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

All subtopics
Posts under Media Technologies topic

Post

Replies

Boosts

Views

Activity

Capturing 48mp photos with .builtInTripleCamera
I am able to capture 48mp photos using .builtInWideAngleCamera, but it seems like .builtInTripleCamera is capped at 12mp? Is there a way to capture 48mp photos using .builtInTripleCamera? Because .builtInTripleCamera provides smooth transition between cameras during zooming, and I'd like to keep this behavior. New iPhone 17 Pro have all their cameras at 48mp. Is there a chance that their .builtInTripleCamera is capable of capturing 48mp? Or is this an API limitation?
3
0
495
Sep ’25
Mac OS Tahoe 26.0 (25A354) Sound Glitches When opening the simulator app
Hey there, I just upgraded to Mac OS Tahoe ,son an apple MacBook Pro 2019 16inch. am using IntellijIDEA and Flutter to develop a mobile app which I test on the simulator app running iOS 18.4 . the issue: when I start the simulator app. ( while in the loading phase and in the operation phase as well ), the audio from an already open YouTube tab on safari (this happens on chrome browser as well). the sound glitches and becomes Noise. a fix I found online is to kill the audio deamon on Mac OS, This works using the command: "sudo killall coreaudiod" this kills the audio process, (while the emulator is operational), then the macOS restarts the audio deamon then the audio works fine alongside with the simulator being open. I just want to ask is there a permanent fix for this? is Apple working on a fix for this in the upcoming update?
3
5
1.4k
Oct ’25
How to transcode HEIC to JPEG while preserving the ISO 21496-1 gain map
When shooting with an iPhone 15 or later, it’s possible to capture HEIC or JPEG images that include gain map information conforming to the ISO 21496-1 standard. However, during image format transcoding, the HEIC codec is able to preserve the ISO 21496-1 gain map. But when converting from HEIC to JPEG, the gain map is transformed into the Apple Gain Map format instead. Is there any solution to this issue?
3
0
1.4k
Jul ’25
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tried to “warm up” early (e.g., on camera screen entry) by loading a bundled DNG and then accessing CIRAWFilter.outputImage by taking a photo: Warm-up with a ~247 KB DNG → first real RAW outputImage cost drops to ~1.42s Warm-up with a ~25 MB DNG → first real RAW outputImage cost drops to ~843ms This helps, but it’s still far from the steady-state ~3ms. Warm-up by capturing a real RAW (works, but concerns) The only method that fully eliminates the delay is to trigger a real RAW capture programmatically before the user’s first photo, then use that captured rawData to warm up the CIRAWFilter.outputImage path. This brings the first user-facing capture close to the steady-state timing. However: In some regions, the camera shutter sound cannot be suppressed, so “hidden warm-up capture” is unacceptable UX. I’m also unsure whether triggering a real capture without an explicit user action could raise compliance/privacy concerns, even if the image is immediately discarded and never saved/uploaded. Questions Is the large first-time cost of CIRAWFilter.outputImage expected (RAW pipeline initialization / shader compilation)? Is there an Apple-recommended way to pre-initialize the Core Image RAW pipeline / Metal resources so the first outputImage is fast, without taking a real photo? Are there any best practices (e.g. CIContext creation timing, prepareRender(...), specific options) that reliably reduce this first-use overhead for CIRAWFilter? Attachments Figure 1: First RAW capture with no warm-up (~3s outputImage time) Figure 2: First RAW capture after warm-up with bundled DNG (improved but still hundreds of ms) Thanks for any guidance or experience sharing!
3
2
787
Jan ’26
AUv3 "Failed to find component with type..." frequent issues
When the host app of a host/AUv3 extension pair tries to find the audio extension it fails. The system should have scanned the bundle for the extension, but this appears to fail. This basically happens in SimplePlayEngine.initComponent. I've seen this intermittent problem for years. There are many sometimes-effective workarounds that I've gathered and used, but the problem still exists. It is not a problem of validation -- the same AU can validate in some run cycles and then not be found via the host app in others. I've got a Feedback Assistant ticket for the latest iteration of the problem (FB22860885), which has affected beta testers. Usually I only see this when developing with Xcode myself. So even though the testers' app lives in ~/Applications it is still failing for some of them.
3
0
74
5h
AVAudioSession : Audio issues when recording the screen in an app that changes IOBufferDuration on iOS 26.
Among Japanese end users, audio issues during screen recording—primarily in game applications—have become a topic of discussion. We have confirmed that the trigger for this issue is highly likely to be related to changes to IOBufferDuration. When using setPreferredIOBufferDuration and the IOBufferDuration is set to a value smaller than the default, audio problems occur in the recorded screen capture video. Audio playback is performed using AudioUnit (RemoteIO). https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc This issue was not observed on iOS 18, and it appears to have started occurring after upgrading to iOS 26. We provide an audio middleware solution, and we had incorporated changes to IOBufferDuration into our product to achieve low-latency audio playback. As a result, developers using our product as well as their end users are being affected by this issue. We kindly request that this issue be investigated and addressed in a future update. “This document has been translated by AI. The original text is included below for reference.” 日本のエンドユーザー間で主にゲームアプリケーションにおける画面収録時の音声の問題が話題になっています。 こちらの症状のトリガーが、IOBufferDurationの変更によるものである可能性が高いことを確認しました。 setPreferredIOBufferDurationを使用し、IOBufferDurationがデフォルトより小さい状態の時、画面収録された動画の音声に問題が発生することをしています。 音声の再生にはAudioUnit(RemoteIO)を使用しています。 https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc iOS 18ではこのような問題は確認されておらず、iOS26になってから問題が発生しているようです。 私たちはオーディオミドルウェアを提供しており、低遅延の再生のためにIOBufferDurationの変更を製品に組み込んでいました。 そのため、弊社製品をご利用いただいている開発者およびエンドユーザーの皆様がこの不具合の影響を受けています。 こちらの不具合の調査及び修正対応を検討いただけますでしょうか。
3
0
848
Apr ’26
Question about PT Framework channel tone behaviour
I've been wondering if there is a way to modify or even disable tones for indicating channel states. The behaviour regarding tones seems like a black box with little documentation. During migration to Apple's PT Framework we've noticed that there are few scenarios where a tone is played which doesn't match certain certifications. For example; moving from a channel to another produces a tone which would fail a test case. I understand the reasoning fully, as it marks that the channel is ready to transmit or receive, but this doesn't mirror the behaviour of TETRA which would be wanted in this case. I'm also wondering if there would be any way to directly communicate feedback regarding PT Framework?
