Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.

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AVKit - PiP with AVSampleBufferDisplayLayer Error
AVPictureInPictureControllerContentSource *contentSource = [[AVPictureInPictureControllerContentSource alloc] initWithSampleBufferDisplayLayer:self.renderView.sampleBufferDisplayLayer playbackDelegate:self]; AVPictureInPictureController *pictureInPictureController = [[AVPictureInPictureController alloc] initWithContentSource:contentSource]; pictureInPictureController.delegate = self; (void)pictureInPictureController:(AVPictureInPictureController *)pictureInPictureController failedToStartPictureInPictureWithError:(NSError *)error { //error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0 } when first start the PiP play, I got the error "//error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0", why? and second start is Ok.
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242
Jul ’25
Public API for controlling AirPods listening modes on macOS?
Hello, I am developing a macOS menu bar app, and I would like to let users switch AirPods listening modes from within the app, such as Transparency mode or Noise Cancellation. I reviewed Apple’s official documentation and the macOS SDK public headers for AVFoundation, AVFAudio, CoreBluetooth, IOBluetooth, MediaPlayer, Shortcuts/App Intents, and audio routing APIs, but I could not find a documented public API that allows a third-party macOS app to directly set AirPods listening modes. Is there any public, supported API, entitlement, or Apple-recommended integration path for implementing this feature? If no such public API exists, should third-party macOS apps treat direct AirPods listening mode control as unsupported, and only guide users to change the setting themselves through system UI or Shortcuts? I would like to implement this using supported APIs and avoid relying on undocumented or private APIs. Thank you.
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54
2w
Different behaviors of USB-C to Headphone Jack Adapters
I bought two "Apple USB-C to Headphone Jack Adapters". Upon closer inspection, they seems to be of different generations: The one with product ID 0x110a on top is working fine. The one with product ID 0x110b has two issues: There is a short but loud click noise on the headphone when I connect it to the iPad. When I play audio using AVAudioPlayer the first half of a second or so is cut off. Here's how I'm playing the audio: audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.delegate = self audioPlayer?.prepareToPlay() audioPlayer?.play() Is this a known issue? Am I doing something wrong?
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387
Jul ’25
New FairPlay Keys
Hello, My company has an in-store app with FPS SDK 4.x (1024) keys. We've handed those keys over to a trusted third-party and we do not have them. We've been in-store for several years. The person that created the keys in our organization mistakenly stored them encrypted to our third-party's PGP keys, so we cannot decrypt them, and the third party also has no mechanism to provide us with the keys even though it is in their runtime environment. They only have secure mechanisms for us to upload keys onto their servers. We are trying to migrate to a different third-party DRM provider, and would like to obtain new keys. Unfortunately, the developer portal won't let me create new keys, saying that we have exceeded the number of keys allowed, which I assume is one. Additionally, the new DRM provider can only support SDK 4.x keys, and it appears that we can only request SDK 5.x keys on the Apple Developer portal, as the SDK 4.0 option is grayed out. Regardless, it seems that we are not able to request any keys. We've submitted a request to the support e-mail address and received an automated e-mail that the response should take a few days, but may take longer on occasion. It's now been a month. The e-mail says that the reply address is not monitored. Is there any way we can accelerate this? Thank you, Carlos
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333
Aug ’25
AU MIDI Plugin UI not showing
Hello, I am having an issue with a very small percentage of our users not being able to view the UI of our MIDI Plugin Chord Prism. I have looked this up and seen to where it has been resolved within Logic for AU Instrument and Effect plugins by switching out of "Controls" view, but my situation is different and there is no option on what is displayed to switch out of "Controls" view. Is this something that can be fixed by adjusting settings within Logic?
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180
Mar ’26
Lack of AVCameraCalibrationData parity in RAW Photo workflows
I am requesting technical clarification and a formal feature addition regarding the availability of per-frame calibration data for Standard RAW captures on iPhone 17 and 17 Pro. The Technical Gap: Currently, AVCaptureVideoDataOutput provides a direct path to the AVCameraCalibrationData object, allowing real-time access to the Intrinsic Matrix, Radial/Tangential Distortion coefficients, and Lens Shading Maps. However, this same level of geometric transparency is missing from the AVCapturePhoto RAW/ProRAW delegate. While standard RAW files contain some metadata, they lack the physics sidecar required for precision manual alignment. Because the lens assembly in the iPhone 17 Pro is dynamic shifted constantly by Optical Image Stabilization (OIS) and high-speed Voice Coil Motors (VCM) for focus a static or factor calibration is mathematically insufficient for high-precision workflows. The Problem: Without the 1:1 hardware state at the millisecond of exposure, we cannot perform accurate geometric reconstruction from RAW stills. We are forced to choose between the high dynamic range of a RAW sensor dump and the geometric precision of the video pipeline. Final Questions: Is there a documented, supported method to force the inclusion of the AVCameraCalibrationData object or a raw metadata sidecar in the AVCapturePhoto workflow? If not, can Apple provide parity between the Video and Photo APIs so that the "rawest" data (RAW) is accompanied by the "rawest" physics (Calibration Data)? Providing the pixels without the lens geometry limits the utility of the RAW format for any technical workflow requiring sub-pixel geometric integrity.
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684
3w
IPhone 17 Pro, SMPTE ST2139 Sync Compatibility & Rates
Hi, I'm looking for some clarity around hardware implementation details for the Iphone 17 Pro / Pro Max's camera sync via SMPTE ST2139. Question 1 (Signaling) ST2139 specifies that on the USB connector, D+ (pin A6 and B6), D- (pin A7 and B7) SBU1 (A8) and SBU2 (B8) can be used for sync signals. Does the iphone 17 pro / pro-max support all of these per the standard, or only a subset of these pins for sync signaling? Question 2 (Frame rates) Does the Iphone 17 pro / pro-max support ST2139 sync at any / all of its video rates (24, 25, 30, 60, 100, 120 fps), or only a subset of those? Question 3 (Sync tolerances) What is the tolerance of these rates to sync variation (ie would the phone/camera accept 29.970 sync when the camera is set to 30 fps?) and what are the tolerances for jitter to maintain a good sync lock? Thanks
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145
3w
ARFaceTrackingConfiguration and AVCaptureMultiCamSession cannot run simultaneously?
This issue affects camera session behavior and UI integration. I would like to request improved support or clarification regarding the simultaneous use of ARFaceTrackingConfiguration and AVCaptureMultiCamSession. Currently, when attempting to use both: Front camera (TrueDepth) for gaze tracking using ARFaceTrackingConfiguration Rear camera for live preview using AVCaptureMultiCamSession the ARKit face tracking stops updating, or the application becomes unstable (e.g., camera preview turns white or the app crashes). Steps to Reproduce: Start ARSession using ARFaceTrackingConfiguration (front camera) Start AVCaptureMultiCamSession using rear camera Overlay both outputs in a single UI Observe that ARKit tracking stops or camera preview becomes invalid Expected Result: ARKit face tracking continues updating while the rear camera is active. Actual Result: ARKit tracking stops updating, and camera output may become unstable or crash. Use Case: This functionality is important for accessibility and educational applications. For example, users can control UI via gaze input (front camera) while observing real-world objects using the rear camera. Request: Support simultaneous use of ARFaceTrackingConfiguration and AVCaptureMultiCamSession, or Improve resource sharing between TrueDepth and rear cameras, or Provide clear documentation about current limitations This feature would significantly enhance accessibility applications on iPad. Attachment: A photo is attached showing the issue on a real iPad device. In the image, the camera preview becomes white while the application is running, indicating unstable behavior when both ARKit face tracking and rear camera capture are active simultaneously.
