Hi everyone,
I'm developing a visionOS app for Apple Vision Pro, and I've encountered an issue related to window resizing at runtime when using AVPlayer to play a live HLS stream.
✅ What I'm Trying to Do
Play a live HLS stream (from Wowza) inside my app using AVPlayer.
Support resizing the immersive window using Vision Pro’s built-in runtime scaling gesture.
Stream works fine at default window size when the app launches.
❌ Problem
If I resize the app’s window at runtime (using the Vision Pro pinch-drag gesture), then try to start the stream, it does not play.
Instead, it just shows the "Loading live stream..." state and never proceeds to playback.
This issue only occurs after resizing the window — if I don’t resize, the stream works perfectly every time.
🧪 What I’ve Tried
Verified the HLS URL — it’s working and plays fine in Safari and in the app before resizing.
Set .automaticallyWaitsToMinimizeStalling = false on AVPlayer.
Observed that .status on AVPlayerItem never reaches .readyToPlay after resizing.
Tried to force window size back using UIWindowScene.requestGeometryUpdate(...), but behavior persists.
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I'm developing an iOS app that requires continuous audio recording.
Currently, when a phone call comes in, the AVAudioSession is interrupted and recording stops completely during the ringing phase.
While I understand recording should stop if the call is answered, my app needs to continue recording while the phone is merely ringing.
I've observed that Apple's Voice Memos app maintains recording during incoming call rings. This indicates the hardware and iOS are capable of supporting this functionality.
Request
Please advise on any available AVAudioSession configurations or APIs that would allow my app to:
Continue recording during an incoming call ring
Only stop recording if/when the call is actually answered
Impact
This interruption significantly impacts the user experience and core functionality of my app. Workarounds like asking users to enable airplane mode are impractical and create a poor user experience.
Questions
Is there an approved way to maintain microphone access during call rings?
If not currently possible, could this capability be considered for addition to a future iOS SDK?
Are there any interim solutions or best practices Apple recommends for this use case?
Thank you for your help.
SUPPORT INFORMATION
Did someone from Apple ask you to submit a code-level support request?
No
Do you have a focused test project that demonstrates your issue?
Yes, I have a focused test project to submit with my request
What code level support issue are you having?
Problems with an Apple framework API in my app
Hello, I am trying to get the new iPhone 16 pro to achieve 4k 120fps encoding when we are getting the video feed from the default, wide angle camera on the back. We are using the apple API to capture the individual frames from the camera as they are processed and we get them in this callback:
// this is the main callback function to handle video frames captured
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
We are then taking these frames as they come in and encoding them using VideoToolBox. After they are encoded, they are added to a ring buffer so we can access them after they have been encoded.
The problem is that when we are encoding these frames on an iPhone 16 Pro, we are only reaching 80-90fps instead of 120fps. We have removed as much processing as we can. We get some small attributes about the frame when it comes in, encode the frame, and then add it to our ring buffer.
I have attached a sample project that is broken down as much as possible to the basic task of encoding 4k 120fps footage. Inside the sample app, there is an fps and pps display showing how many frames we are encoding per second. FPS represents how many frames we are coming in per second from the camera, and PPS represents how many frames we are processing (encoding) per second.
Link to sample project: https://github.com/jake-fishtech/EncoderPerformance
Thanks you for any help or suggestions.
In SwiftUI there is a built-in component for displaying album artworks called Artwork but there is no equivalent for UIKit.
My current approach is to use the .url() method to read image's URL and download the image or read it from the disk but the performance is much worse than it was previously with MPMediaItem's artworkImage method.
let artworkQueue = DispatchQueue(
label: "MusicKit-ArtworkQueue",
qos: .default,
attributes: .concurrent
)
let artworkSemaphore = DispatchSemaphore(value: 5)
extension Song {
func artworkImage(for size: CGSize, completion: @escaping (UIImage?) -> Void) {
artworkQueue.async {
artworkSemaphore.wait()
defer {
artworkSemaphore.signal()
}
let imageURL = artwork?.url(
width: Int(size.width),
height: Int(size.height)
)
// I hate doing this as it might very well break in the future
guard let imageURL, imageURL.scheme == "musicKit"
else {
return completion(nil)
}
guard let imageData = try? Data(contentsOf: imageURL),
let image = UIImage(data: imageData) else {
return completion(nil)
}
completion(image)
}
}
}
I really dislike this approach because it feels hacky but somewhat works. You might ask what's the semaphore for? Well, without it I could notice that MusicKit was choking and after reading too many artworks at once.
Can someone from Apple please provide us with an example on how to use MusicKit with UIKit properly?
Ideally (IMO) we would have a method defined on Song and other MusicKit structures that returns the image for us, just like MPMediaItem had the .artwork() method. It would make our lives so much easier.