3
0
466
Oct ’25
Manual FairPlay License Renewal: AVContentKeySessionDelegate not triggering via addContentKeyRecipient
Hi everyone, I am working on an app that supports offline playback with FairPlay Streaming (FPS). I have successfully implemented the logic to download and persist the content keys (TLLV), and offline playback is working correctly using the stored persistent keys. However, I am now trying to implement a manual renewal process for these licenses, and I’ve run into an issue where the delegate methods are not being fired as expected. The Issue: I am calling contentKeySession.addContentKeyRecipient(asset) to force a renewal or re-fetch of the content key for a specific asset. Even though the asset is correctly initialized and the session is active, the AVContentKeySessionDelegate methods (specifically contentKeySession(_:didProvide:)) are not being triggered at all. My Questions: Why is the delegate not firing when adding the recipient? Is there a specific state or property the AVURLAsset needs to have (or a specific way it should be initialized) to trigger a new key request via addContentKeyRecipient? Is it possible to perform a manual license renewal triggered by a UI action (e.g., a button tap) without actually initiating playback of the asset? The goal is to allow users to refresh their licenses manually while online, ensuring the content remains playable offline before the previous license expires, all without forcing the user to start the video. Any insights or best practices for this manual renewal flow would be greatly appreciated.
3
0
869
Apr ’26
Significant Uptick in AVCaptureSessionWasInterrupted (Reason 4) Leading to Camera Black Screen and AVError Code -11803
In the latest production release of our iOS app (deployed via the App Store), we’ve observed a significant increase in AVCaptureSessionWasInterrupted notifications where the interruption reason has a rawValue of 4. The session does not automatically recover, even after returning from background or deleting/reinstalling the app. An employee ran into this and was able to get a recording. We see the below error when attempting to take photos. "Error Domain=AVFoundationErrorDomain Code=-11803 \"Cannot Record\" UserInfo={AVErrorRecordingFailureDomainKey=3, NSLocalizedDescription=Cannot Record, NSLocalizedRecoverySuggestion=Try recording again.}", } This interruption causes the camera preview to remain black, and any attempt to capture an image results in a failure with the following error: Some questions from our team: What common system conditions or foreground app behaviors can cause .videoDeviceNotAvailableWithMultipleForegroundApps (reason 4) to become persistent? Our teams under is under the impression the interruption reason 4 is mostly associated with iPad and PiP, but neither of these are true in the logs we see. Is manual recovery of the session required? Is there a recommended strategy to detect that the session is unrecoverable and gracefully notify the user or rebuild the session? Is there an instrument(s) in XCode you would recommend when trying to evaluate the increase in reason 4? Best, Ben
3
17
686
Jun ’25
Telephoto Lens Keeps Switching to Other Lenses on iPhone 16 Pro Max During PPG (Finger on Camera)
Hi, I’m building a PPG-based heart rate feature where the user places their finger over the rear telephoto camera. On iPhone 16 Pro Max, I'm explicitly selecting the telephoto lens like this: videoDevice = AVCaptureDevice.default(.builtInTelephotoCamera, for: .video, position: .back) And trying to lock it: if #available(iOS 15.0, *), device.activePrimaryConstituentDeviceSwitchingBehavior != .unsupported { try? device.lockForConfiguration() device.setPrimaryConstituentDeviceSwitchingBehavior(.locked, restrictedSwitchingBehaviorConditions: []) device.unlockForConfiguration() } I also lock everything else to prevent dynamic changes: try device.lockForConfiguration() device.focusMode = .locked device.exposureMode = .locked device.whiteBalanceMode = .locked device.videoZoomFactor = 1.0 device.automaticallyEnablesLowLightBoostWhenAvailable = false device.automaticallyAdjustsVideoHDREnabled = false device.unlockForConfiguration() Despite this, the camera still switches to another lens, especially under different lighting, even though the user’s finger fully covers the lens. Questions: How can I completely prevent lens switching in this scenario? Would using videoZoomFactor = 3.0 or 5.0 better enforce use of the telephoto lens? Thanks! Gal
3
0
242
Jul ’25
VTFrameRateConversionConfiguration don't support 640x480
hello, I'm using VideoTololbox VTFrameRateConversionConfiguration to perform frame interpolation: https://developer.apple.com/documentation/videotoolbox/vtframerateconversionconfiguration?language=objc ,when using 640x480 vidoe input, I got error: Error ! Invalid configuration [VEEspressoModel] build failure : flow_adaptation_feature_extractor_rev2.espresso.net. Configuration: landscape640x480 [EpsressoModel] Cannot load Net file flow_adaptation_feature_extractor_rev2.espresso.net. Configuration: landscape640x480 Error: failed to create FRCFlowAdaptationFeatureExtractor for usage 8 Failed to switch (0x12c40e140) [usage:8, 1/4 flow:0, adaptation layer:1, twoStage:0, revision:2, flow size (320x240)]. Could not init FlowAdaptation initFlowAdaptationWithError fail tried 2048x1080 is ok.
3
0
548
Dec ’25
Recurring FigXPCUtilities / FigCaptureSourceRemote err=-17281 logs when using AVCaptureVideoDataOutput on iOS 26.x
Hi everyone, I’m seeing recurring internal AVFoundation camera logs on iOS 26.2 and I’m trying to understand whether this is expected behavior or a regression in the capture pipeline. These logs appear shortly after starting an AVCaptureSession, while video frames are being delivered, and also when the camera is stopped or the capture session is torn down. <<<< FigXPCUtilities >>>> signalled err=-17281 at <>:302 <<<< FigCaptureSourceRemote >>>> Fig assert: "err == 0 " at bail (FigCaptureSourceRemote.m:569) - (err=-17281) Even in this clean, minimal setup, the same logs appear on iOS 26.2 The exact same logic did not produce these logs on iOS 18.x. To rule out issues caused by my own code, GPT created a minimal SwiftUI example from scratch. My primary interest is to perform real-time processing on the video frames delivered by the camera (via AVCaptureVideoDataOutput), for tasks such as analysis, computer vision, or custom frame handling, while simultaneously displaying the live preview. Thanks in advance for any insight. Example Code
3
2
1.1k
Mar ’26
Is Photo Library access mandatory for 24MP Deferred Photo Capture?