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192
Apr ’26
coreaudiod display sleep
hi all, as soon an audio is played in a whatever app, coreaudiod inserts a sleep prevent assertion for both, the system AND the display. can i somehow stop the insertion of the display sleep assertion? pid 223(coreaudiod): [0x00004e9e00058dc2] 00:03:18 PreventUserIdleDisplaySleep named: "com.apple.audio.AppleGFXHDAEngineOutputDP:10001:0:{B31A-08C6-00000000}.context.preventuseridledisplaysleep" Created for PID: 4145. where PID 4145 is spotify. but it doesn't matter which app is playing the audio. any help would be appreciated thanks
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97
Nov ’25
Couldn't able to hear audio via speaker on ios real device
This is my native module code implementation I'm getting base64 encoded string from server and passing this to my native module of pcm player to play audio App.tsx PcmPlayer.writeChunk(e.data); PcmPlayer.swift import AVFoundation @objc(PcmPlayer) class PcmPlayer: RCTEventEmitter { private var engine: AVAudioEngine? private var playerNode: AVAudioPlayerNode? private var format: AVAudioFormat? private var bufferQueue = [Data]() private var isPlaying = false private var hasEnded = false private var scheduledBufferCount = 0 private let minBufferBytes = 50000 private let pcmQueue = DispatchQueue(label: "pcm.queue") override init() { super.init() } override func supportedEvents() -> [String]! { return ["onStatus", "onMessage"] } @objc(initPlayer:channels:bitsPerSample:) func initPlayer(_ sampleRate: NSNumber, channels: NSNumber, bitsPerSample: NSNumber) { pcmQueue.async { self.stopInternal() let session = AVAudioSession.sharedInstance() do { try session.setCategory(.playback, mode: .default, options: []) try session.setActive(true, options: .notifyOthersOnDeactivation) try session.setMode(.default) print("🔈 Audio session active. Output route:", session.currentRoute.outputs) } catch { print("❌ Audio session setup failed:", error) return } self.engine = AVAudioEngine() self.playerNode = AVAudioPlayerNode() guard let engine = self.engine, let playerNode = self.playerNode else { print("❌ Engine or playerNode is nil") return } engine.attach(playerNode) self.format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: sampleRate.doubleValue, channels: AVAudioChannelCount(channels.uintValue), interleaved: false) guard let format = self.format else { print("❌ Failed to create AVAudioFormat") return } engine.connect(playerNode, to: engine.mainMixerNode, format: format) do { try engine.start() playerNode.play() engine.mainMixerNode.outputVolume = 1.0 print("✅ AVAudioEngine started with format:", format) } catch { print("❌ Engine start failed:", error) } self.hasEnded = false } } @objc(writeChunk:) func writeChunk(_ base64Pcm: String) { pcmQueue.async { guard base64Pcm.count >= 10 else { print("⚠️ Skipping short base64 string") return } var padded = base64Pcm let mod4 = base64Pcm.count % 4 if mod4 > 0 { padded += String(repeating: "=", count: 4 - mod4) } guard let data = Data(base64Encoded: padded, options: .ignoreUnknownCharacters) else { print("❌ Failed to decode base64") return } self.bufferQueue.append(data) print("📥 Received PCM chunk (\(data.count) bytes)") print("📥 writeChunk called. isPlaying=\(self.isPlaying), bufferQueue.count=\(self.bufferQueue.count)") if !self.isPlaying { self.isPlaying = true self.waitForBufferAndStartPlayback() } else if self.scheduledBufferCount == 0 { self.isPlaying = true self.waitForBufferAndStartPlayback() } } } private func waitForBufferAndStartPlayback() { DispatchQueue.global().async { while self.queueSize() < self.minBufferBytes && !self.hasEnded { Thread.sleep(forTimeInterval: 0.01) } self.writeLoop() } } private func writeLoop() { DispatchQueue.global().async { writeLoop: while self.isPlaying { if self.bufferQueue.isEmpty { for _ in 0..<100 { Thread.sleep(forTimeInterval: 0.01) if !self.bufferQueue.isEmpty { break } } if self.bufferQueue.isEmpty { print("🔇 No more data to play after waiting") self.isPlaying = false break writeLoop } } var data: Data? self.pcmQueue.sync { if !self.bufferQueue.isEmpty { data = self.bufferQueue.removeFirst() } } guard let chunk = data else { print("⚠️ No data to process") continue } if let buffer = self.pcmBufferFromData(chunk) { self.scheduledBufferCount += 1 self.playerNode?.scheduleBuffer(buffer, completionHandler: { self.pcmQueue.async { self.scheduledBufferCount -= 1 if self.bufferQueue.isEmpty && self.scheduledBufferCount == 0 { print("ℹ️ Playback idle - waiting for more data") self.isPlaying = false } } }) } } } } private func pcmBufferFromData(_ data: Data) -> AVAudioPCMBuffer? { guard let format = self.format else { return nil } let frameCount = UInt32(data.count / 2) guard let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: frameCount) else { print("❌ Failed to create AVAudioPCMBuffer") return nil } buffer.frameLength = frameCount guard let floatChannelData = buffer.floatChannelData?[0] else { print("❌ floatChannelData is nil") return nil } data.withUnsafeBytes { (rawBuffer: UnsafeRawBufferPointer) in let int16Buffer = rawBuffer.bindMemory(to: Int16.self) let count = min(int16Buffer.count, Int(frameCount)) for i in 0..<count { floatChannelData[i] = Float32(int16Buffer[i]) / Float32(Int16.max) } } return buffer } @objc(stopPlayer) func stopPlayer() { pcmQueue.async { self.stopInternal() } } private func stopInternal() { print("🛑 stopInternal called") self.playerNode?.stop() self.engine?.stop() self.engine?.reset() self.playerNode = nil self.engine = nil self.format = nil self.bufferQueue.removeAll() self.isPlaying = false self.hasEnded = true self.scheduledBufferCount = 0 } @objc(canWrite:rejecter:) func canWrite(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { resolve(self.bufferQueue.count < 20) } } @objc(flushPlayer:rejecter:) func flushPlayer(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { self.bufferQueue.removeAll() resolve(nil) } } @objc static override func requiresMainQueueSetup() -> Bool { return false } private func queueSize() -> Int { return pcmQueue.sync { return self.bufferQueue.reduce(0) { $0 + $1.count } } } } I couldn't able to hear any audio via my real iOS device also it is working fine on emulator.
