We have the necessary background recording entitlements, and for many users... do not run into any issues.
However, there is a subset of users that routinely get recordings ending.. we have narrowed this down and believe it to be the work of the watch dog.
First we removed the entire view hierarchy when app is backgrounded. There is just 'Text("Recording")'
This got the CPU usage in profiler down to 0%. We saw massive improvements to recording success rate.
We walked away assuming that was enough. However we are still seeing the same sort of crashes. All in the background. We're using Observation to drive audio state changes to a Live Activity.
Are those Observations causing the problem? Why doesn't apple provide a better API to background audio? The internet is full of weird issues
https://stackoverflow.com/questions/76010213/why-is-my-react-native-app-sometimes-terminated-in-the-background-while-tracking
https://stackoverflow.com/questions/71656047/why-is-my-react-native-app-terminating-in-the-background-while-recording-ios-r
https://github.com/expo/expo/issues/16807
This is such a terrible user experience. And we have very little visibility into what is happening and why.
No where in apple documentation states that in order for background recording to work, the app can only be 'Text("Recording")'
It does not outline a CPU or memory threshold. It just kills us.
Audio
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I have an app under development - demo here - https://youtu.be/VbAfUk_eYl0?si=s6EDBx-4G6P_QbZO - which is sort of an audio player for airdropped files - something useful to musicians who dump work in progress to their phone, make notes, revise and update.
I've been testing my handling of audio session interruption notifications, but seems to be a lot of inconsistency in how, when and why iOS delivers them, and I'm wondering if there is some rhyme or reason to it that I'm just not detecting.
For example, I am playing a song in my app. Switch to Apple Music and start playing a song there. My app gets an interruption began notification - this is consistent.
Switch back to my app, and about half the time, I will get an interruption ended notification (coupled often with a blast of the tail of whatever audio buffer was partially played when the interruption started, even though the engine was stopped - and followed by call to my AVAudioPlayerNodeCompletionCallback - is there some way to avoid this?). Half the time I don't get an interruption ended notification; my app can (as expected) end the interruption by activating the AVAudioSession and playing something.
I have not been able to determine any pattern to this behavior, other than that if my app started playing using AVAudioPlayerNode.scheduleSegment rather than scheduleFile I think the notification will be consistently delivered on app activation rather than when I activate the session programmatically.
I would like my app to behave deterministically, and would appreciate any help in deciphering what causes the inconsistent behavior in notifications from iOS.
Issue:
Under certain conditions, using CallKit does not automatically enable the microphone.
Steps to Reproduce:
1.Start an outgoing call, then the user manually mutes the audio.
2.Receive a native incoming call, end the current call, then answer the new incoming call.(This order is important.)
3.End the incoming call.
4.Start another outgoing call and observe the microphone; do not manually mute or unmute.
Actual Behavior:
The audio icon indicates that the audio is unmuted, but the microphone remains off, and the small yellow dot in the top status bar (which represents the microphone) does not appear.
Expected Behavior:
The microphone should be on, consistent with the audio icon display, and the small yellow dot should appear in the top status bar.
Device:
iPhone 16 pro & iPhone 15 pro, iOS 18.0+
Can it be reproduced using speakerbox(CallKit Demo)?
YES
Hi,
I am trying to remove the audio controls for my app on the lock screen. Since I use WKWebView, there are 3 audio tags in my html and I play and pause em via JS. However, if I do not play any sound since app launch, there are no audio controls on the lock screen. But if I play one of those 3 files (they are even less then 3 Sec sound effects e.g. for buttons) the audio controls appears on lock screen.
Note even when the sounds on pause() or not playing they were listed on the lock screen.
What I have tried so far without success
MPNowPlayingInfoCenter.default().nowPlayingInfo = [:]
and
``try audioSession.setCategory(.playback, mode: .default, options: [])
try audioSession.setActive(false, options: .notifyOthersOnDeactivation)``
and
UIApplication.shared.endReceivingRemoteControlEvents()
Another problem is that the app scales with iOS system settings "display zoom". Is there a way to deny it?