Hello everyone, I'm working on a feature where I need to capture the highest possible quality photo (e.g., 24MP on supported devices) and upload it to our server. I don't need the photos to appear in user's main Photos app so I thought I could store the photos in app's private directory using FileManager until they are uploaded. This wouldn't require requesting Photo Library permission, maximizing user privacy. The documentation on AVCapturePhotoOutput states that "the 24MP setting (5712, 4284) is only serviced as 24MP when opted-in to autoDeferredPhotoDeliveryEnabled" /** @property maxPhotoDimensions @abstract Indicates the maximum resolution of the requested photo. @discussion Set this property to enable requesting of images up to as large as the specified dimensions. Images returned by AVCapturePhotoOutput may be smaller than these dimensions but will never be larger. Once set, images can be requested with any valid maximum photo dimensions by setting AVCapturePhotoSettings.maxPhotoDimensions on a per photo basis. The dimensions set must match one of the dimensions returned by AVCaptureDeviceFormat.supportedMaxPhotoDimensions for the current active format. Changing this property may trigger a lengthy reconfiguration of the capture render pipeline so it is recommended that this is set before calling -[AVCaptureSession startRunning]. Note: When supported, the 24MP setting (5712, 4284) is only serviced as 24MP when opted-in to autoDeferredPhotoDeliveryEnabled. */ @available(iOS 16.0, *) open var maxPhotoDimensions: CMVideoDimensions (btw. this note is not present in the docs https://developer.apple.com/documentation/avfoundation/avcapturephotooutput/maxphotodimensions) Enabling autoDeferredPhotoDeliveryEnabled means that for a 24MP capture, the system will call the photoOutput(_:didFinishCapturingDeferredPhotoProxy:error:) delegate method, providing a proxy object instead of the final image data. According to the WWDC23 session "Create a more responsive camera experience," this AVCaptureDeferredPhotoProxy must be saved to the PHPhotoLibrary using a PHAssetCreationRequest with the resource type .photoProxy. The system then handles the final processing in the background within the library. To use deferred photo processing, you'll need to have write permission to the photo library to store the proxy photo, and read permission if your app needs to show the final photo or wants to modify it in any way. https://developer.apple.com/videos/play/wwdc2023/10105/?time=799 This seems to create a hard dependency on the Photo Library for accessing 24MP images. My question is: Is there any way to receive the final, processed 24MP image data directly in the app after a deferred capture, without using PHPhotoLibrary as the processing intermediary? For example, is there a delegate callback or a mechanism I'm missing that provides the final data for a deferred photo, allowing an app to handle it in-memory or in its own private sandbox, completely bypassing the user's Photo Library? Our goal is to follow Apple's privacy-first principles by avoiding requesting a PHPhotoLibrary authorization when our app's core function doesn't require access to the user's photo collection. Thank you for your time and any clarification you can provide.
3
3
671
Sep ’25
AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS
AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS Platform: macOS 26.4 (Tahoe) Framework: AVKit / AVFoundation Xcode: 26.4 Summary When using AVPictureInPictureController with ContentSource(sampleBufferDisplayLayer:playbackDelegate:) on macOS, the video content in the PiP window is not scaled to fit — it renders at 1:1 pixel resolution, showing only the bottom-left portion of the video (zoomed/cropped). The same code works correctly on iOS. Setup let displayLayer = AVSampleBufferDisplayLayer() displayLayer.videoGravity = .resizeAspect // Host displayLayer as a sublayer of an NSView, enqueue CMSampleBuffers let source = AVPictureInPictureController.ContentSource( sampleBufferDisplayLayer: displayLayer, playbackDelegate: self ) let pip = AVPictureInPictureController(contentSource: source) pip.delegate = self The source display layer is 1280×720, matching the video stream resolution. PiP starts successfully — isPictureInPicturePossible is true, the PiP button works, and the PIPPanel window appears. However, the video in the PiP window (~480×270) shows only the bottom-left 480×270 pixels of the 1280×720 content, rather than scaling the full frame to fit. Investigation Inspecting the PiP window hierarchy reveals: PIPPanel (480×270) └─ AVPictureInPictureSampleBufferDisplayLayerView └─ AVPictureInPictureSampleBufferDisplayLayerHostView (layer = CALayerHost) └─ AVPictureInPictureCALayerHostView The CALayerHost mirrors the source AVSampleBufferDisplayLayer at 1:1 pixel resolution. Unlike AVPlayerLayer-based PiP (which works correctly on macOS), the sample buffer display layer path does not apply any scaling transform to the mirrored content. On iOS, PiP with AVSampleBufferDisplayLayer works correctly because the system reparents the layer into the PiP window, so standard layer scaling applies. On macOS, the system uses CALayerHost mirroring instead, and the scaling step is missing. What I tried (none fix the issue) Setting autoresizingMask on all PiP internal subviews — views resize correctly, but CALayerHost content remains at 1:1 pixel scale Applying CATransform3DMakeScale on the CALayerHost layer — creates a black rectangle artifact; the mirrored content does not transform Setting CALayerHost.bounds to the source layer size — no effect on rendering Reparenting the internal AVPictureInPictureCALayerHostView out of the host view — video disappears entirely Hiding the CALayerHost — PiP window goes white (confirming it is the sole video renderer) Resizing the source AVSampleBufferDisplayLayer to match the PiP window size — partially works (1:1 mirror of a smaller source fits), but causes visible lag during resize, affects the main window's "This video is playing in Picture in Picture" placeholder, and didTransitionToRenderSize stops being called after the initial resize Expected behavior The video content should be scaled to fit the PiP window, respecting the display layer's videoGravity setting (.resizeAspect), consistent with: iOS PiP with AVSampleBufferDisplayLayer (works correctly) macOS PiP with AVPlayerLayer (works correctly) Environment macOS 26.4 (Tahoe) Xcode 26.4 Apple Silicon (M-series) Retina display (contentsScale = 2.0) Video: H.264 1280×720, hardware decoded via VTDecompressionSession, enqueued as CMSampleBuffer
3
0
361
Apr ’26
ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Hi, I'm developing a Tauri V2 app on MacOS, and am wanting to implement playback controls. It seems that Apple locks down playback, requiring a signed application. My app also has capabilities to "get currently playing track", and I confirmed this works; Apple produces a popup triggered by my await MusicAuthorization.request() call. It returns nil, of course, because I can't get anything to play via the ApplicationMusicPlayer; only through the system's Apple Music app. I understand SystemMusicPlayer is not available on MacOS, which is fine. I'm just a little confused as it seems pretty standard to need to test playback controls quickly without having to codesign and do some provisionprofile embedding acrobatics each time Rust re-compiles target/debug. This slows down development a lot. I do have these entries in my Entitlements.plist: <key>com.apple.security.personal-information.media-library</key> <true/> <key>com.apple.developer.music-kit</key> <true/> <key>com.apple.security.app-sandbox</key> <true/> In my tauri.conf.json, I have: "macOS": { "entitlements": "./Entitlements.plist", "signingIdentity": "Apple Development: ()" } My application works like this: I have a temporary button click to fire off a tauriinvoke() command which goes to a #tauri::command, which bridges to Swift code. Again, I validated that my less-permissive "get currently playing track" works; i.e., does not get permission denied. exact error message: [swift] playMedia error: .permissionDenied (^specifically, ".permissionDenied") My code to trigger playback of a specific media item: Task { print("[swift] entered sema Task") let status: MusicAuthorization.Status = await MusicAuthorization.request() print("auth status: \(status)") guard status == .authorized else { sema.signal(); return } print("passed the status guard.") do { var request = MusicCatalogResourceRequest<Song>(matching: \.id, equalTo: MusicItemID(rawValue: songId)) request.limit = 1 let response = try await request.response() guard let song = response.items.first else { sema.signal(); return } let player = ApplicationMusicPlayer.shared player.queue = [song] try await player.play() success = true } catch { print("[swift] playMedia error: \(error)") } sema.signal()
3
0
849
Mar ’26
Enterprise API Passthrough in screen capture not working after visionOS26 update
We have been using passthrough in screen capture since visionOS26 with broadcast upload extension which was working in visionOS2.2 but now with visionOS26 it doesn't update. It fails with Invalid Broadcast session started, after a few seconds of starting the broadcast session. Is there a bug filed for it? or is it a known bug for it?
2
0
486
Oct ’25
WKWebView Crashes on iOS During YouTube Playlist Playback
I’m encountering a consistent crash in WebKit when using WKWebView to play a YouTube playlist in my iOS app. Playback starts successfully, but the web process terminates during the second video in the playlist. This only occurs on physical devices, not in the simulator. Here’s a simplified Swift example of my setup: import SwiftUI import WebKit struct ContentView: View { private let playlistID = "PLig2mjpwQBZnghraUKGhCqc9eAy0UbpDN" var body: some View { YouTubeWebView(playlistID: playlistID) .edgesIgnoringSafeArea(.all) } } struct YouTubeWebView: UIViewRepresentable { let playlistID: String func makeUIView(context: Context) -> WKWebView { let config = WKWebViewConfiguration() config.allowsInlineMediaPlayback = true let webView = WKWebView(frame: .zero, configuration: config) webView.scrollView.isScrollEnabled = true let html = """ <!doctype html> <html> <head> <meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0"> <style>body,html{height:100%;margin:0;background:#000}iframe{width:100%;height:100%;border:0}</style> </head> <body> <iframe src="https://www.youtube-nocookie.com/embed/videoseries?list=\(playlistID)&controls=1&rel=0&playsinline=1&iv_load_policy=3" frameborder="0" allow="encrypted-media; picture-in-picture; fullscreen" webkit-playsinline allowfullscreen ></iframe> </body> </html> """ webView.loadHTMLString(html, baseURL: nil) return webView } func updateUIView(_ uiView: WKWebView, context: Context) {} } #Preview { ContentView() } Observed behavior: First video plays without issue. Web process crashes when the second video in the playlist starts. Console logs show WebProcessProxy::didClose and repeated memory status messages. Using ProcessAssertion or background activity does not prevent the crash. Only occurs on physical devices; simulators do not reproduce the issue. Questions: Is there something I should change or add in my WKWebView setup or HTML/iframe to prevent the crash when playing the second video in a playlist on physical iOS devices? Is there an officially supported way to limit memory or prevent WebKit from terminating the web process during multi-video playback? Are there recommended patterns for playing YouTube playlists in a WKWebView on iOS without risking crashes? Any tips for debugging or configuring WKWebView to make it more stable for continuous playlist playback? Thanks in advance for any guidance!
2
0
879
Oct ’25
AVPlayer loading performance problem in iOS 26
Hi, I have an app that displays tens of short (<1mb) mp4 videos stored in a remote server in a vertical UICollectionView that has horizontally scrollable sections. I'm caching all mp4 files on disk after downloading, and I also have a in-memory cache that holds a limited number (around 30) of players. The players I'm using are simple views that wrap an AVPlayerLayer and its AVPlayerItem, along with a few additional UI components. The scrolling performance was good before iOS 26, but with the release of iOS 26, I noticed that there is significant stuttering during scrolling while creating players with a fileUrl. It happens even if use the same video file cached on disk for each cell for testing. I also started getting this kind of log messages after the players are deinitialized: <<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1107 <<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1095 <<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1095 There's also another log message that I see occasionally, but I don't know what triggers it. << FigXPC >> signalled err=-16152 at <>:1683 Is there anyone else that experienced this kind of problem with the latest release? Also, I'm wondering what's the best way to resolve the issue. I could increase the size of the memory cache to something large like 100, but I'm not sure if it is an acceptable solution because: 1- There will be 100 player instance in memory at all times. 2- There will still be stuttering during the initial loading of the videos from the web. Any help is appreciated!
2
0
919
2w
Capturing 48mp photos with .builtInTripleCamera
I am able to capture 48mp photos using .builtInWideAngleCamera, but it seems like .builtInTripleCamera is capped at 12mp? Is there a way to capture 48mp photos using .builtInTripleCamera? Because .builtInTripleCamera provides smooth transition between cameras during zooming, and I'd like to keep this behavior. New iPhone 17 Pro have all their cameras at 48mp. Is there a chance that their .builtInTripleCamera is capable of capturing 48mp? Or is this an API limitation?
Replies
3
Boosts
0
Views
495
Activity
Sep ’25
CoreMIDI: neither syslog nor unified logging works.
