In iOS 26 When we download any DRM content first time it is downloading again when we edit audios and Video Quality and start downloading it is freezing complete app. Neither it is crashing not giving any error.
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I'm experiencing an unexpected behavior with AVURLAsset and cookies. When setting cookies through AVURLAssetHTTPCookiesKey option, they seem to be sent only on the initial request but not on retry attempts.
Here's my current implementation:
let cookieProperties: [HTTPCookiePropertyKey: Any] = [
.name: "sessionCookie",
.value: "testValue",
.domain: url.host ?? "",
.path: "/",
.secure: true
]
if let cookie = HTTPCookie(properties: cookieProperties) {
let asset = AVURLAsset(url: url, options: [
AVURLAssetHTTPCookiesKey: [cookie],
])
}
According to the documentation, AVURLAssetHTTPCookiesKey should apply the cookies to all requests made by this asset. However, when the initial request fails and AVPlayer retries, the cookies are not included in subsequent requests.
Only when I store the cookie with HTTPCookieStorage.shared.setCookie, then it persists.
Questions:
Is this the expected behavior?
If not, what could be causing the cookies to not persist for retry attempts?
Is using HTTPCookieStorage.shared the recommended approach instead?
Environment:
iOS 16+
Using AVPlayer with AVURLAsset
Streaming HLS content
Any insights would be greatly appreciated.
Hi,
I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions.
Each time I enter and exit the AR view, memory increases
The memory does not return to the baseline after cleanup, even though all custom objects are deallocated.
Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
Hello,
I am trying to access the Apple Music Feed API, but I am recieving a 401 Unauthorized error message whenever I try to access it.
I have tried using my own code to generate a JWT and directly call the API (which can call the standard Apple Music API successfully).
> GET /v1/feed/song/latest HTTP/2
> Host: api.media.apple.com
> user-agent: insomnia/2023.5.8
> authorization: Bearer [REDACTED]
> accept: */*
< HTTP/2 401
< content-type: application/json; charset=utf-8
< content-length: 0
< x-apple-jingle-correlation-key: AV5IOHBNM2UUJVOFQ4HZ2TGF6Q
< x-daiquiri-instance: daiquiri:10001:daiquiri-all-shared-ext-7bb7c9b9bb-r459v:7987:25RELEASE91:daiquiri-amp-kubernetes-shared-ext-ak8s-prod-pv4-amp-daiquiri-ingress-prod
and also the Apple provided Python example code, which gives me authentication errors too.
$ python3 ./apple_music_feed_example.py --key-id NMBH[...] --team-id 3TNZ[...] --secret-key-file-path "/Users/foxt/Documents/am-feed/NMBH[...].p8" --out-dir .
running....
INFO:__main__:Sending requests to https://api.media.apple.com
INFO:__main__:Getting the latest export for feed artist
Exception: Authentication Failed. Did you provide the correct team id, key id, and p8 file?
Does this API need to be enabled on my account separately from the main Apple Music API? The documentation reads to me as if anyone with an Apple Developer Programme membership can use this API and I did not see any information regarding any other requirements
I tried to modify the AVCam sample code by copying the code here https://developer.apple.com/documentation/avfoundation/adopting-smart-framing-in-your-camera-app#Configure-the-smart-framing-monitor
smart framing monitors
I can ensure the activeformat supports smart framing, but the supported frames in monitor is always nil.
In my another project it has supported value, but the observation has never been triggered, then I tried to keep printing the recommended frame, it's always nil.
Could the engineer embed the code into AVCam rather than posting a few code pieces?
I have a music app I'm developing and having a weird issue where I can see now playing info for every other platform than tvOS. As far as I can tell I have correctly configured the MPNowPlayingInfoCenter
MPNowPlayingInfoCenter.default().nowPlayingInfo = nowPlayingInfo MPNowPlayingInfoCenter.default().playbackState = .playing
Are there any extra requirements to get my app's now-playing info showing in control center on tvOS? Another strange issue that might be related is I can use the apple TV remote to pause audio but not resume playback, so I feel like there's something I'm missing about registering audio playback on tvOS specifically.
Hello,
I'm evaluating the Apple Music Feed dataset and I noticed that the total number of songs available in the feed is too small. As of today, the number of objects returned in each feed is:
51,198,712 albums
23,093,698 artists
173,235,315 songs
This gives an average of 3.38 songs per album which is quite low. Also, iterating on the data I see that there are albums referencing songs that don't exist in the songs feed. I would like to know:
Is the feed data incomplete?
If so, in what situations an object may be missing from the feed?
Thank you in advance!
As of iOS 18, as far as I can tell, it appears there's still no AVPlayer options that allow users to toggle the caption / subtitle track on and off. Does anyone know of a way to do this with AVPlayer or with SwiftUI's VideoPlayer?