It is latest Xcode verion 16.3 and iOS 18.
I have no background mode in my Capabilities.
Nothing worked so far. Has anyone an idea?
Greetings
Overview
We are producing audio in real time from an editing application and are trying to put that on an HLS stream. We attempt to submit PCM samples through an audio writer but are getting a crash after a select number of samples have been appended.
Depending on the number of audio frames in the PCM buffer, we might get more iterations before the crash but it always has the same traceback (see below).
Code
The setup is rather simple. We took inspiration from a few sources around the web.
NSMutableDictionary *audio = [[NSMutableDictionary alloc] init];
[audio setObject:@(kAudioFormatMPEG4AAC) forKey:AVFormatIDKey];
[audio setObject:[NSNumber numberWithInt:config.audioSampleRate] // 48000
forKey:AVSampleRateKey];
[audio setObject:[NSNumber numberWithInt:config.audioChannels] // 2
forKey:AVNumberOfChannelsKey];
[audio setObject:@160000 forKey:AVEncoderBitRateKey];
m_audioConfig = [[NSDictionary alloc] initWithDictionary:audio];
m_audio = [[AVAssetWriterInput alloc] initWithMediaType:AVMediaTypeAudio
outputSettings:m_audioConfig];
AVAudioFrameCount audioFrames = BUFFER_SAMPLES * bCount;
AVAudioPCMBuffer *pcmBuffer = [[AVAudioPCMBuffer alloc] initWithPCMFormat:m_full.pcmFormat
frameCapacity:audioFrames];
pcmBuffer.frameLength = pcmBuffer.frameCapacity;
AudioChannelLayout layout;
memset(&layout, 0, sizeof(layout));
layout.mChannelLayoutTag = kAudioChannelLayoutTag_Stereo;
CMFormatDescriptionRef format;
OSStatus stats = CMAudioFormatDescriptionCreate(
kCFAllocatorDefault,
pcmBuffer.format.streamDescription,
sizeof(layout),
&layout,
0,
nil,
nil,
&format
);
for (int i = 0; i < bCount; i++)
{
AudioPCM pcm;
audioCallback->callback(pcm);
memcpy(*(pcmBuffer.int16ChannelData) + (bufferSize * i), pcm.data, bufferSize);
}
size_t samplesConsumed = BUFFER_SAMPLES * bCount;
CMSampleBufferRef sampleBuffer;
CMSampleTimingInfo timing;
timing.duration = CMTimeMake(1, config.audioSampleRate);
timing.presentationTimeStamp = presentationTime;
timing.decodeTimeStamp = kCMTimeInvalid;
OSStatus ostatus = CMSampleBufferCreate(
kCFAllocatorDefault,
nil,
false,
nil,
nil,
format,
(CMItemCount)pcmBuffer.frameLength,
1,
&timing,
0,
nil,
&sampleBuffer
);
////
ostatus = CMSampleBufferSetDataBufferFromAudioBufferList(
sampleBuffer,
kCFAllocatorDefault,
kCFAllocatorDefault,
kCMSampleBufferFlag_AudioBufferList_Assure16ByteAlignment,
pcmBuffer.audioBufferList
);
if (ostatus != noErr)
{
NSLog(@"fill audio sample from buffer list failed: %s", logAudioError(ostatus));
return;
}
ostatus = CMSampleBufferSetDataReady(sampleBuffer);
if (ostatus != noErr)
{
NSLog(@"set sample buffer ready failed: %s", logAudioError(ostatus));
return;
}
// Finally we can attach it, then shove the presentation time forward
[m_audio appendSampleBuffer:sampleBuffer];
The Crash
The crash points towards some level of deallocation when the conversion tooling is done or has enough samples to process an output packet? It's had to say.