Hi, macOS (latest macOS, latest HW, but doesn't matter) seems to prevent CoreMIDI driver logging with standard logging procedures (syslog, unified logging). The only chance to log something is writing to a file at one of the rare write-accessible locations for CoreMIDI. How is this supposed to work? Any hint is highly appreciated. Thanks!
Replies
3
Boosts
0
Views
420
Activity
Oct ’25
Mac OS Tahoe 26.0 (25A354) Sound Glitches When opening the simulator app
Hey there, I just upgraded to Mac OS Tahoe ,son an apple MacBook Pro 2019 16inch. am using IntellijIDEA and Flutter to develop a mobile app which I test on the simulator app running iOS 18.4 . the issue: when I start the simulator app. ( while in the loading phase and in the operation phase as well ), the audio from an already open YouTube tab on safari (this happens on chrome browser as well). the sound glitches and becomes Noise. a fix I found online is to kill the audio deamon on Mac OS, This works using the command: "sudo killall coreaudiod" this kills the audio process, (while the emulator is operational), then the macOS restarts the audio deamon then the audio works fine alongside with the simulator being open. I just want to ask is there a permanent fix for this? is Apple working on a fix for this in the upcoming update?
Replies
3
Boosts
5
Views
1.4k
Activity
Oct ’25
How to transcode HEIC to JPEG while preserving the ISO 21496-1 gain map
When shooting with an iPhone 15 or later, it’s possible to capture HEIC or JPEG images that include gain map information conforming to the ISO 21496-1 standard. However, during image format transcoding, the HEIC codec is able to preserve the ISO 21496-1 gain map. But when converting from HEIC to JPEG, the gain map is transformed into the Apple Gain Map format instead. Is there any solution to this issue?
Replies
3
Boosts
0
Views
1.4k
Activity
Jul ’25
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tried to “warm up” early (e.g., on camera screen entry) by loading a bundled DNG and then accessing CIRAWFilter.outputImage by taking a photo: Warm-up with a ~247 KB DNG → first real RAW outputImage cost drops to ~1.42s Warm-up with a ~25 MB DNG → first real RAW outputImage cost drops to ~843ms This helps, but it’s still far from the steady-state ~3ms. Warm-up by capturing a real RAW (works, but concerns) The only method that fully eliminates the delay is to trigger a real RAW capture programmatically before the user’s first photo, then use that captured rawData to warm up the CIRAWFilter.outputImage path. This brings the first user-facing capture close to the steady-state timing. However: In some regions, the camera shutter sound cannot be suppressed, so “hidden warm-up capture” is unacceptable UX. I’m also unsure whether triggering a real capture without an explicit user action could raise compliance/privacy concerns, even if the image is immediately discarded and never saved/uploaded. Questions Is the large first-time cost of CIRAWFilter.outputImage expected (RAW pipeline initialization / shader compilation)? Is there an Apple-recommended way to pre-initialize the Core Image RAW pipeline / Metal resources so the first outputImage is fast, without taking a real photo? Are there any best practices (e.g. CIContext creation timing, prepareRender(...), specific options) that reliably reduce this first-use overhead for CIRAWFilter? Attachments Figure 1: First RAW capture with no warm-up (~3s outputImage time) Figure 2: First RAW capture after warm-up with bundled DNG (improved but still hundreds of ms) Thanks for any guidance or experience sharing!
Replies
3
Boosts
2
Views
787
Activity
Jan ’26
AUv3 "Failed to find component with type..." frequent issues
When the host app of a host/AUv3 extension pair tries to find the audio extension it fails. The system should have scanned the bundle for the extension, but this appears to fail. This basically happens in SimplePlayEngine.initComponent. I've seen this intermittent problem for years. There are many sometimes-effective workarounds that I've gathered and used, but the problem still exists. It is not a problem of validation -- the same AU can validate in some run cycles and then not be found via the host app in others. I've got a Feedback Assistant ticket for the latest iteration of the problem (FB22860885), which has affected beta testers. Usually I only see this when developing with Xcode myself. So even though the testers' app lives in ~/Applications it is still failing for some of them.
Replies
3
Boosts
0
Views
74
Activity
5h
AVAudioSession : Audio issues when recording the screen in an app that changes IOBufferDuration on iOS 26.
Among Japanese end users, audio issues during screen recording—primarily in game applications—have become a topic of discussion. We have confirmed that the trigger for this issue is highly likely to be related to changes to IOBufferDuration. When using setPreferredIOBufferDuration and the IOBufferDuration is set to a value smaller than the default, audio problems occur in the recorded screen capture video. Audio playback is performed using AudioUnit (RemoteIO). https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc This issue was not observed on iOS 18, and it appears to have started occurring after upgrading to iOS 26. We provide an audio middleware solution, and we had incorporated changes to IOBufferDuration into our product to achieve low-latency audio playback. As a result, developers using our product as well as their end users are being affected by this issue. We kindly request that this issue be investigated and addressed in a future update. “This document has been translated by AI. The original text is included below for reference.” 日本のエンドユーザー間で主にゲームアプリケーションにおける画面収録時の音声の問題が話題になっています。 こちらの症状のトリガーが、IOBufferDurationの変更によるものである可能性が高いことを確認しました。 setPreferredIOBufferDurationを使用し、IOBufferDurationがデフォルトより小さい状態の時、画面収録された動画の音声に問題が発生することをしています。 音声の再生にはAudioUnit(RemoteIO)を使用しています。 https://developer.apple.com/documentation/avfaudio/avaudiosession/setpreferrediobufferduration(_:)?language=objc iOS 18ではこのような問題は確認されておらず、iOS26になってから問題が発生しているようです。 私たちはオーディオミドルウェアを提供しており、低遅延の再生のためにIOBufferDurationの変更を製品に組み込んでいました。 そのため、弊社製品をご利用いただいている開発者およびエンドユーザーの皆様がこの不具合の影響を受けています。 こちらの不具合の調査及び修正対応を検討いただけますでしょうか。
Replies
3
Boosts
0
Views
848
Activity
Apr ’26
Question about PT Framework channel tone behaviour
I've been wondering if there is a way to modify or even disable tones for indicating channel states. The behaviour regarding tones seems like a black box with little documentation. During migration to Apple's PT Framework we've noticed that there are few scenarios where a tone is played which doesn't match certain certifications. For example; moving from a channel to another produces a tone which would fail a test case. I understand the reasoning fully, as it marks that the channel is ready to transmit or receive, but this doesn't mirror the behaviour of TETRA which would be wanted in this case. I'm also wondering if there would be any way to directly communicate feedback regarding PT Framework?