The following code reproduces this issue. It can be pasted into an app playground. This is a random video and a random vtt file I found on the internet.
import SwiftUI
import AVKit
import UIKit
struct ContentView: View {
private let video = URL(string: "https://server15700.contentdm.oclc.org/dmwebservices/index.php?q=dmGetStreamingFile/p15700coll2/15.mp4/byte/json")!
private let captions = URL(string: "https://gist.githubusercontent.com/samdutton/ca37f3adaf4e23679957b8083e061177/raw/e19399fbccbc069a2af4266e5120ae6bad62699a/sample.vtt")!
@State private var player: AVPlayer?
var body: some View {
VStack {
VideoPlayerView(player: player)
.frame(maxWidth: .infinity, maxHeight: 200)
}
.task {
// Captions won't work for some reason
player = try? await loadPlayer(video: video, captions: captions)
}
}
}
private struct VideoPlayerView: UIViewControllerRepresentable {
let player: AVPlayer?
func makeUIViewController(context: Context) -> AVPlayerViewController {
let controller = AVPlayerViewController()
controller.player = player
controller.modalPresentationStyle = .overFullScreen
return controller
}
func updateUIViewController(_ uiViewController: AVPlayerViewController, context: Context) {
uiViewController.player = player
}
}
private func loadPlayer(video: URL, captions: URL?) async throws -> AVPlayer {
let videoAsset = AVURLAsset(url: video)
let videoPlusSubtitles = AVMutableComposition()
try await videoPlusSubtitles.add(videoAsset, withMediaType: .video)
try await videoPlusSubtitles.add(videoAsset, withMediaType: .audio)
if let captions {
let captionAsset = AVURLAsset(url: captions)
// Must add as .text. .closedCaption and .subtitle don't work?
try await videoPlusSubtitles.add(captionAsset, withMediaType: .text)
}
return await AVPlayer(playerItem: AVPlayerItem(asset: videoPlusSubtitles))
}
private extension AVMutableComposition {
func add(_ asset: AVAsset, withMediaType mediaType: AVMediaType) async throws {
let duration = try await asset.load(.duration)
try await asset.loadTracks(withMediaType: mediaType).first.map { track in
let newTrack = self.addMutableTrack(withMediaType: mediaType, preferredTrackID: kCMPersistentTrackID_Invalid)
let range = CMTimeRangeMake(start: .zero, duration: duration)
try newTrack?.insertTimeRange(range, of: track, at: .zero)
}
}
}
Hi,
I've had a new deck installed in my car for about 1.5 weeks.
I'm having compatibility issues with my 15PM.
It happens both wired and wirelessly, I get the error "Accessory not supported by this device". It used to happen all the time, now it's 50/50. Sometimes it works.
I've removed and added Bluetooth multiple times on phone and deck, I bought a belkin usb-c to usb-a cable today and it seems to fix it but the problem comes back.
I've changed the setting "FaceID and passcode-allow access when locked-accessories."
The car stereo guy reckons it's definitely an issue with the phone not the deck, I'm inclined to believe him since the error states "by this device".
Any advice appreciated.
Topic:
Media Technologies
SubTopic:
Audio
Does an artist similarity station broaden selection variety compared to a song similarity station?
You don't have to answer if it is against nondisclosure terms.
When I try to send a DRM-protected video via Airplay to an Apple TV, the license request is made twice instead of once as it normally does on iOS.
We only allow one request per session for security reasons, this causes the second request to fail and the video won't play.
We've tested DRM-protected videos without token usage limits and it works, but this creates a security hole in our system.
Why does it request the license twice in function: func contentKeySession(_ session: AVContentKeySession, didProvide keyRequest: AVContentKeyRequest)?
Is there a way to prevent this?
I am developing an app that plays HLS audio.
When using AVPlayerItem with AVURLAsset, can AVAssetResourceLoaderDelegate correctly handle HLS segments?
My goal is to use AVAssetResourceLoaderDelegate to add authentication HTTP headers when accessing HLS .m3u8 and .ts files.
I can successfully download the files, but playback fails with errors.
Specifically, I am observing the following cases:
A. AVAssetResourceLoaderDelegate is canceled, and CoreMediaErrorDomain -12881 occurs
In NSURLConnectionDataDelegate’s didReceiveResponse method, set contentInformationRequest
In didReceiveData, call dataRequest respondWithData
resourceLoader didCancelLoadingRequest is called
CoreMediaErrorDomain -12881 occurs
B. CoreMediaErrorDomain -12881 occurs
In NSURLConnectionDataDelegate’s didReceiveResponse method, set contentInformationRequest
In connection didReceiveData, buffer all received data until the end
In connectionDidFinishLoading, pass the buffered data to respondWithData
Call loadingRequest finishLoading
CoreMediaErrorDomain -12881 occurs
In both cases, dataRequest.requestsAllDataToEndOfResource is YES.