The same H265 encrypted Fairplay content can be played in all Apple devices except A1625.
The clear H265 content is played in A1625.
The question is: will this model (A1625) support H265 Fairplay encrypted content?
A ticket was created here:
https://discussions.apple.com/thread/255658006?sortBy=best
Topic:
Media Technologies
SubTopic:
Streaming
Tags:
FairPlay Streaming
Media
Video
HTTP Live Streaming
I developed a driverkit extension based on overriding-the-default-usb-video-class-extension, but the link didn’t give the details of realization. I asked DTS who gave two tips:
1, Do you also have a CMIO extension to load in place of the default overriding-the-default-usb-video-class-extension
2, Your DriverKit extension’s info.plist is also missing the CameraAssistantBundleID.
I want to know why a driverkit extension needs a CMIO extension, what’s the data and control flow?
I often find when doing basic actions in MusicKit it is incredibly slow compared to Apple's Music App. I've tried different versions, devices, networks, Apple's sample code, it all throughout the last several years, and it is all the same. Does anyone else have this issue?
TL;DR How to solve possible racing issue of EXT-X-SESSION-KEY request and encrypted media segment request?
I'm having trouble using custom AVAssetResourceLoaderDelegate with video manifest containing VideoProtectionKey(VPK). My master manifest contains rendition manifest url and VPK url. When not using custom resource delegate, everything works fine.
My custom resource delegate is implemented in way where it first append prefix to scheme of the master manifest url before creating the asset. And during handling master manifest, it puts back original scheme, make the request, modify the scheme for rendition manifest url in the response content by appending the same prefix again, so that rendition manifest request also goes into custom resource loader delegate. Same goes for VPK request. The AES-128 key is stored in memory within custom resource loader delegate object. So far so good.
The VPK is requested before segment request. But the problem comes where the media segment requests happen. The media segment request url from rendition manifest goes into custom resource loader as well and those are encrypted. I can see segment request finish first then the related VPK requests kick in after a few seconds. The previous VPK value is cached in memory so it is not network causing the delay but some mechanism that I'm not aware of causing this.
So could anyone tell me what would be the proper way of handling this situation? The native library is handling it well so I just want to know how. Thanks in advance!
I’m building a SwiftUI app whose primary job is to play audio. I manage all of the Now-Playing metadata and Command center manually via the available shared instances:
MPRemoteCommandCenter.shared()
MPNowPlayingInfoCenter.default().nowPlayingInfo
In certain parts of the app I also need to display videos, but as soon as I attach another AVPlayer, it automatically pushes its own metadata into the Control Center and overwrites my audio info.
What I need: a way to show video inline without ever having that video player update the system’s Now-Playing info (or Control Center).
In my app, I start by configuring the shared audio session
do {
try AVAudioSession.sharedInstance().setCategory(.playback,
mode: .default,
options: [
.allowAirPlay,
.allowBluetoothA2DP
])
try AVAudioSession.sharedInstance().setActive(true)
} catch {
NSLog("%@", "**** Failed to set up AVAudioSession \(error.localizedDescription)")
}
and then set the MPRemoteCommandCenter commands and MPNowPlayingInfoCenter nowPlayingInfo like mentioned above.
All this works without any issues as long as I only have one AVPlayer in my app. But when I add other AVPlayers to display some videos (and keep the main AVPlayer for the sound) they push undesired updates to MPNowPlayingInfoCenter:
struct VideoCardView: View {
@State private var player: AVPlayer
let videoName: String
init(player: AVPlayer = AVPlayer(), videoName: String) {
self.player = player
self.videoName = videoName
guard let path = Bundle.main.path(forResource: videoName, ofType: nil) else { return }
let url = URL(fileURLWithPath: path)
let item = AVPlayerItem(url: url)
self.player.replaceCurrentItem(with: item)
}
var body: some View {
VideoPlayer(player: player)
.aspectRatio(contentMode: .fill)
.onAppear {
player.isMuted = true
player.allowsExternalPlayback = false
player.actionAtItemEnd = .none
player.play()
MPNowPlayingInfoCenter.default().nowPlayingInfo = nil
MPNowPlayingInfoCenter.default().playbackState = .stopped
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime,
object: player.currentItem,
queue: .main) { notification in
guard let finishedItem = notification.object as? AVPlayerItem,
finishedItem === player.currentItem else { return }
player.seek(to: .zero)
player.play()
}
}
.onDisappear {
player.pause()
}
}
}
Which is why I tried adding:
MPNowPlayingInfoCenter.default().nowPlayingInfo = nil
MPNowPlayingInfoCenter.default().playbackState = .stopped // or .interrupted, .unknown
But that didn't work.