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287
Jul ’25
AVAudioUnitSampler Bug with Consolidated Audio Files
Hello, I've discovered a buffer initialization bug in AVAudioUnitSampler that happens when loading presets with multiple zones referencing different regions in the same audio file (monolith/concatenated samples approach). Almost all zones output silence (i.e. zeros) at the beginning of playback instead of starting with actual audio data. The Problem Setup: Single audio file (monolith) containing multiple concatenated samples Multiple zones in an .aupreset, each with different sample start and sample end values pointing to different regions of the same file All zones load successfully without errors Expected Behavior: All zones should play their respective audio regions immediately from the first sample. Actual Behavior: Last zone in the zone list: Works perfectly - plays audio immediately All other zones: Output [0, 0, 0, 0, ..., _audio_data] instead of [real_audio_data] The number of zeros varies from event to event for each zone. It can be a couple of samples (<30) up to several buffers. After the initial zeros, the correct audio plays normally, so there is no shift in audio playback, just missing samples at the beginning. Minimal Reproduction 1. Create Test Monolith Audio File Create a single Wav file with 3 concatenated 1-second samples (44.1kHz): Sample 1: frames 0-44099 (constant amplitude 0.3) Sample 2: frames 44100-88199 (constant amplitude 0.6) Sample 3: frames 88200-132299 (constant amplitude 0.9) 2. Create Test Preset Create an .aupreset with 3 zones all referencing the same file: Pseudo code <Zone array> <zone 1> start : 0, end: 44099, note: 60, waveform: ref_to_monolith.wav; <zone 2> start sample: 44100, note: 62, end sample: 88199, waveform: ref_to_monolith.wav; <zone 3> start sample: 88200, note: 64, end sample: 132299, waveform: ref_to_monolith.wav; </Zone array> 3. Load and Test // Load preset into AVAudioUnitSampler let sampler = AVAudioUnitSampler() try sampler.loadAudioFiles(from: presetURL) // Play each zone (MIDI notes C4=60, D4=62, E4=64) sampler.startNote(60, withVelocity: 64, onChannel: 0) // Zone 1 sampler.startNote(62, withVelocity: 64, onChannel: 0) // Zone 2 sampler.startNote(64, withVelocity: 64, onChannel: 0) // Zone 3 4. Observed Result Zone 1 (C4): [0, 0, 0, ..., 0.3, 0.3, 0.3] ❌ Zeros at beginning Zone 2 (D4): [0, 0, 0, ..., 0.6, 0.6, 0.6] ❌ Zeros at beginning Zone 3 (E4): [0.9, 0.9, 0.9, ...] ✅ Works correctly (last zone) What I've Extensively Tested What DOES Work Separate files per zone: Each zone references its own individual audio file All zones play correctly without zeros Problem: Not viable for iOS apps with 500+ sample libraries due to file handle limitations What DOESN'T Work (All Tested) 1. Different Audio Formats: CAF (Float32 PCM, Int16 PCM, both interleaved and non-interleaved) M4A (AAC compressed) WAV (uncompressed) SF2 (SoundFont2) Bug persists across all formats 2. CAF Region Chunks: Created CAF files with embedded region chunks defining zone boundaries Set zones with no sampleStart/sampleEnd in preset (nil values) AVAudioUnitSampler completely ignores CAF region metadata Bug persists 3. Unique Waveform IDs: Gave each zone a unique waveform ID (268435456, 268435457, 268435458) Each ID has its own file reference entry (all pointing to same physical file) Hypothesized this might trigger separate buffer initialization Bug persists - no improvement 4. Different Sample Rates: Tested: 44.1kHz, 48kHz, 96kHz Bug occurs at all sample rates 5. Mono vs Stereo: Bug occurs with both mono and stereo files Environment macOS: Sonoma 14.x (tested across multiple minor versions) iOS: Tested on iOS 17.x with same results Xcode: 16.x Frameworks: AVFoundation, AudioToolbox Reproducibility: 100% reproducible with setup described above Impact & Use Case This bug severely impacts professional music applications that need: Small file sizes: Monolith files allow sharing compressed audio data (AAC/M4A) iOS file handle limits: Opening 400+ individual sample files is not viable on iOS Performance: Single file loading is much faster than hundreds of individual files Standard industry practice: Monolith/concatenated samples are used by EXS24, Kontakt, and most professional samplers Current Impact: Cannot use monolith files with AVAudioUnitSampler on iOS Forced to choose between: unusable audio (zeros at start) OR hitting iOS file limits No viable workaround exists Root Cause Hypothesis The bug appears to be in AVAudioUnitSampler's internal buffer initialization when: Multiple zones share the same source audio file Each zone specifies different sampleStart/sampleEnd offsets Key observation: The last zone in the zone array always works correctly. This is NOT related to: File permissions or security-scoped resources (separate files work fine) Audio codec issues (happens with uncompressed PCM too) Preset parsing (preset loads correctly, all zones are valid) Questions Is this a known issue? I couldn't find any documentation, bug reports, or discussions about this. Is there ANY workaround that allows monolith files to work with AVAudioUnitSampler? Alternative APIs? Is there a different API or approach for iOS that properly supports monolith sample files?
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442
Dec ’25
Corrupted image data when using QualityPrioritization.Quality on iPhone 17 Pro
Hey, I've noticed that in some scenarios photo data can be corrupted from the cameras on iPhone 17 Pro. The requirements are: The zoom level is greater than 2 times the base zoom, so 2x for the wide lens, and 8x for the telephoto. QualityPrioritization is set to .Quality. If set to .Balanced the images look as expected. The scene is well lit. I haven't managed to work out if there's an ISO cut off, but in darker scenes the images look as expected. The scene does not contain any objects or texture, e.g. a blank white screen, a blue sky, up close against a bright wall. Here is an example: This is really weird behavior. I have opened a ticket here: https://feedbackassistant.apple.com/feedback/22092908 There's also a repo here if anyone would like to try it: https://github.com/alexfoxy/CameraQualityTest. Thanks, Alex
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215
Mar ’26
How To Integrating iOS 26 Spatial Photos Feature into Third-Party iPhone App
Dear Apple Technical Support Team, Greetings! I am an iOS app developer, currently upgrading the functions of the photo app I developed Recently, I noticed the new Spatial Photos feature added in the iOS 26 system, which brings an immersive 3D photo experience to users. We hope to integrate similar capabilities into our own app to provide users with a richer photo viewing experience. Through technical research, we found that on Apple Vision devices, the similar spatial photo display effect can be achieved through the ImagePresentationComponent.Spatial3DImage interface. However, our tests show that this interface only supports visionOS and cannot be called in the iOS system. At present, iOS 26 already natively supports the Spatial Photos feature, and we hope to know how to enable third-party photo apps to also have this capability. Here, we sincerely request your team to provide relevant technical support, mainly to understand the following questions: Are there any official APIs, SDKs, or development frameworks applicable to the iOS 26 system that can support third-party apps to implement core functions such as the generation and display of spatial photos? If there are no public adaptive interfaces available at present, are there any other compliant technical solutions or alternative paths to achieve similar effects? For third-party apps to integrate the spatial photo feature, are there any relevant development documents, technical specifications, or review requirements that need to be followed? We have completed the basic function iteration of the app and have the technical capability to quickly adapt to new functions. We hope to receive guidance and support from your team to help us bring a better product experience to iOS users. Attached are the relevant information of our app and the detailed report on interface compatibility during the test for your reference. If you need any further supplementary information, please feel free to inform us. Thank you for reviewing this email in your busy schedule, and we look forward to your reply!