0 caulk 0x1a1e9532c caulk::alloc::tiered_allocator<caulk::alloc::size_range_tier<0ul, 1008ul, caulk::alloc::tree_allocator<caulk::alloc::chunk_allocator<caulk::alloc::page_allocator, caulk::alloc::bitmap_allocator, caulk::alloc::embed_block_memory, 16384ul, 16ul, 6ul>>>, caulk::alloc::size_range_tier<1009ul, 256000ul, caulk::alloc::guarded_edges_allocator<caulk::alloc::consolidating_free_map<caulk::alloc::page_allocator, 10485760ul>, 4ul>>, caulk::alloc::tracking_allocator<caulk::alloc::page_allocator>>::deallocate(caulk::alloc::block, unsigned long) + 636
1 AudioToolboxCore 0x1993fbfe4 ExtendedAudioBufferList_Destroy + 112
2 AudioToolboxCore 0x1993d5fe0 std::__1::__optional_destruct_base<ACCodecOutputBuffer, false>::~__optional_destruct_base[abi:ne180100]() + 68
3 AudioToolboxCore 0x1993d5f48 acv2::CodecConverter::~CodecConverter() + 196
4 AudioToolboxCore 0x1993d5e5c acv2::CodecConverter::~CodecConverter() + 16
5 AudioToolboxCore 0x1992574d8 std::__1::vector<std::__1::unique_ptr<acv2::AudioConverterBase, std::__1::default_delete<acv2::AudioConverterBase>>, std::__1::allocator<std::__1::unique_ptr<acv2::AudioConverterBase, std::__1::default_delete<acv2::AudioConverterBase>>>>::__clear[abi:ne180100]() + 84
6 AudioToolboxCore 0x199259acc acv2::AudioConverterChain::RebuildConverterChain(acv2::ChainBuildSettings const&) + 116
7 AudioToolboxCore 0x1992596ec acv2::AudioConverterChain::SetProperty(unsigned int, unsigned int, void const*) + 1808
8 AudioToolboxCore 0x199324acc acv2::AudioConverterV2::setProperty(unsigned int, unsigned int, void const*) + 84
9 AudioToolboxCore 0x199327f08 with_resolved(OpaqueAudioConverter*, caulk::function_ref<int (AudioConverterAPI*)>) + 60
10 AudioToolboxCore 0x1993281e4 AudioConverterSetProperty + 72
11 MediaToolbox 0x1a7566c2c FigSampleBufferProcessorCreateWithAudioCompression + 2296
12 MediaToolbox 0x1a754db08 0x1a70b5000 + 4819720
13 MediaToolbox 0x1a754dab4 FigMediaProcessorCreateForAudioCompressionWithFormatWriter + 100
14 MediaToolbox 0x1a77ebb98 0x1a70b5000 + 7564184
15 MediaToolbox 0x1a7804158 0x1a70b5000 + 7663960
16 MediaToolbox 0x1a7801da0 0x1a70b5000 + 7654816
17 AVFCore 0x1ada530c4 -[AVFigAssetWriterTrack addSampleBuffer:error:] + 192
18 AVFCore 0x1ada55164 -[AVFigAssetWriterAudioTrack _flushPendingSampleBuffersReturningError:] + 500
19 AVFCore 0x1ada55354 -[AVFigAssetWriterAudioTrack addSampleBuffer:error:] + 472
20 AVFCore 0x1ada4ebf0 -[AVAssetWriterInputWritingHelper appendSampleBuffer:error:] + 128
21 AVFCore 0x1ada4c354 -[AVAssetWriterInput appendSampleBuffer:] + 168
22 lib_devapple_hls.dylib 0x115d2c7cc detail::AppleHLSImplementation::audioRuntime() + 1052
23 lib_devapple_hls.dylib 0x115d2d094 void* std::__1::__thread_proxy[abi:ne180100]<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct>>, void (detail::AppleHLSImplementation::*)(), detail::AppleHLSImplementation*>>(void*) + 72
24 libsystem_pthread.dylib 0x196e5b2e4 _pthread_start + 136
Any insight would be welcome!
Hi, when using ApplicationMusicPlayer from MusicKit my app automatically gets the media controls on the lock screen: Play/ Pause, Skip Buttons, Playback Position etc.