Replies
3
Boosts
0
Views
466
Activity
Oct ’25
Manual FairPlay License Renewal: AVContentKeySessionDelegate not triggering via addContentKeyRecipient
Hi everyone, I am working on an app that supports offline playback with FairPlay Streaming (FPS). I have successfully implemented the logic to download and persist the content keys (TLLV), and offline playback is working correctly using the stored persistent keys. However, I am now trying to implement a manual renewal process for these licenses, and I’ve run into an issue where the delegate methods are not being fired as expected. The Issue: I am calling contentKeySession.addContentKeyRecipient(asset) to force a renewal or re-fetch of the content key for a specific asset. Even though the asset is correctly initialized and the session is active, the AVContentKeySessionDelegate methods (specifically contentKeySession(_:didProvide:)) are not being triggered at all. My Questions: Why is the delegate not firing when adding the recipient? Is there a specific state or property the AVURLAsset needs to have (or a specific way it should be initialized) to trigger a new key request via addContentKeyRecipient? Is it possible to perform a manual license renewal triggered by a UI action (e.g., a button tap) without actually initiating playback of the asset? The goal is to allow users to refresh their licenses manually while online, ensuring the content remains playable offline before the previous license expires, all without forcing the user to start the video. Any insights or best practices for this manual renewal flow would be greatly appreciated.
Replies
3
Boosts
0
Views
869
Activity
Apr ’26
Significant Uptick in AVCaptureSessionWasInterrupted (Reason 4) Leading to Camera Black Screen and AVError Code -11803
In the latest production release of our iOS app (deployed via the App Store), we’ve observed a significant increase in AVCaptureSessionWasInterrupted notifications where the interruption reason has a rawValue of 4. The session does not automatically recover, even after returning from background or deleting/reinstalling the app. An employee ran into this and was able to get a recording. We see the below error when attempting to take photos. "Error Domain=AVFoundationErrorDomain Code=-11803 \"Cannot Record\" UserInfo={AVErrorRecordingFailureDomainKey=3, NSLocalizedDescription=Cannot Record, NSLocalizedRecoverySuggestion=Try recording again.}", } This interruption causes the camera preview to remain black, and any attempt to capture an image results in a failure with the following error: Some questions from our team: What common system conditions or foreground app behaviors can cause .videoDeviceNotAvailableWithMultipleForegroundApps (reason 4) to become persistent? Our teams under is under the impression the interruption reason 4 is mostly associated with iPad and PiP, but neither of these are true in the logs we see. Is manual recovery of the session required? Is there a recommended strategy to detect that the session is unrecoverable and gracefully notify the user or rebuild the session? Is there an instrument(s) in XCode you would recommend when trying to evaluate the increase in reason 4? Best, Ben
Replies
3
Boosts
17
Views
686
Activity
Jun ’25
Telephoto Lens Keeps Switching to Other Lenses on iPhone 16 Pro Max During PPG (Finger on Camera)
Hi, I’m building a PPG-based heart rate feature where the user places their finger over the rear telephoto camera. On iPhone 16 Pro Max, I'm explicitly selecting the telephoto lens like this: videoDevice = AVCaptureDevice.default(.builtInTelephotoCamera, for: .video, position: .back) And trying to lock it: if #available(iOS 15.0, *), device.activePrimaryConstituentDeviceSwitchingBehavior != .unsupported { try? device.lockForConfiguration() device.setPrimaryConstituentDeviceSwitchingBehavior(.locked, restrictedSwitchingBehaviorConditions: []) device.unlockForConfiguration() } I also lock everything else to prevent dynamic changes: try device.lockForConfiguration() device.focusMode = .locked device.exposureMode = .locked device.whiteBalanceMode = .locked device.videoZoomFactor = 1.0 device.automaticallyEnablesLowLightBoostWhenAvailable = false device.automaticallyAdjustsVideoHDREnabled = false device.unlockForConfiguration() Despite this, the camera still switches to another lens, especially under different lighting, even though the user’s finger fully covers the lens. Questions: How can I completely prevent lens switching in this scenario? Would using videoZoomFactor = 3.0 or 5.0 better enforce use of the telephoto lens? Thanks! Gal
Replies
3
Boosts
0
Views
242
Activity
Jul ’25
VTFrameRateConversionConfiguration don't support 640x480
hello, I'm using VideoTololbox VTFrameRateConversionConfiguration to perform frame interpolation: https://developer.apple.com/documentation/videotoolbox/vtframerateconversionconfiguration?language=objc ,when using 640x480 vidoe input, I got error: Error ! Invalid configuration [VEEspressoModel] build failure : flow_adaptation_feature_extractor_rev2.espresso.net. Configuration: landscape640x480 [EpsressoModel] Cannot load Net file flow_adaptation_feature_extractor_rev2.espresso.net. Configuration: landscape640x480 Error: failed to create FRCFlowAdaptationFeatureExtractor for usage 8 Failed to switch (0x12c40e140) [usage:8, 1/4 flow:0, adaptation layer:1, twoStage:0, revision:2, flow size (320x240)]. Could not init FlowAdaptation initFlowAdaptationWithError fail tried 2048x1080 is ok.
Replies
3
Boosts
0
Views
548
Activity
Dec ’25
SpeechTranscriber on Simulator
I am trying to use SpeechTranscriber from Speech framework. Is it possible to use it on Simulator of iOS 26 (Mac OS Tahoe)? Function "supportedLocales" returns an empty array.
Replies
3
Boosts
2
Views
1.1k
Activity
Nov ’25
Recurring FigXPCUtilities / FigCaptureSourceRemote err=-17281 logs when using AVCaptureVideoDataOutput on iOS 26.x
Hi everyone, I’m seeing recurring internal AVFoundation camera logs on iOS 26.2 and I’m trying to understand whether this is expected behavior or a regression in the capture pipeline. These logs appear shortly after starting an AVCaptureSession, while video frames are being delivered, and also when the camera is stopped or the capture session is torn down. <<<< FigXPCUtilities >>>> signalled err=-17281 at <>:302 <<<< FigCaptureSourceRemote >>>> Fig assert: "err == 0 " at bail (FigCaptureSourceRemote.m:569) - (err=-17281) Even in this clean, minimal setup, the same logs appear on iOS 26.2 The exact same logic did not produce these logs on iOS 18.x. To rule out issues caused by my own code, GPT created a minimal SwiftUI example from scratch. My primary interest is to perform real-time processing on the video frames delivered by the camera (via AVCaptureVideoDataOutput), for tasks such as analysis, computer vision, or custom frame handling, while simultaneously displaying the live preview. Thanks in advance for any insight. Example Code
Replies
3
Boosts
2
Views
1.1k
Activity
Mar ’26
Is Photo Library access mandatory for 24MP Deferred Photo Capture?