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254
Jan ’26
Repeated NUIdentifier crash
Some of our app's users are repeatedly running into a crash on NeutrinoCore -[NUIdentifier initWithNamespace:name:version:] + 2352. It looks from the stack trace like multiple threads are performing PHFetchRequests, but that shouldn't be causing a crash. It's isolated to a small number of users, which makes me think that it's something related to their specific Photos databases (e.g., data corruption.) Do you have any suggestions how I might be able to resolve this? 2 libsystem_c.dylib abort + 124 3 NeutrinoCore -[NUAssertionPolicyCrashReport notifyAssertion:] + 66 4 NeutrinoCore -[NUAssertionPolicyComposite notifyAssertion:] + 160 5 NeutrinoCore -[NUAssertionPolicyUnique notifyAssertion:] + 176 6 NeutrinoCore -[NUAssertionHandler handleFailureInFunction:file:lineNumber:currentlyExecutingJobName:description:arguments:] + 156 7 NeutrinoCore _NUAssertFailHandler + 176 8 NeutrinoCore -[NUIdentifier initWithNamespace:name:version:] + 2352 9 NeutrinoCore -[NUIdentifier initWithName:version:] + 84 10 NeutrinoCore -[NUIdentifier initWithName:] + 68 11 PhotoImaging +[PISchema identifier] + 36 12 PhotoImaging +[PISchema registeredPhotosSchemaIdentifier] + 32 13 PhotoImaging +[PIPhotoEditHelper newComposition] + 28 14 PhotoImaging +[PICompositionSerializer deserializeCompositionFromAdjustments:metadata:formatIdentifier:formatVersion:sidecarData:error:] + 160 15 PhotoImaging +[PICompositionSerializer deserializeCompositionFromData:formatIdentifier:formatVersion:sidecarData:error:] + 224 16 PhotoLibraryServices -[PLPhotoEditPersistenceManager loadCompositionFrom:formatIdentifier:formatVersion:sidecarData:error:] + 1848 17 PhotoLibraryServices +[PLPhotoEditPersistenceManager validateAdjustmentData:formatIdentifier:formatVersion:error:] + 108 18 Photos __167+[PHContentEditingInputRequestContext contentEditingInputRequestContextForAsset:requestID:managerID:networkAccessAllowed:downloadIntent:progressHandler:resultHandler:]_block_invoke + 260 19 Photos -[PHAdjustmentData(ContentEditingInput) _contentEditing_readableByClientWithVerificationBlock:] + 136 20 Photos -[PHAdjustmentData(ContentEditingInput) _contentEditing_requiredBaseVersionReadableByClient:verificationBlock:] + 88 21 Photos -[PHContentEditingInputRequestContext _adjustmentBaseVersionFromResult:request:canHandleAdjustmentData:] + 356 22 Photos -[PHContentEditingInputRequestContext produceChildRequestsForRequest:reportingIsLocallyAvailable:isDegraded:result:] + 624 23 Photos -[PHMediaRequestContext _produceChildRequestsForRequest:withResult:] + 88 24 Photos -[PHMediaRequestContext mediaRequest:didFinishWithResult:] + 92 25 Photos -[PHAdjustmentDataRequest _finishFromAsynchronousCallback] + 124 26 Photos __39-[PHAdjustmentDataRequest startRequest]_block_invoke + 584 27 PhotoLibraryServicesCore __106-[PLAssetsdResourceClient adjustmentDataForAsset:networkAccessAllowed:trackCPLDownload:completionHandler:]block_invoke.84 + 880 28 CoreFoundation invoking + 148 29 CoreFoundation -[NSInvocation invoke] + 424 30 Foundation <deduplicated_symbol> + 16 31 Foundation -[NSXPCConnection _decodeAndInvokeReplyBlockWithEvent:sequence:replyInfo:] + 528 32 Foundation __88-[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:]_block_invoke_5 + 188 33 libxpc.dylib _xpc_connection_reply_callout + 124 42 libsystem_pthread.dylib start_wqthread + 8
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506
Feb ’26
AVAudioEngine obtains channel audio data
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem. I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
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375
Dec ’25
AVExternalStorageDeviceDiscoverySession.isSupported returns true only on iPhone Pro models
I am developing an iOS camera app that can record video directly to external storage connected to an iPhone. To detect whether an external USB storage device is connected and to obtain its URL, I am considering using AVExternalStorageDeviceDiscoverySession. However, when checking support using AVExternalStorageDeviceDiscoverySession.isSupported, I observe that it returns true only on Pro model iPhones, and false on non-Pro models in my environment. I have reviewed Apple’s official documentation, but I could not find any clear description of the supported devices or requirements (for example, whether this API is limited to Pro models or requires specific hardware capabilities). I would appreciate any information regarding the following points: ●The actual requirements for AVExternalStorageDeviceDiscoverySession to be supported Device limitations (Pro vs non-Pro models) Hardware requirements (USB controller, external recording capability, etc.) iOS version dependencies ●Whether support for non-Pro models is planned in the future Tested environments iPhone 16 Pro (iOS 18.7.1) → isSupported == true iPhone 16e (iOS 26.2) → isSupported == false iPhone 17 (iOS 26.2) → isSupported == false iPhone Air (iOS 26.2) → isSupported == false If anyone has observed similar behavior or has official information from Apple regarding this API, I would greatly appreciate your insights.
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189
Dec ’25
Unique identifier of a MIDI device
Hello, I need to know what is a unique identifier of a MIDI device (source/destination). Important note: I want to get the same ID when a device is reconnected (unplugged and then plugged again). The main candidate is kMIDIPropertyUniqueID property. But I don't know if it meets the requirement above or not. Additional question: is it always available for any endpoint? Also there is kMIDIPropertyDeviceID property. What about it? And one more option is just MIDIEndpointRef returned by MIDIGetSource or MIDIGetDestination. So what is the proper way to get ID which persists between device reconnections?
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126
Jan ’26
iOS 26 DRM Content Downloading issue
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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186
Activity
Sep ’25
AVKit - PiP with AVSampleBufferDisplayLayer Error
AVPictureInPictureControllerContentSource *contentSource = [[AVPictureInPictureControllerContentSource alloc] initWithSampleBufferDisplayLayer:self.renderView.sampleBufferDisplayLayer playbackDelegate:self]; AVPictureInPictureController *pictureInPictureController = [[AVPictureInPictureController alloc] initWithContentSource:contentSource]; pictureInPictureController.delegate = self; (void)pictureInPictureController:(AVPictureInPictureController *)pictureInPictureController failedToStartPictureInPictureWithError:(NSError *)error { //error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0 } when first start the PiP play, I got the error "//error NSError * domain: @"PGPegasusErrorDomain" - code: -1003 0x00000002819fe3a0", why? and second start is Ok.