I would like to customize these. Tried a bunch of things, e.g. using MPRemoteCommandCenter. So far I haven't had any success.
Does anyone know how I can customize the media controls of ApplicationMusicPlayer.
Thank you.
Hello,
I'm trying to receive parquet files using the example that provided in documentation. I've done all required steps but receive constantly error 500 with "Upstream Service Error". By looking into the issues list, seems this error exists for months. Is it possible to get it working?
I have a flutter iOS app that has some simple sound FX for button clicks, swipes, etc.
In simulator and on real device the sound works fine, but when i upload the app to testflight (and App store) the sound FX don't play. When I upload the app to my phone via xcode I am using the release profile so I don't see what the difference could be.
I have also gone through the archive that i uploaded and verified that the sound files are indeed there.
I have other flutter apps that use sound but non since the iOS 26 update. I've tried 3 different flutter sound libraries and all face the same issue.
Wondering if anyone else is seeing this issue or if I'm missing a simple permission or something that has changed recently?
Thanks in advanced
Topic:
Media Technologies
SubTopic:
Audio
Hello,
I have an iOS app that is recording audio that is working fine on iPads/iPhones. It asks for microphone permission and after that recording works.
I installed the same app on my M3 MacBook via TestFlight since iPad apps are supposed to work without a change that way. The app starts fine and everything, but it never asks for Microphone permission, so I can't record.
Do I need to do something to make this happen (this is not macCatalyst, its running the arm64 iPhone binary on macOS)
thanks
I am trying to debug the AAX version of my plugin (MIDI effect) on Pro Tools, but I am getting the following error (Mac console) when attempting to load it:
dlsym cannot find symbol g_dwILResult in CFBundle etc..
I used Xcode 16.4 to build the plugin.
Has anybody come across the same or a similar message?
Best,
Achillefs
Axart Labs
On macOS Sequoia, I'm having the hardest time getting this basic audio output to work correctly. I'm compiling in XCode using C99, and when I run this, I get audio for a split second, and then nothing, indefinitely.
Any ideas what could be going wrong?
Here's a minimum code example to demonstrate:
#include <AudioToolbox/AudioToolbox.h>
#include <stdint.h>
#define RENDER_BUFFER_COUNT 2
#define RENDER_FRAMES_PER_BUFFER 128
// mono linear PCM audio data at 48kHz
#define RENDER_SAMPLE_RATE 48000
#define RENDER_CHANNEL_COUNT 1
#define RENDER_BUFFER_BYTE_COUNT (RENDER_FRAMES_PER_BUFFER * RENDER_CHANNEL_COUNT * sizeof(f32))
void RenderAudioSaw(float* outBuffer, uint32_t frameCount, uint32_t channelCount)
{
static bool isInverted = false;
float scalar = isInverted ? -1.f : 1.f;
for (uint32_t frame = 0; frame < frameCount; ++frame)
{
for (uint32_t channel = 0; channel < channelCount; ++channel)
{
// series of ramps, alternating up and down.
outBuffer[frame * channelCount + channel] = 0.1f * scalar * ((float)frame / frameCount);
}
}
isInverted = !isInverted;
}
AudioStreamBasicDescription coreAudioDesc = { 0 };
AudioQueueRef coreAudioQueue = NULL;
AudioQueueBufferRef coreAudioBuffers[RENDER_BUFFER_COUNT] = { NULL };
void coreAudioCallback(void* unused, AudioQueueRef queue, AudioQueueBufferRef buffer)
{
// 0's here indicate no fancy packet magic
AudioQueueEnqueueBuffer(queue, buffer, 0, 0);
}
int main(void)
{
const UInt32 BytesPerSample = sizeof(float);
coreAudioDesc.mSampleRate = RENDER_SAMPLE_RATE;
coreAudioDesc.mFormatID = kAudioFormatLinearPCM;
coreAudioDesc.mFormatFlags = kLinearPCMFormatFlagIsFloat | kLinearPCMFormatFlagIsPacked;
coreAudioDesc.mBytesPerPacket = RENDER_CHANNEL_COUNT * BytesPerSample;
coreAudioDesc.mFramesPerPacket = 1;
coreAudioDesc.mBytesPerFrame = RENDER_CHANNEL_COUNT * BytesPerSample;
coreAudioDesc.mChannelsPerFrame = RENDER_CHANNEL_COUNT;
coreAudioDesc.mBitsPerChannel = BytesPerSample * 8;
coreAudioQueue = NULL;
OSStatus result;
// most of the 0 and NULL params here are for compressed sound formats etc.