Hello everyone, I'm working on a feature where I need to capture the highest possible quality photo (e.g., 24MP on supported devices) and upload it to our server. I don't need the photos to appear in user's main Photos app so I thought I could store the photos in app's private directory using FileManager until they are uploaded. This wouldn't require requesting Photo Library permission, maximizing user privacy. The documentation on AVCapturePhotoOutput states that "the 24MP setting (5712, 4284) is only serviced as 24MP when opted-in to autoDeferredPhotoDeliveryEnabled" /** @property maxPhotoDimensions @abstract Indicates the maximum resolution of the requested photo. @discussion Set this property to enable requesting of images up to as large as the specified dimensions. Images returned by AVCapturePhotoOutput may be smaller than these dimensions but will never be larger. Once set, images can be requested with any valid maximum photo dimensions by setting AVCapturePhotoSettings.maxPhotoDimensions on a per photo basis. The dimensions set must match one of the dimensions returned by AVCaptureDeviceFormat.supportedMaxPhotoDimensions for the current active format. Changing this property may trigger a lengthy reconfiguration of the capture render pipeline so it is recommended that this is set before calling -[AVCaptureSession startRunning]. Note: When supported, the 24MP setting (5712, 4284) is only serviced as 24MP when opted-in to autoDeferredPhotoDeliveryEnabled. */ @available(iOS 16.0, *) open var maxPhotoDimensions: CMVideoDimensions (btw. this note is not present in the docs https://developer.apple.com/documentation/avfoundation/avcapturephotooutput/maxphotodimensions) Enabling autoDeferredPhotoDeliveryEnabled means that for a 24MP capture, the system will call the photoOutput(_:didFinishCapturingDeferredPhotoProxy:error:) delegate method, providing a proxy object instead of the final image data. According to the WWDC23 session "Create a more responsive camera experience," this AVCaptureDeferredPhotoProxy must be saved to the PHPhotoLibrary using a PHAssetCreationRequest with the resource type .photoProxy. The system then handles the final processing in the background within the library. To use deferred photo processing, you'll need to have write permission to the photo library to store the proxy photo, and read permission if your app needs to show the final photo or wants to modify it in any way. https://developer.apple.com/videos/play/wwdc2023/10105/?time=799 This seems to create a hard dependency on the Photo Library for accessing 24MP images. My question is: Is there any way to receive the final, processed 24MP image data directly in the app after a deferred capture, without using PHPhotoLibrary as the processing intermediary? For example, is there a delegate callback or a mechanism I'm missing that provides the final data for a deferred photo, allowing an app to handle it in-memory or in its own private sandbox, completely bypassing the user's Photo Library? Our goal is to follow Apple's privacy-first principles by avoiding requesting a PHPhotoLibrary authorization when our app's core function doesn't require access to the user's photo collection. Thank you for your time and any clarification you can provide.
Replies
3
Boosts
3
Views
671
Activity
Sep ’25
AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS
AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS Platform: macOS 26.4 (Tahoe) Framework: AVKit / AVFoundation Xcode: 26.4 Summary When using AVPictureInPictureController with ContentSource(sampleBufferDisplayLayer:playbackDelegate:) on macOS, the video content in the PiP window is not scaled to fit — it renders at 1:1 pixel resolution, showing only the bottom-left portion of the video (zoomed/cropped). The same code works correctly on iOS. Setup let displayLayer = AVSampleBufferDisplayLayer() displayLayer.videoGravity = .resizeAspect // Host displayLayer as a sublayer of an NSView, enqueue CMSampleBuffers let source = AVPictureInPictureController.ContentSource( sampleBufferDisplayLayer: displayLayer, playbackDelegate: self ) let pip = AVPictureInPictureController(contentSource: source) pip.delegate = self The source display layer is 1280×720, matching the video stream resolution. PiP starts successfully — isPictureInPicturePossible is true, the PiP button works, and the PIPPanel window appears. However, the video in the PiP window (~480×270) shows only the bottom-left 480×270 pixels of the 1280×720 content, rather than scaling the full frame to fit. Investigation Inspecting the PiP window hierarchy reveals: PIPPanel (480×270) └─ AVPictureInPictureSampleBufferDisplayLayerView └─ AVPictureInPictureSampleBufferDisplayLayerHostView (layer = CALayerHost) └─ AVPictureInPictureCALayerHostView The CALayerHost mirrors the source AVSampleBufferDisplayLayer at 1:1 pixel resolution. Unlike AVPlayerLayer-based PiP (which works correctly on macOS), the sample buffer display layer path does not apply any scaling transform to the mirrored content. On iOS, PiP with AVSampleBufferDisplayLayer works correctly because the system reparents the layer into the PiP window, so standard layer scaling applies. On macOS, the system uses CALayerHost mirroring instead, and the scaling step is missing. What I tried (none fix the issue) Setting autoresizingMask on all PiP internal subviews — views resize correctly, but CALayerHost content remains at 1:1 pixel scale Applying CATransform3DMakeScale on the CALayerHost layer — creates a black rectangle artifact; the mirrored content does not transform Setting CALayerHost.bounds to the source layer size — no effect on rendering Reparenting the internal AVPictureInPictureCALayerHostView out of the host view — video disappears entirely Hiding the CALayerHost — PiP window goes white (confirming it is the sole video renderer) Resizing the source AVSampleBufferDisplayLayer to match the PiP window size — partially works (1:1 mirror of a smaller source fits), but causes visible lag during resize, affects the main window's "This video is playing in Picture in Picture" placeholder, and didTransitionToRenderSize stops being called after the initial resize Expected behavior The video content should be scaled to fit the PiP window, respecting the display layer's videoGravity setting (.resizeAspect), consistent with: iOS PiP with AVSampleBufferDisplayLayer (works correctly) macOS PiP with AVPlayerLayer (works correctly) Environment macOS 26.4 (Tahoe) Xcode 26.4 Apple Silicon (M-series) Retina display (contentsScale = 2.0) Video: H.264 1280×720, hardware decoded via VTDecompressionSession, enqueued as CMSampleBuffer
Replies
3
Boosts
0
Views
361
Activity
Apr ’26
ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Hi, I'm developing a Tauri V2 app on MacOS, and am wanting to implement playback controls. It seems that Apple locks down playback, requiring a signed application. My app also has capabilities to "get currently playing track", and I confirmed this works; Apple produces a popup triggered by my await MusicAuthorization.request() call. It returns nil, of course, because I can't get anything to play via the ApplicationMusicPlayer; only through the system's Apple Music app. I understand SystemMusicPlayer is not available on MacOS, which is fine. I'm just a little confused as it seems pretty standard to need to test playback controls quickly without having to codesign and do some provisionprofile embedding acrobatics each time Rust re-compiles target/debug. This slows down development a lot. I do have these entries in my Entitlements.plist: <key>com.apple.security.personal-information.media-library</key> <true/> <key>com.apple.developer.music-kit</key> <true/> <key>com.apple.security.app-sandbox</key> <true/> In my tauri.conf.json, I have: "macOS": { "entitlements": "./Entitlements.plist", "signingIdentity": "Apple Development: ()" } My application works like this: I have a temporary button click to fire off a tauriinvoke() command which goes to a #tauri::command, which bridges to Swift code. Again, I validated that my less-permissive "get currently playing track" works; i.e., does not get permission denied. exact error message: [swift] playMedia error: .permissionDenied (^specifically, ".permissionDenied") My code to trigger playback of a specific media item: Task { print("[swift] entered sema Task") let status: MusicAuthorization.Status = await MusicAuthorization.request() print("auth status: \(status)") guard status == .authorized else { sema.signal(); return } print("passed the status guard.") do { var request = MusicCatalogResourceRequest<Song>(matching: \.id, equalTo: MusicItemID(rawValue: songId)) request.limit = 1 let response = try await request.response() guard let song = response.items.first else { sema.signal(); return } let player = ApplicationMusicPlayer.shared player.queue = [song] try await player.play() success = true } catch { print("[swift] playMedia error: \(error)") } sema.signal()
Replies
3
Boosts
0
Views
849
Activity
Mar ’26
Enterprise API Passthrough in screen capture not working after visionOS26 update
We have been using passthrough in screen capture since visionOS26 with broadcast upload extension which was working in visionOS2.2 but now with visionOS26 it doesn't update. It fails with Invalid Broadcast session started, after a few seconds of starting the broadcast session. Is there a bug filed for it? or is it a known bug for it?
Replies
2
Boosts
0
Views
486
Activity
Oct ’25
WKWebView Crashes on iOS During YouTube Playlist Playback
I’m encountering a consistent crash in WebKit when using WKWebView to play a YouTube playlist in my iOS app. Playback starts successfully, but the web process terminates during the second video in the playlist. This only occurs on physical devices, not in the simulator. Here’s a simplified Swift example of my setup: import SwiftUI import WebKit struct ContentView: View { private let playlistID = "PLig2mjpwQBZnghraUKGhCqc9eAy0UbpDN" var body: some View { YouTubeWebView(playlistID: playlistID) .edgesIgnoringSafeArea(.all) } } struct YouTubeWebView: UIViewRepresentable { let playlistID: String func makeUIView(context: Context) -> WKWebView { let config = WKWebViewConfiguration() config.allowsInlineMediaPlayback = true let webView = WKWebView(frame: .zero, configuration: config) webView.scrollView.isScrollEnabled = true let html = """ <!doctype html> <html> <head> <meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0"> <style>body,html{height:100%;margin:0;background:#000}iframe{width:100%;height:100%;border:0}</style> </head> <body> <iframe src="https://www.youtube-nocookie.com/embed/videoseries?list=\(playlistID)&controls=1&rel=0&playsinline=1&iv_load_policy=3" frameborder="0" allow="encrypted-media; picture-in-picture; fullscreen" webkit-playsinline allowfullscreen ></iframe> </body> </html> """ webView.loadHTMLString(html, baseURL: nil) return webView } func updateUIView(_ uiView: WKWebView, context: Context) {} } #Preview { ContentView() } Observed behavior: First video plays without issue. Web process crashes when the second video in the playlist starts. Console logs show WebProcessProxy::didClose and repeated memory status messages. Using ProcessAssertion or background activity does not prevent the crash. Only occurs on physical devices; simulators do not reproduce the issue. Questions: Is there something I should change or add in my WKWebView setup or HTML/iframe to prevent the crash when playing the second video in a playlist on physical iOS devices? Is there an officially supported way to limit memory or prevent WebKit from terminating the web process during multi-video playback? Are there recommended patterns for playing YouTube playlists in a WKWebView on iOS without risking crashes? Any tips for debugging or configuring WKWebView to make it more stable for continuous playlist playback? Thanks in advance for any guidance!
Replies
2
Boosts
0
Views
879
Activity
Oct ’25
AVPlayer loading performance problem in iOS 26
Hi, I have an app that displays tens of short (<1mb) mp4 videos stored in a remote server in a vertical UICollectionView that has horizontally scrollable sections. I'm caching all mp4 files on disk after downloading, and I also have a in-memory cache that holds a limited number (around 30) of players. The players I'm using are simple views that wrap an AVPlayerLayer and its AVPlayerItem, along with a few additional UI components. The scrolling performance was good before iOS 26, but with the release of iOS 26, I noticed that there is significant stuttering during scrolling while creating players with a fileUrl. It happens even if use the same video file cached on disk for each cell for testing. I also started getting this kind of log messages after the players are deinitialized: <<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1107 <<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1095 <<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1095 There's also another log message that I see occasionally, but I don't know what triggers it. << FigXPC >> signalled err=-16152 at <>:1683 Is there anyone else that experienced this kind of problem with the latest release? Also, I'm wondering what's the best way to resolve the issue. I could increase the size of the memory cache to something large like 100, but I'm not sure if it is an acceptable solution because: 1- There will be 100 player instance in memory at all times. 2- There will still be stuttering during the initial loading of the videos from the web. Any help is appreciated!
Replies
2
Boosts
0
Views
919
Activity
2w