I also tried making a wrapper around the AVPlayerViewController in order to set updatesNowPlayingInfoCenter to false, but that didn’t work either:
struct CustomAVPlayerView: UIViewControllerRepresentable {
let player: AVPlayer
func makeUIViewController(context: Context) -> AVPlayerViewController {
let vc = AVPlayerViewController()
vc.player = player
vc.updatesNowPlayingInfoCenter = false
vc.showsPlaybackControls = false
return vc
}
func updateUIViewController(_ controller: AVPlayerViewController, context: Context) {
controller.player = player
}
}
Hence any help on how to embed video in SwiftUI without its AVPlayer touching MPNowPlayingInfoCenter would be greatly appreciated.
All this was tested on an actual device with iOS 18.4.1, and built with Xcode 16.2 on macOS 15.5
I'm developing the VisionOS app. I want to know how to play spatial audio in addition to RealityKit? If it's iOS or macOS, how to play spatial audio in addition to RealityKit?
Hi,
I am getting into a trap. Please check stack-trace, howto fix this?
regards, Joël
stack-trace with ExtAudioFileWrite
FxPlug is one of Apple’s official SDKs, recently updated to version 4.3.2. In theory the SDK should guarantee third-parties can build plug-ins that are backward compatible with older versions of Final Cut Pro, Motion and Compressor.
FxPlug SDK includes two frameworks that third-party developers like me end up bundling inside our third-party plugins: FxPlug.framework and PlugInManager.framework.
Behind the scenes, the SDK relies on PlugInKit, but the FxPlug.framework provides abstractions so that third-parties don't have to handle the intricacies of XPC directly.
The most recent version of FxPlug.framework included with the SDK was possibly built with an error: the Info.plist shows a LSMinimumSystemVersion entry of 14.6, suggesting the binary may have been compiled and linked with MACOSX_DEPLOYMENT_TARGET set to 14.6 by accident.
The problem: when older versions of Final Cut Pro or Motion load a third-party plugin (itself built with the appropriate deployment target, macOS 11 or 12, for example) on pre-macOS 14.6, the dynamic linker immediately loads Apple’s own FxPlug.framework, but this causes the process to crash immediately:
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libobjc.A.dylib 0x7ff81e065955 map_images_nolock + 5399
1 libobjc.A.dylib 0x7ff81e0643d6 map_images + 67
2 dyld 0x10bd551fb invocation function for block in dyld4::RuntimeState::setObjCNotifiers(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 275
3 dyld 0x10bd506c9 dyld4::RuntimeState::withLoadersReadLock(void () block_pointer) + 41
4 dyld 0x10bd550e2 dyld4::RuntimeState::setObjCNotifiers(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 82
5 dyld 0x10bd68d45 dyld4::APIs::_dyld_objc_notify_register(void (*)(unsigned int, char const* const*, mach_header const* const*), void (*)(char const*, mach_header const*), void (*)(char const*, mach_header const*)) + 79
6 libobjc.A.dylib 0x7ff81e064244 _objc_init + 1279
7 libdispatch.dylib 0x7ff81e01d993 _os_object_init + 13
8 libdispatch.dylib 0x7ff81e02b1b8 libdispatch_init + 311
9 libSystem.B.dylib 0x7ff828fd585f libSystem_initializer + 238
10 dyld 0x10bd5ae4f invocation function for block in dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 182
11 dyld 0x10bd81aad invocation function for block in dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 242
12 dyld 0x10bd78e26 invocation function for block in dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 557
13 dyld 0x10bd47db3 dyld3::MachOFile::forEachLoadCommand(Diagnostics&, void (load_command const*, bool&) block_pointer) const + 129
14 dyld 0x10bd78bb7 dyld3::MachOFile::forEachSection(void (dyld3::MachOFile::SectionInfo const&, bool, bool&) block_pointer) const + 179
15 dyld 0x10bd81604 dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const + 466
16 dyld 0x10bd5ad82 dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const + 144
17 dyld 0x10bd6165a dyld4::PrebuiltLoader::runInitializers(dyld4::RuntimeState&) const + 30
18 dyld 0x10bd6e76e dyld4::APIs::runAllInitializersForMain() + 38
19 dyld 0x10bd4c38d dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 3443
20 dyld 0x10bd4b4e4 start + 388
Can someone at Apple with the right domain expertise confirm that this is the type of crash you would see because the framework was built assuming it would run on macOS 14.6 and later, and when facing an older environment (e.g. ObjC runtime) it lacks extra code that would ensure backward compatibility with the earlier ObjC runtime found on macOS 12.x?
Safari is supposed to support animated AVIF images since version 16, but the ones I've tested perform very poorly, even on an M4 Mac Mini running Sequoia 15.1.1.
I believe Safari delegates decoding to the operating system itself, so this issue also happens in Live Preview in the finder, when I try to preview a file.