result = AudioQueueNewOutput(&coreAudioDesc, &coreAudioCallback, NULL, 0, 0, 0, &coreAudioQueue);
if (result != noErr)
{
assert(false == "AudioQueueNewOutput failed!");
abort();
}
for (int i = 0; i < RENDER_BUFFER_COUNT; ++i)
{
uint32_t bufferSize = coreAudioDesc.mBytesPerFrame * RENDER_FRAMES_PER_BUFFER;
result = AudioQueueAllocateBuffer(coreAudioQueue, bufferSize, &(coreAudioBuffers[i]));
if (result != noErr)
{
assert(false == "AudioQueueAllocateBuffer failed!");
abort();
}
}
for (int i = 0; i < RENDER_BUFFER_COUNT; ++i)
{
RenderAudioSaw(coreAudioBuffers[i]->mAudioData, RENDER_FRAMES_PER_BUFFER, RENDER_CHANNEL_COUNT);
coreAudioBuffers[i]->mAudioDataByteSize = coreAudioBuffers[i]->mAudioDataBytesCapacity;
AudioQueueEnqueueBuffer(coreAudioQueue, coreAudioBuffers[i], 0, 0);
}
AudioQueueStart(coreAudioQueue, NULL);
sleep(10); // some time to hear the audio
AudioQueueStop(coreAudioQueue, true);
AudioQueueDispose(coreAudioQueue, true);
return 0;
}
Is there a recommended way on macOS 26 Tahoe to take a CoreAudio AudioObjectID and use it to lookup the underlying USB LocationID?
I previously used AudioObjectID to query the corresponding DeviceUID with kAudioDevicePropertyDeviceUID. Then I queried for the IOService matching kIOAudioEngineClassName with property kIOAudioEngineGlobalUniqueIDKey matching DeviceUID, and I loaded kUSBDevicePropertyLocationID from the result.
This fails on macOS 26, because the IO Registry for the device has an entry for usbaudiod rather than AppleUSBAudioEngine, and usbaudiod does not include a kIOAudioEngineGlobalUniqueIDKey property (or any other property to map it to a CoreAudio DeviceUID).
My use-case here is a piece of audio recording software that allows configuring a set of supported audio devices via USB HID prior to recording. I present the user with a list of CoreAudio devices to use, but without a way to lookup the underlying USB LocationID, I cannot guarantee that the configured device matches the selected device (e.g. if the user plugged in two identical microphones).
I'm developing an iOS app that requires continuous audio recording.
Currently, when a phone call comes in, the AVAudioSession is interrupted and recording stops completely during the ringing phase.
While I understand recording should stop if the call is answered, my app needs to continue recording while the phone is merely ringing.
I've observed that Apple's Voice Memos app maintains recording during incoming call rings. This indicates the hardware and iOS are capable of supporting this functionality.
Request
Please advise on any available AVAudioSession configurations or APIs that would allow my app to:
Continue recording during an incoming call ring
Only stop recording if/when the call is actually answered
Impact
This interruption significantly impacts the user experience and core functionality of my app. Workarounds like asking users to enable airplane mode are impractical and create a poor user experience.
Questions
Is there an approved way to maintain microphone access during call rings?
If not currently possible, could this capability be considered for addition to a future iOS SDK?
Are there any interim solutions or best practices Apple recommends for this use case?
Thank you for your help.
SUPPORT INFORMATION
Did someone from Apple ask you to submit a code-level support request?
No
Do you have a focused test project that demonstrates your issue?