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242
Activity
Jul ’25
Public API for controlling AirPods listening modes on macOS?
Hello, I am developing a macOS menu bar app, and I would like to let users switch AirPods listening modes from within the app, such as Transparency mode or Noise Cancellation. I reviewed Apple’s official documentation and the macOS SDK public headers for AVFoundation, AVFAudio, CoreBluetooth, IOBluetooth, MediaPlayer, Shortcuts/App Intents, and audio routing APIs, but I could not find a documented public API that allows a third-party macOS app to directly set AirPods listening modes. Is there any public, supported API, entitlement, or Apple-recommended integration path for implementing this feature? If no such public API exists, should third-party macOS apps treat direct AirPods listening mode control as unsupported, and only guide users to change the setting themselves through system UI or Shortcuts? I would like to implement this using supported APIs and avoid relying on undocumented or private APIs. Thank you.
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54
Activity
2w
Different behaviors of USB-C to Headphone Jack Adapters
I bought two "Apple USB-C to Headphone Jack Adapters". Upon closer inspection, they seems to be of different generations: The one with product ID 0x110a on top is working fine. The one with product ID 0x110b has two issues: There is a short but loud click noise on the headphone when I connect it to the iPad. When I play audio using AVAudioPlayer the first half of a second or so is cut off. Here's how I'm playing the audio: audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.delegate = self audioPlayer?.prepareToPlay() audioPlayer?.play() Is this a known issue? Am I doing something wrong?
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387
Activity
Jul ’25
New FairPlay Keys
Hello, My company has an in-store app with FPS SDK 4.x (1024) keys. We've handed those keys over to a trusted third-party and we do not have them. We've been in-store for several years. The person that created the keys in our organization mistakenly stored them encrypted to our third-party's PGP keys, so we cannot decrypt them, and the third party also has no mechanism to provide us with the keys even though it is in their runtime environment. They only have secure mechanisms for us to upload keys onto their servers. We are trying to migrate to a different third-party DRM provider, and would like to obtain new keys. Unfortunately, the developer portal won't let me create new keys, saying that we have exceeded the number of keys allowed, which I assume is one. Additionally, the new DRM provider can only support SDK 4.x keys, and it appears that we can only request SDK 5.x keys on the Apple Developer portal, as the SDK 4.0 option is grayed out. Regardless, it seems that we are not able to request any keys. We've submitted a request to the support e-mail address and received an automated e-mail that the response should take a few days, but may take longer on occasion. It's now been a month. The e-mail says that the reply address is not monitored. Is there any way we can accelerate this? Thank you, Carlos
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333
Activity
Aug ’25
AU MIDI Plugin UI not showing
Hello, I am having an issue with a very small percentage of our users not being able to view the UI of our MIDI Plugin Chord Prism. I have looked this up and seen to where it has been resolved within Logic for AU Instrument and Effect plugins by switching out of "Controls" view, but my situation is different and there is no option on what is displayed to switch out of "Controls" view. Is this something that can be fixed by adjusting settings within Logic?
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180
Activity
Mar ’26
Lack of AVCameraCalibrationData parity in RAW Photo workflows
I am requesting technical clarification and a formal feature addition regarding the availability of per-frame calibration data for Standard RAW captures on iPhone 17 and 17 Pro. The Technical Gap: Currently, AVCaptureVideoDataOutput provides a direct path to the AVCameraCalibrationData object, allowing real-time access to the Intrinsic Matrix, Radial/Tangential Distortion coefficients, and Lens Shading Maps. However, this same level of geometric transparency is missing from the AVCapturePhoto RAW/ProRAW delegate. While standard RAW files contain some metadata, they lack the physics sidecar required for precision manual alignment. Because the lens assembly in the iPhone 17 Pro is dynamic shifted constantly by Optical Image Stabilization (OIS) and high-speed Voice Coil Motors (VCM) for focus a static or factor calibration is mathematically insufficient for high-precision workflows. The Problem: Without the 1:1 hardware state at the millisecond of exposure, we cannot perform accurate geometric reconstruction from RAW stills. We are forced to choose between the high dynamic range of a RAW sensor dump and the geometric precision of the video pipeline. Final Questions: Is there a documented, supported method to force the inclusion of the AVCameraCalibrationData object or a raw metadata sidecar in the AVCapturePhoto workflow? If not, can Apple provide parity between the Video and Photo APIs so that the "rawest" data (RAW) is accompanied by the "rawest" physics (Calibration Data)? Providing the pixels without the lens geometry limits the utility of the RAW format for any technical workflow requiring sub-pixel geometric integrity.
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684
Activity
3w
AutoMix Api Available in MusicKit
Is there any way for me to use an AutoMix api in my IOS apps, I would play tracks using the Apple Music api and use AutoMix to attempt to merge tracks. Is this feature/api available to developers.
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159
Activity
Jun ’25
IPhone 17 Pro, SMPTE ST2139 Sync Compatibility & Rates
Hi, I'm looking for some clarity around hardware implementation details for the Iphone 17 Pro / Pro Max's camera sync via SMPTE ST2139. Question 1 (Signaling) ST2139 specifies that on the USB connector, D+ (pin A6 and B6), D- (pin A7 and B7) SBU1 (A8) and SBU2 (B8) can be used for sync signals. Does the iphone 17 pro / pro-max support all of these per the standard, or only a subset of these pins for sync signaling? Question 2 (Frame rates) Does the Iphone 17 pro / pro-max support ST2139 sync at any / all of its video rates (24, 25, 30, 60, 100, 120 fps), or only a subset of those? Question 3 (Sync tolerances) What is the tolerance of these rates to sync variation (ie would the phone/camera accept 29.970 sync when the camera is set to 30 fps?) and what are the tolerances for jitter to maintain a good sync lock? Thanks
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145
Activity
3w
Apple Music for DJ App
Hi there, I recently launched a dj app to the mac app store, and was wondering how I could access songs for mixing purposes via Apple Music just like how serato, rekordbox, djay, and other DJ apps do? Thanks, Gunek
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640
Activity
Nov ’25
ARFaceTrackingConfiguration and AVCaptureMultiCamSession cannot run simultaneously?