Sample file here: https://s3.us-west-2.amazonaws.com/cdn.paintera.org/test/sample.avif
322KB file, 5 seconds long, 12fps
This plays perfectly on Chrome on Mac OS, but is slow and laggy on Safari and Live Preview (it takes about 6.5 seconds to finish the 5 second video).
Does anyone know how to fix this or workaround this issue?
Topic:
Media Technologies
SubTopic:
Video
Hi! I am making an app for Apple Vision pro (VisionOS 2.5) that is scanning the surroundings and recognises all the texts around you. I tried to use the AVCaptureSession library, but when I run the app from xcode on the real AVP device, the camera is not accessible. I enabled the camera access in my Info.plist: NSCameraUsageDescription Used for live text recognition and I checked camera settings in the AVP, there are no restrictions. However I have always a black square with a crossed camera icon displayed instead of the image from the camera.
I tried a couple of different apps from Github using the AVCaptureSession and they all display the black square instead of the picture.
What can be wrong with the camera?
Topic:
Media Technologies
SubTopic:
Photos & Camera
I'm trying to implement airplay into my app. I can successfully playback sound and trigger the airplay selector sheet. If the target device is a Bluetooth only device I can connect with no problem and stream the audio to the Bluetooth device, but if the audio device is a airplay specific device like a HomePod or an Apple TV when I select it, I get a spinning icon, indicating that it is trying to connect, and eventually it times out and stops without connecting.
I don't believe it is an AirPlay audio issue because if I go to a different app, for example a podcast app and select my HomePods for output, and then switch back to my app. My audio will correctly stream to the HomePod. Not only that, I have it so that my icon will change color to indicate that it is connected via airplay and it is correctly indicating that it is connected via AirPlay. But I cannot then disconnect it using the Airplay selector.
The issue appears to be in the AirPlay selection side, which I have spent several days attempting to troubleshoot mostly using ChatGPT to suggest code different than what I have to maybe work around the issue. Mostly it is focused on the audio player section, but it doesn't seem like that is really the route that is the problem.
is forKey:fileSize considered accessing non-public API?
has your app been rejected at review stage due to this?
let resources = PHAssetResource.assetResources(for: asset)
if let resource = resources.first {
if let fileSize = resource.value(forKey: "fileSize") as? Int {
return fileSize
}
}
I use AVPlayer to play HLS video successfully on macOS Sonoma, but I encountered this error on macOS Sequoia. Please help me:
Error Domain=AVFoundationErrorDomain Code=-11833 ‘Cannot Decode’ UserInfo={NSUnderlyingError=0x600001e57330 {Error Domain=CoreMediaErrorDomain Code=-12906 ‘(null)’}, NSLocalizedFailureReason=The decoder required for this media cannot be found., AVErrorMediaTypeKey=vide, NSLocalizedDescription=Cannot Decode}
Thanks!
I’ve never had a problem with any update before but as soon as I updated to 18.3 update my camera decided to start blurring when it’s in 1x & 2x, I use my camera daily for work and this is unacceptable. I’m wondering if anyone else is having this issue, it’s really frustrating..
We have the necessary background recording entitlements, and for many users... do not run into any issues.
However, there is a subset of users that routinely get recordings ending.. we have narrowed this down and believe it to be the work of the watch dog.
First we removed the entire view hierarchy when app is backgrounded. There is just 'Text("Recording")'
This got the CPU usage in profiler down to 0%. We saw massive improvements to recording success rate.
We walked away assuming that was enough. However we are still seeing the same sort of crashes. All in the background. We're using Observation to drive audio state changes to a Live Activity.
Are those Observations causing the problem? Why doesn't apple provide a better API to background audio? The internet is full of weird issues
https://stackoverflow.com/questions/76010213/why-is-my-react-native-app-sometimes-terminated-in-the-background-while-tracking
https://stackoverflow.com/questions/71656047/why-is-my-react-native-app-terminating-in-the-background-while-recording-ios-r
https://github.com/expo/expo/issues/16807
This is such a terrible user experience. And we have very little visibility into what is happening and why.
No where in apple documentation states that in order for background recording to work, the app can only be 'Text("Recording")'
It does not outline a CPU or memory threshold. It just kills us.
After upgrading to iOS 18.4, I'm no longer able to establish an AirPlay v1 connection to an audio system. The symptom is that the AirPlay route picker just spins when trying to connect to an audio system. It eventually gives up.
I tested this on an iPhone 14, connecting to a HomePod, AirPort express, AppleTV and a Wiim Pro. If I try connecting with AirPlay v2, ex: using Apple Music, the connection succeeds and audio can be played.
I'm the developer of an app that plays audio over AirPlay while also recording. My app has to use AirPlay v1 because AvAudioSession doesn't allow the policy .longFormAudio when the category is .playAndRecord. This issue is a real pain as it means my app is suddenly broken for many thousands of users.
Is anyone else seeing this issue? Any suggestions for a workaround?