Yes, I have a focused test project to submit with my request
What code level support issue are you having?
Problems with an Apple framework API in my app
Hi everyone,
I’m working on an iOS MusicKit app that overlays a metronome on top of Apple Music playback. To line the clicks up perfectly I’d like access to low-level audio analysis data—ideally a waveform / spectrogram or beat grid—while the track is playing.
I’ve noticed that several approved DJ apps (e.g. djay, Serato, rekordbox) can already:
• Display detailed scrolling waveforms of Apple Music songs
• Scratch, loop or time-stretch those tracks in real time
That implies they receive decoded PCM frames or at least high-resolution analysis data from Apple Music under a special entitlement.
My questions:
1. Does MusicKit (or any public framework) expose real-time audio buffers, FFT bins, or beat markers for streaming Apple Music content?
2. If not, is there an Apple program or entitlement that developers can apply for—similar to the “DJ with Apple Music” initiative—to gain that deeper access?
3. Where can I find official documentation or a point of contact for this kind of request?
I’ve searched the docs and forums but only see standard MusicKit playback APIs, which don’t appear to expose raw audio for DRM-protected songs. Any guidance, links or insider tips on the proper application process would be hugely appreciated!
Thanks in advance.
I have a new 2725QC (Dell) Monitor that uses USB-C connection to connect with the iMac (2019, 27 inch) through the back port but the problem is that the volume control can currently only be done from the hardware, not the software control using the Apple keyboard. What should I do in terms of writing code to do this (Swift or Obj-C)? Is there a third-party solution for Intel iMac and ARM Mac?
Hi,
I am getting into a trap. Please check stack-trace, howto fix this?
regards, Joël
stack-trace with ExtAudioFileWrite
I created a virtual audio device to capture system audio with a sample rate of 44.1 kHz. After capturing the audio, I forward it to the hardware sound card using AVAudioEngine, also with a sample rate of 44.1 kHz. However, due to the clock sources being unsynchronized, problems occur after a period of playback. How can I retrieve the clock source of the hardware device and set it for the virtual device?
My app encountered problems when trying to open an x86 audioUnit v2 on a Silicon Mac (although Rosetta is installed).
There seems to be a XPC connection issue with the AUHostingService that I don't know how to fix.
I observed other host apps opening the same plugins without problem, so there is probably something wrong or incompatible in my codes.
I noticed that:
The issue occurs whether or not the app is sandboxed.
The issue does no longer occur when the app itself runs under Rosetta.
There is no error reported by CoreAudio during allocation and initialization of the audio unit. The first notified errors appears when the unit calls AudioUnitRender from the rendering callback.
With most x86 plugins, the error is on first call:
kAudioUnitErr_RenderTimeout
and on any subsequent call:
kAudioComponentErr_InstanceInvalidated
On the UI side, when the Cocoa View is loaded, it appears shortly, then disappears immediately leaving its superview empty.
With another x86 plugin, the Cocoa View is loaded normally, but CoreAudio still emits
kAudioUnitErr_NoConnection
from AudioUnitRender, whether the view has been loaded or not, and the plugin produces no sound.
I also find these messages in the console (printed in that order):
CLIENT ERROR: RemoteAUv2ViewController does not override - and thus cannot react to catastrophic errors beyond logging them
AUAudioUnit_XPC.mm:641 Crashed AU possible component description: aumu/Helm/Tyte
My app uses the AUv2 API and I suspect that working with the AUv3 API would spare me these problems.
However, considering how my audio system is built (audio units are wrapped into C++ classes and most connections between units are managed on the fly from the rendering callback), it would be a lot of work to convert, and I’m even not sure that all I do with the AUv2 API would be possible with the AUv3 API.
I could possibly find an intermediate solution, but in the immediate future I'm looking for the simplest and fastest possible fix. If I cannot find better, I see two fallback options:
In this part of the doc: “Beginning with macOS 11, the system loads audio units into a separate process that depends on the architecture or host preference”, does “host preference” means that it would be possible to disable the “out of process” behavior, for example from the app entitlements or info.plist?