This issue affects camera session behavior and UI integration. I would like to request improved support or clarification regarding the simultaneous use of ARFaceTrackingConfiguration and AVCaptureMultiCamSession. Currently, when attempting to use both: Front camera (TrueDepth) for gaze tracking using ARFaceTrackingConfiguration Rear camera for live preview using AVCaptureMultiCamSession the ARKit face tracking stops updating, or the application becomes unstable (e.g., camera preview turns white or the app crashes). Steps to Reproduce: Start ARSession using ARFaceTrackingConfiguration (front camera) Start AVCaptureMultiCamSession using rear camera Overlay both outputs in a single UI Observe that ARKit tracking stops or camera preview becomes invalid Expected Result: ARKit face tracking continues updating while the rear camera is active. Actual Result: ARKit tracking stops updating, and camera output may become unstable or crash. Use Case: This functionality is important for accessibility and educational applications. For example, users can control UI via gaze input (front camera) while observing real-world objects using the rear camera. Request: Support simultaneous use of ARFaceTrackingConfiguration and AVCaptureMultiCamSession, or Improve resource sharing between TrueDepth and rear cameras, or Provide clear documentation about current limitations This feature would significantly enhance accessibility applications on iPad. Attachment: A photo is attached showing the issue on a real iPad device. In the image, the camera preview becomes white while the application is running, indicating unstable behavior when both ARKit face tracking and rear camera capture are active simultaneously.
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192
Activity
Apr ’26
coreaudiod display sleep
hi all, as soon an audio is played in a whatever app, coreaudiod inserts a sleep prevent assertion for both, the system AND the display. can i somehow stop the insertion of the display sleep assertion? pid 223(coreaudiod): [0x00004e9e00058dc2] 00:03:18 PreventUserIdleDisplaySleep named: "com.apple.audio.AppleGFXHDAEngineOutputDP:10001:0:{B31A-08C6-00000000}.context.preventuseridledisplaysleep" Created for PID: 4145. where PID 4145 is spotify. but it doesn't matter which app is playing the audio. any help would be appreciated thanks
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97
Activity
Nov ’25
Couldn't able to hear audio via speaker on ios real device
This is my native module code implementation I'm getting base64 encoded string from server and passing this to my native module of pcm player to play audio App.tsx PcmPlayer.writeChunk(e.data); PcmPlayer.swift import AVFoundation @objc(PcmPlayer) class PcmPlayer: RCTEventEmitter { private var engine: AVAudioEngine? private var playerNode: AVAudioPlayerNode? private var format: AVAudioFormat? private var bufferQueue = [Data]() private var isPlaying = false private var hasEnded = false private var scheduledBufferCount = 0 private let minBufferBytes = 50000 private let pcmQueue = DispatchQueue(label: "pcm.queue") override init() { super.init() } override func supportedEvents() -> [String]! { return ["onStatus", "onMessage"] } @objc(initPlayer:channels:bitsPerSample:) func initPlayer(_ sampleRate: NSNumber, channels: NSNumber, bitsPerSample: NSNumber) { pcmQueue.async { self.stopInternal() let session = AVAudioSession.sharedInstance() do { try session.setCategory(.playback, mode: .default, options: []) try session.setActive(true, options: .notifyOthersOnDeactivation) try session.setMode(.default) print("🔈 Audio session active. Output route:", session.currentRoute.outputs) } catch { print("❌ Audio session setup failed:", error) return } self.engine = AVAudioEngine() self.playerNode = AVAudioPlayerNode() guard let engine = self.engine, let playerNode = self.playerNode else { print("❌ Engine or playerNode is nil") return } engine.attach(playerNode) self.format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: sampleRate.doubleValue, channels: AVAudioChannelCount(channels.uintValue), interleaved: false) guard let format = self.format else { print("❌ Failed to create AVAudioFormat") return } engine.connect(playerNode, to: engine.mainMixerNode, format: format) do { try engine.start() playerNode.play() engine.mainMixerNode.outputVolume = 1.0 print("✅ AVAudioEngine started with format:", format) } catch { print("❌ Engine start failed:", error) } self.hasEnded = false } } @objc(writeChunk:) func writeChunk(_ base64Pcm: String) { pcmQueue.async { guard base64Pcm.count >= 10 else { print("⚠️ Skipping short base64 string") return } var padded = base64Pcm let mod4 = base64Pcm.count % 4 if mod4 > 0 { padded += String(repeating: "=", count: 4 - mod4) } guard let data = Data(base64Encoded: padded, options: .ignoreUnknownCharacters) else { print("❌ Failed to decode base64") return } self.bufferQueue.append(data) print("📥 Received PCM chunk (\(data.count) bytes)") print("📥 writeChunk called. isPlaying=\(self.isPlaying), bufferQueue.count=\(self.bufferQueue.count)") if !self.isPlaying { self.isPlaying = true self.waitForBufferAndStartPlayback() } else if self.scheduledBufferCount == 0 { self.isPlaying = true self.waitForBufferAndStartPlayback() } } } private func waitForBufferAndStartPlayback() { DispatchQueue.global().async { while self.queueSize() < self.minBufferBytes && !self.hasEnded { Thread.sleep(forTimeInterval: 0.01) } self.writeLoop() } } private func writeLoop() { DispatchQueue.global().async { writeLoop: while self.isPlaying { if self.bufferQueue.isEmpty { for _ in 0..<100 { Thread.sleep(forTimeInterval: 0.01) if !self.bufferQueue.isEmpty { break } } if self.bufferQueue.isEmpty { print("🔇 No more data to play after waiting") self.isPlaying = false break writeLoop } } var data: Data? self.pcmQueue.sync { if !self.bufferQueue.isEmpty { data = self.bufferQueue.removeFirst() } } guard let chunk = data else { print("⚠️ No data to process") continue } if let buffer = self.pcmBufferFromData(chunk) { self.scheduledBufferCount += 1 self.playerNode?.scheduleBuffer(buffer, completionHandler: { self.pcmQueue.async { self.scheduledBufferCount -= 1 if self.bufferQueue.isEmpty && self.scheduledBufferCount == 0 { print("ℹ️ Playback idle - waiting for more data") self.isPlaying = false } } }) } } } } private func pcmBufferFromData(_ data: Data) -> AVAudioPCMBuffer? { guard let format = self.format else { return nil } let frameCount = UInt32(data.count / 2) guard let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: frameCount) else { print("❌ Failed to create AVAudioPCMBuffer") return nil } buffer.frameLength = frameCount guard let floatChannelData = buffer.floatChannelData?[0] else { print("❌ floatChannelData is nil") return nil } data.withUnsafeBytes { (rawBuffer: UnsafeRawBufferPointer) in let int16Buffer = rawBuffer.bindMemory(to: Int16.self) let count = min(int16Buffer.count, Int(frameCount)) for i in 0..<count { floatChannelData[i] = Float32(int16Buffer[i]) / Float32(Int16.max) } } return buffer } @objc(stopPlayer) func stopPlayer() { pcmQueue.async { self.stopInternal() } } private func stopInternal() { print("🛑 stopInternal called") self.playerNode?.stop() self.engine?.stop() self.engine?.reset() self.playerNode = nil self.engine = nil self.format = nil self.bufferQueue.removeAll() self.isPlaying = false self.hasEnded = true self.scheduledBufferCount = 0 } @objc(canWrite:rejecter:) func canWrite(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { resolve(self.bufferQueue.count < 20) } } @objc(flushPlayer:rejecter:) func flushPlayer(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: RCTPromiseRejectBlock) { pcmQueue.async { self.bufferQueue.removeAll() resolve(nil) } } @objc static override func requiresMainQueueSetup() -> Bool { return false } private func queueSize() -> Int { return pcmQueue.sync { return self.bufferQueue.reduce(0) { $0 + $1.count } } } } I couldn't able to hear any audio via my real iOS device also it is working fine on emulator.