For this use case, I am not using AVURLAssetHTTPHeaderFieldsKey because I need to apply the most up-to-date authentication data at the moment each file is accessed.
I would appreciate any advice or suggestions you might have. Thank you in advance!
I have implemented fetching Apple Music preview songs using a Swift framework integrated into a Unity app.
My requirement is to fetch full tracks from a user’s Apple Music library and play them inside Unity.
To do this, I understand that I need to handle authentication, generate a Developer Token, and then obtain a Music User Token to access the user’s Apple Music content.
Currently, I have an Individual Apple Developer account (not Organization).
Based on my research, it seems that:
With an Individual account, I can implement this functionality and even upload builds to TestFlight for internal testing.
However, when releasing the app publicly on the App Store, full-track playback may be restricted for Individual accounts and allowed only for Organization accounts.
👉 Can you confirm if this understanding is correct?
👉 Specifically, is it possible for an Individual account to fetch and play full-length tracks from a subscribed Apple Music user’s library (at least for internal/TestFlight testing)?
Topic:
Media Technologies
SubTopic:
General
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2
We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function:
var audioPlayer: AVAudioPlayer?
func soundPlay(resource: String, type: String){
guard let path = Bundle.main.path(forResource: resource, ofType: type) else {
return
}
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
audioPlayer!.delegate = self
try audioSession.setCategory(.playback)
} catch {
return
}
self.audioPlayer!.play()
}
The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping.
Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes.
My questions are:
**Is this expected behavior from AVAudioPlayer or AVAudioSession?
Could this be a known issue or a limitation in AVFoundation?
Is there any documentation or guidance on handling frequent sound playback safely?**
Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
In iOS 18, CarPlay shows an error: “There was a problem loading this content” after playback starts. Audio works fine, but the Now Playing screen doesn’t load. I’m using MPPlayableContentManager. This worked fine in iOS 17. Anyone else seeing this error in iOS 18?
Hi everyone!
I’ve developed a location-based Audio AR app in Unity with FMOD & Resonance Audio and AirPods Pro Head-Tracking to create a ubiquitous augmented soundscape experience. Think of it as an audio version of Pokémon Go, but with a more precise location requirement to ensure spatial audio is placed correctly.
I want this experience to run in the background on iOS, but from what I’ve gathered, it seems Unity doesn’t support this well. So, I’m considering developing a Swift version instead.
Since this is primarily for research purposes, privacy concerns are not a major issue in my case. However, I’ve come across some potential challenges:
Real-time precise location updates – Can iOS provide fully instantaneous, high-accuracy location updates in the background?
Continuous real-time data processing – Can an app continuously process spatial audio, head-tracking, and location data while running in the background?
I’m not sure if newer iOS versions have improved in these areas or if there are workarounds to achieve this.
Would this kind of experience be feasible to run in the background on iOS? Any insights or pointers would be greatly appreciated!
I’m very new to iOS development, so apologies if this is a basic question. Thanks in advance!
It's been well over a year since Apple added favoriting of artists back to Apple Music (the little star icon on an artist page), but yet I still haven't seen a way to get this data from an authenticated user from Music API. I was expecting to hear something about this during the WWDC, but there have been no announcements that I've caught.
Has anyone else heard anything? People assume when they provide access to their Apple Music account that we can actually get to the data in their Apple Music account, and we end up looking a little dumb not being able to get this core data.
Hello, my company is developing a product that will send data to/from the phone over cable and Wi-Fi. I have three questions:
Do we need an MFi authentication chip in our product if we plan to send video and commands to the iPhone/iPad over USB or Lightning cable?
Likewise, do we need an MFI authentication chip for communication over Wi-Fi? (Informal research suggests that the answer is no to this one.)
And, do we even still need MFI certification at all for Wi-Fi comms? (We are not using HomeKit.)
Thank you!
Topic:
Media Technologies
SubTopic:
Photos & Camera
ApplicationMusicPlayer is not available on watchOS but all other platforms. Is there a technical reason for that like battery life? Same goes for SystemMusicPlayer and MPMusicPlayerController. I already filed feedbacks for that.
We are currently working on a CarPlay navigation app and so far everything is working well except for speaking turn notifications.
Our TTS implementation works fine on the phone and works fine on CarPlay if the voice is spoken over the speaker in the car. If users connect a BT headset to the car and listen through that headset, then the voice commands are chopped up / stutter.
Why would users use BT headset? Well, we are working on a motorcycle app, and there are no speakers usually on a motorcycle.
It sounds like the BT channel is opened and closed repeatedly for every character / word spoken. This happens on different CarPlay devices and different Bluetooth headsets, we have reports from multiple users that they find this behavior annoying and that other apps work fine.
Is this a known issue? Are there possible workaround?