Otherwise, as a last resort, I could completely disable the use of x86 audioUnits when my app runs under ARM64, for at least making things cleaner. But the Audio Component API doesn’t give any info about the plugin architecture, how could I found it?
Any tip or idea about this issue will be much appreciated.
Thanks in advance!
When using the [AVAudioSession setCategory:withOptions:error:] API, the call hangs for a long time and eventually returns an error.This issue occurs on iOS 16, and did not appear in earlier versions.
Thread 135:
0 libsystem_kernel.dylib 0x00000002478e3cd4 _mach_msg2_trap :8 (in libsystem_kernel.dylib)
1 libsystem_kernel.dylib 0x00000002478e7214 _mach_msg_overwrite :428 (in libsystem_kernel.dylib)
2 libsystem_kernel.dylib 0x00000002478e705c _mach_msg :24 (in libsystem_kernel.dylib)
3 libdispatch.dylib 0x00000001d63ffe84 __dispatch_mach_send_and_wait_for_reply :548 (in libdispatch.dylib)
4 libdispatch.dylib 0x00000001d6400224 _dispatch_mach_send_with_result_and_wait_for_reply :60 (in libdispatch.dylib)
5 libxpc.dylib 0x00000001b2114e04 _xpc_connection_send_message_with_reply_sync :256 (in libxpc.dylib)
6 Foundation 0x000000019b6249f0 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ :16 (in Foundation)
7 Foundation 0x000000019c06d1b4 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] :2100 (in Foundation)
8 CoreFoundation 0x000000019dfcb1cc ____forwarding___ :1072 (in CoreFoundation)
9 CoreFoundation 0x000000019dfd3200 ___forwarding_prep_0___ :96 (in CoreFoundation)
10 AudioSession 0x00000001c77498b0 __ZN4avas6client11SessionCore10HandlePingEv :192 (in AudioSession)
11 AudioSession 0x00000001c77497b0 ____ZN4avas6client11SessionCore12DispatchPingEv_block_invoke :52 (in AudioSession)
12 libdispatch.dylib 0x00000001d63e4adc __dispatch_call_block_and_release :32 (in libdispatch.dylib)
13 libdispatch.dylib 0x00000001d63fe7ec __dispatch_client_callout :16 (in libdispatch.dylib)
14 libdispatch.dylib 0x00000001d63ed468 __dispatch_lane_serial_drain :740 (in libdispatch.dylib)
15 libdispatch.dylib 0x00000001d63edf78 __dispatch_lane_invoke :440 (in libdispatch.dylib)
16 libdispatch.dylib 0x00000001d63f6f48 __dispatch_root_queue_drain :364 (in libdispatch.dylib)
17 libdispatch.dylib 0x00000001d63f6d08 __dispatch_worker_thread :268 (in libdispatch.dylib)
18 libsystem_pthread.dylib 0x00000001f9ff144c __pthread_start :136 (in libsystem_pthread.dylib)
19 libsystem_pthread.dylib 0x00000001f9fed8cc _thread_start :8 (in libsystem_pthread.dylib)
Thread 132:
0 libsystem_kernel.dylib 0x00000002478e3cd4 _mach_msg2_trap :8 (in libsystem_kernel.dylib)
1 libsystem_kernel.dylib 0x00000002478e7214 _mach_msg_overwrite :428 (in libsystem_kernel.dylib)
2 libsystem_kernel.dylib 0x00000002478e705c _mach_msg :24 (in libsystem_kernel.dylib)
3 libdispatch.dylib 0x00000001d63ffe84 __dispatch_mach_send_and_wait_for_reply :548 (in libdispatch.dylib)
4 libdispatch.dylib 0x00000001d6400224 _dispatch_mach_send_with_result_and_wait_for_reply :60 (in libdispatch.dylib)
5 libxpc.dylib 0x00000001b2114e04 _xpc_connection_send_message_with_reply_sync :256 (in libxpc.dylib)
6 Foundation 0x000000019b6249f0 ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__ :16 (in Foundation)
7 Foundation 0x000000019c06d1b4 -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:] :2100 (in Foundation)