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Activity
Jul ’25
AVAudioUnitSampler Bug with Consolidated Audio Files
Hello, I've discovered a buffer initialization bug in AVAudioUnitSampler that happens when loading presets with multiple zones referencing different regions in the same audio file (monolith/concatenated samples approach). Almost all zones output silence (i.e. zeros) at the beginning of playback instead of starting with actual audio data. The Problem Setup: Single audio file (monolith) containing multiple concatenated samples Multiple zones in an .aupreset, each with different sample start and sample end values pointing to different regions of the same file All zones load successfully without errors Expected Behavior: All zones should play their respective audio regions immediately from the first sample. Actual Behavior: Last zone in the zone list: Works perfectly - plays audio immediately All other zones: Output [0, 0, 0, 0, ..., _audio_data] instead of [real_audio_data] The number of zeros varies from event to event for each zone. It can be a couple of samples (<30) up to several buffers. After the initial zeros, the correct audio plays normally, so there is no shift in audio playback, just missing samples at the beginning. Minimal Reproduction 1. Create Test Monolith Audio File Create a single Wav file with 3 concatenated 1-second samples (44.1kHz): Sample 1: frames 0-44099 (constant amplitude 0.3) Sample 2: frames 44100-88199 (constant amplitude 0.6) Sample 3: frames 88200-132299 (constant amplitude 0.9) 2. Create Test Preset Create an .aupreset with 3 zones all referencing the same file: Pseudo code <Zone array> <zone 1> start : 0, end: 44099, note: 60, waveform: ref_to_monolith.wav; <zone 2> start sample: 44100, note: 62, end sample: 88199, waveform: ref_to_monolith.wav; <zone 3> start sample: 88200, note: 64, end sample: 132299, waveform: ref_to_monolith.wav; </Zone array> 3. Load and Test // Load preset into AVAudioUnitSampler let sampler = AVAudioUnitSampler() try sampler.loadAudioFiles(from: presetURL) // Play each zone (MIDI notes C4=60, D4=62, E4=64) sampler.startNote(60, withVelocity: 64, onChannel: 0) // Zone 1 sampler.startNote(62, withVelocity: 64, onChannel: 0) // Zone 2 sampler.startNote(64, withVelocity: 64, onChannel: 0) // Zone 3 4. Observed Result Zone 1 (C4): [0, 0, 0, ..., 0.3, 0.3, 0.3] ❌ Zeros at beginning Zone 2 (D4): [0, 0, 0, ..., 0.6, 0.6, 0.6] ❌ Zeros at beginning Zone 3 (E4): [0.9, 0.9, 0.9, ...] ✅ Works correctly (last zone) What I've Extensively Tested What DOES Work Separate files per zone: Each zone references its own individual audio file All zones play correctly without zeros Problem: Not viable for iOS apps with 500+ sample libraries due to file handle limitations What DOESN'T Work (All Tested) 1. Different Audio Formats: CAF (Float32 PCM, Int16 PCM, both interleaved and non-interleaved) M4A (AAC compressed) WAV (uncompressed) SF2 (SoundFont2) Bug persists across all formats 2. CAF Region Chunks: Created CAF files with embedded region chunks defining zone boundaries Set zones with no sampleStart/sampleEnd in preset (nil values) AVAudioUnitSampler completely ignores CAF region metadata Bug persists 3. Unique Waveform IDs: Gave each zone a unique waveform ID (268435456, 268435457, 268435458) Each ID has its own file reference entry (all pointing to same physical file) Hypothesized this might trigger separate buffer initialization Bug persists - no improvement 4. Different Sample Rates: Tested: 44.1kHz, 48kHz, 96kHz Bug occurs at all sample rates 5. Mono vs Stereo: Bug occurs with both mono and stereo files Environment macOS: Sonoma 14.x (tested across multiple minor versions) iOS: Tested on iOS 17.x with same results Xcode: 16.x Frameworks: AVFoundation, AudioToolbox Reproducibility: 100% reproducible with setup described above Impact & Use Case This bug severely impacts professional music applications that need: Small file sizes: Monolith files allow sharing compressed audio data (AAC/M4A) iOS file handle limits: Opening 400+ individual sample files is not viable on iOS Performance: Single file loading is much faster than hundreds of individual files Standard industry practice: Monolith/concatenated samples are used by EXS24, Kontakt, and most professional samplers Current Impact: Cannot use monolith files with AVAudioUnitSampler on iOS Forced to choose between: unusable audio (zeros at start) OR hitting iOS file limits No viable workaround exists Root Cause Hypothesis The bug appears to be in AVAudioUnitSampler's internal buffer initialization when: Multiple zones share the same source audio file Each zone specifies different sampleStart/sampleEnd offsets Key observation: The last zone in the zone array always works correctly. This is NOT related to: File permissions or security-scoped resources (separate files work fine) Audio codec issues (happens with uncompressed PCM too) Preset parsing (preset loads correctly, all zones are valid) Questions Is this a known issue? I couldn't find any documentation, bug reports, or discussions about this. Is there ANY workaround that allows monolith files to work with AVAudioUnitSampler? Alternative APIs? Is there a different API or approach for iOS that properly supports monolith sample files?
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442
Activity
Dec ’25
Corrupted image data when using QualityPrioritization.Quality on iPhone 17 Pro
Hey, I've noticed that in some scenarios photo data can be corrupted from the cameras on iPhone 17 Pro. The requirements are: The zoom level is greater than 2 times the base zoom, so 2x for the wide lens, and 8x for the telephoto. QualityPrioritization is set to .Quality. If set to .Balanced the images look as expected. The scene is well lit. I haven't managed to work out if there's an ISO cut off, but in darker scenes the images look as expected. The scene does not contain any objects or texture, e.g. a blank white screen, a blue sky, up close against a bright wall. Here is an example: This is really weird behavior. I have opened a ticket here: https://feedbackassistant.apple.com/feedback/22092908 There's also a repo here if anyone would like to try it: https://github.com/alexfoxy/CameraQualityTest. Thanks, Alex
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215
Activity
Mar ’26
How To Integrating iOS 26 Spatial Photos Feature into Third-Party iPhone App
Dear Apple Technical Support Team, Greetings! I am an iOS app developer, currently upgrading the functions of the photo app I developed Recently, I noticed the new Spatial Photos feature added in the iOS 26 system, which brings an immersive 3D photo experience to users. We hope to integrate similar capabilities into our own app to provide users with a richer photo viewing experience. Through technical research, we found that on Apple Vision devices, the similar spatial photo display effect can be achieved through the ImagePresentationComponent.Spatial3DImage interface. However, our tests show that this interface only supports visionOS and cannot be called in the iOS system. At present, iOS 26 already natively supports the Spatial Photos feature, and we hope to know how to enable third-party photo apps to also have this capability. Here, we sincerely request your team to provide relevant technical support, mainly to understand the following questions: Are there any official APIs, SDKs, or development frameworks applicable to the iOS 26 system that can support third-party apps to implement core functions such as the generation and display of spatial photos? If there are no public adaptive interfaces available at present, are there any other compliant technical solutions or alternative paths to achieve similar effects? For third-party apps to integrate the spatial photo feature, are there any relevant development documents, technical specifications, or review requirements that need to be followed? We have completed the basic function iteration of the app and have the technical capability to quickly adapt to new functions. We hope to receive guidance and support from your team to help us bring a better product experience to iOS users. Attached are the relevant information of our app and the detailed report on interface compatibility during the test for your reference. If you need any further supplementary information, please feel free to inform us. Thank you for reviewing this email in your busy schedule, and we look forward to your reply!
