await analyzer.setContext(context) With this implementation, it still gives outputs like "Set some speed level", "It's speed level", etc. Also, is it possible to make it expect number after those commands, in order to eliminate results like "set some speed level to" (instead of two).
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875
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Apr ’26