8 CoreFoundation 0x000000019dfcb1cc ____forwarding___ :1072 (in CoreFoundation)
9 CoreFoundation 0x000000019dfd3200 ___forwarding_prep_0___ :96 (in CoreFoundation)
10 AudioSession 0x00000001c7754198 __ZNK4avas6client11SessionCore18SetBatchPropertiesEP12NSDictionaryIP8NSStringPU25objcproto14NSSecureCoding11objc_objectEPU15__autoreleasingP7NSArrayIPS2_IS4_P8NSNumberEENS_30AVAudioSessionBatchSetStrategyEbb :548 (in AudioSession)
11 AudioSession 0x00000001c7753e58 __ZNK4avas6client11SessionCore20SetBatchPropertiesMXEP12NSDictionaryIP8NSStringPU25objcproto14NSSecureCoding11objc_objectE :92 (in AudioSession)
12 AudioSession 0x00000001c775179c __ZN4avas6client11SessionCore11setCategoryEP8NSStringS3_32AVAudioSessionRouteSharingPolicym :472 (in AudioSession)
13 AudioSession 0x00000001c7768f88 -[AVAudioSession setCategory:withOptions:error:] :68 (in AudioSession)
14 AlipayWallet 0x000000010140580c -[AVAudioSession(APMHook) apmhook_setCategory:withOptions:error:] APMHookAudioSession.m:35 (in AlipayWallet)
15 AlipayWallet 0x00000001014001a4 -[APMAudioSessionManager resume] APMAudioSessionManager.m:718 (in AlipayWallet)
16 libdispatch.dylib 0x00000001d63e4adc __dispatch_call_block_and_release :32 (in libdispatch.dylib)
17 libdispatch.dylib 0x00000001d63fe7ec __dispatch_client_callout :16 (in libdispatch.dylib)
18 libdispatch.dylib 0x00000001d63ed468 __dispatch_lane_serial_drain :740 (in libdispatch.dylib)
19 libdispatch.dylib 0x00000001d63edf44 __dispatch_lane_invoke :388 (in libdispatch.dylib)
20 libdispatch.dylib 0x00000001d63f83ec __dispatch_root_queue_drain_deferred_wlh :292 (in libdispatch.dylib)
21 libdispatch.dylib 0x00000001d63f7ce4 __dispatch_workloop_worker_thread :692 (in libdispatch.dylib)
22 libsystem_pthread.dylib 0x00000001f9fee3b8 __pthread_wqthread :292 (in libsystem_pthread.dylib)
23 libsystem_pthread.dylib 0x00000001f9fed8c0 _start_wqthread :8 (in libsystem_pthread.dylib)
I have sent in a feedback report (FB18222398) but I have no idea if anyone has looked at it. I know from past experiences that Apple devs do look at these forums.
This applies to each of the betas, 1, 2 and 3. I have created a new Personal Voice with each beta. I create a personal voice in English. When it's done processing, I tap Preview and it says in English what is expected. But after some time, an hour or a day, the language of the voice file changes languages and no longer works properly. If I press Preview it is no longer intelligible. I have a text to speech app and initially the created voice works but then when the language of the file changes, it no longer works. I have run an app on my iphone through Xcode that prints to the console the voices installed on the device with the language. Currently this is the voice file:
Voice Identifier: com.apple.speech.personalvoice.AAA9C6F2-9125-475F-BA2F-22C63274991D
Language: es-MX
and on a second device the same personal voice is in a different language:
Voice Identifier: com.apple.speech.personalvoice.AAA9C6F2-9125-475F-BA2F-22C63274991D
Language: zh-CN
Although, a previous personal voice file that listed as Spanish-Mexican played in English with a Spanish accent or when playing Spanish text, it sounded almost perfect. This current personal voice doesn't do that, and is unintelligible. Previous attempts have converted to Chinese.
I hope someone can look into this.