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254
Activity
Jan ’26
Repeated NUIdentifier crash
Some of our app's users are repeatedly running into a crash on NeutrinoCore -[NUIdentifier initWithNamespace:name:version:] + 2352. It looks from the stack trace like multiple threads are performing PHFetchRequests, but that shouldn't be causing a crash. It's isolated to a small number of users, which makes me think that it's something related to their specific Photos databases (e.g., data corruption.) Do you have any suggestions how I might be able to resolve this? 2 libsystem_c.dylib abort + 124 3 NeutrinoCore -[NUAssertionPolicyCrashReport notifyAssertion:] + 66 4 NeutrinoCore -[NUAssertionPolicyComposite notifyAssertion:] + 160 5 NeutrinoCore -[NUAssertionPolicyUnique notifyAssertion:] + 176 6 NeutrinoCore -[NUAssertionHandler handleFailureInFunction:file:lineNumber:currentlyExecutingJobName:description:arguments:] + 156 7 NeutrinoCore _NUAssertFailHandler + 176 8 NeutrinoCore -[NUIdentifier initWithNamespace:name:version:] + 2352 9 NeutrinoCore -[NUIdentifier initWithName:version:] + 84 10 NeutrinoCore -[NUIdentifier initWithName:] + 68 11 PhotoImaging +[PISchema identifier] + 36 12 PhotoImaging +[PISchema registeredPhotosSchemaIdentifier] + 32 13 PhotoImaging +[PIPhotoEditHelper newComposition] + 28 14 PhotoImaging +[PICompositionSerializer deserializeCompositionFromAdjustments:metadata:formatIdentifier:formatVersion:sidecarData:error:] + 160 15 PhotoImaging +[PICompositionSerializer deserializeCompositionFromData:formatIdentifier:formatVersion:sidecarData:error:] + 224 16 PhotoLibraryServices -[PLPhotoEditPersistenceManager loadCompositionFrom:formatIdentifier:formatVersion:sidecarData:error:] + 1848 17 PhotoLibraryServices +[PLPhotoEditPersistenceManager validateAdjustmentData:formatIdentifier:formatVersion:error:] + 108 18 Photos __167+[PHContentEditingInputRequestContext contentEditingInputRequestContextForAsset:requestID:managerID:networkAccessAllowed:downloadIntent:progressHandler:resultHandler:]_block_invoke + 260 19 Photos -[PHAdjustmentData(ContentEditingInput) _contentEditing_readableByClientWithVerificationBlock:] + 136 20 Photos -[PHAdjustmentData(ContentEditingInput) _contentEditing_requiredBaseVersionReadableByClient:verificationBlock:] + 88 21 Photos -[PHContentEditingInputRequestContext _adjustmentBaseVersionFromResult:request:canHandleAdjustmentData:] + 356 22 Photos -[PHContentEditingInputRequestContext produceChildRequestsForRequest:reportingIsLocallyAvailable:isDegraded:result:] + 624 23 Photos -[PHMediaRequestContext _produceChildRequestsForRequest:withResult:] + 88 24 Photos -[PHMediaRequestContext mediaRequest:didFinishWithResult:] + 92 25 Photos -[PHAdjustmentDataRequest _finishFromAsynchronousCallback] + 124 26 Photos __39-[PHAdjustmentDataRequest startRequest]_block_invoke + 584 27 PhotoLibraryServicesCore __106-[PLAssetsdResourceClient adjustmentDataForAsset:networkAccessAllowed:trackCPLDownload:completionHandler:]block_invoke.84 + 880 28 CoreFoundation invoking + 148 29 CoreFoundation -[NSInvocation invoke] + 424 30 Foundation <deduplicated_symbol> + 16 31 Foundation -[NSXPCConnection _decodeAndInvokeReplyBlockWithEvent:sequence:replyInfo:] + 528 32 Foundation __88-[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:]_block_invoke_5 + 188 33 libxpc.dylib _xpc_connection_reply_callout + 124 42 libsystem_pthread.dylib start_wqthread + 8
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506
Activity
Feb ’26
AVAudioEngine obtains channel audio data
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem. I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
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375
Activity
Dec ’25
AVExternalStorageDeviceDiscoverySession.isSupported returns true only on iPhone Pro models
I am developing an iOS camera app that can record video directly to external storage connected to an iPhone. To detect whether an external USB storage device is connected and to obtain its URL, I am considering using AVExternalStorageDeviceDiscoverySession. However, when checking support using AVExternalStorageDeviceDiscoverySession.isSupported, I observe that it returns true only on Pro model iPhones, and false on non-Pro models in my environment. I have reviewed Apple’s official documentation, but I could not find any clear description of the supported devices or requirements (for example, whether this API is limited to Pro models or requires specific hardware capabilities). I would appreciate any information regarding the following points: ●The actual requirements for AVExternalStorageDeviceDiscoverySession to be supported Device limitations (Pro vs non-Pro models) Hardware requirements (USB controller, external recording capability, etc.) iOS version dependencies ●Whether support for non-Pro models is planned in the future Tested environments iPhone 16 Pro (iOS 18.7.1) → isSupported == true iPhone 16e (iOS 26.2) → isSupported == false iPhone 17 (iOS 26.2) → isSupported == false iPhone Air (iOS 26.2) → isSupported == false If anyone has observed similar behavior or has official information from Apple regarding this API, I would greatly appreciate your insights.
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189
Activity
Dec ’25
Unique identifier of a MIDI device
Hello, I need to know what is a unique identifier of a MIDI device (source/destination). Important note: I want to get the same ID when a device is reconnected (unplugged and then plugged again). The main candidate is kMIDIPropertyUniqueID property. But I don't know if it meets the requirement above or not. Additional question: is it always available for any endpoint? Also there is kMIDIPropertyDeviceID property. What about it? And one more option is just MIDIEndpointRef returned by MIDIGetSource or MIDIGetDestination. So what is the proper way to get ID which persists between device reconnections?
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126
Activity
Jan ’26