I've got a setup using AVAudioEngine with several tone generator nodes, each with a chain of processing nodes, the chains then mixed into the main output.
Generator ➡️ Effect ➡️... ➡️ .mainMixerNode ➡️ .outputNode).
Generator ➡️ Effect ➡️... ⤴️
...
Generator ➡️ Effect ➡️... ⤴️
The user should be able to mute any chain individually. I've found several potential approaches to muting, but not terribly happy with any of them.
Adjust the amplitudes directly in my tone generators. Issue: Consumes CPU even when completely muted. 4 generators adds ~15% cpu, even when all chains are muted.
Detach/attach chains that are muted/unmuted. Issue: Causes loud clicking/popping sounds whenever muted/unmuted.
Fade mixer output volume while detaching/attaching a chain (just cutting the volume immediately to 0 doesn't get rid of the clicking/popping). Issue: Causes all channels to fade during the transition, so not ideal.
The rest of these ideas are variations on making volume control+detatch/attach work for individual chains, since approach #3 worked well.
Add an AVAudioMixer to the end of each chain (just for volume control). Issue: Only the mixer on the final chain functions -- the others block all output. Not sure what's going on there.
Use matrix mixer (for multi-input volume control). Plus detach/attach to reduce CPU if necessary. Not yet attempted, due to perceived complexity and reports of fragility in order of wiring in. A bunch of effort before I even know if it's going to work.
Develop my own fader node to put on the end of each channel. Unlike the tone generator (simple AVSourceNode), developing an effect node seems complex and time consuming. Might not even fix CPU use.
I'm not completely averse to the learning curve of either 5 or 6, but would rather get some guidance on best approach before diving in. They both seem likely to take more effort than I'd like for the simple behavior I'm trying to achieve.
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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?
In my app I use AVAssetReaderTrackOutput to extract PCM audio from a user-provided video or audio file and display it as a waveform.
Recently a user reported that the waveform is not in sync with his video, and after receiving the video I noticed that the waveform is in fact double as long as the video duration, i.e. it shows the audio in slow-motion, so to speak.
Until now I was using
CMFormatDescription.audioStreamBasicDescription.mSampleRate
which for this particular user video returns 22'050. But in this case it seems that this value is wrong... because the audio file has two audio channels with different sample rates, as returned by
CMFormatDescription.audioFormatList.map({ $0.mASBD.mSampleRate })
The first channel has a sample rate of 44'100, the second one 22'050. If I use the first sample rate, the waveform is perfectly in sync with the video.
The problem is given by the fact that the ratio between the audio data length and the sample rate multiplied by the audio duration is 8, double the ratio for the first audio file (4). In the code below this ratio is given by
Double(length) / (sampleRate * asset.duration.seconds)
When commenting out the line with the sampleRate variable definition in the code below and uncommenting the following line, the ratios for both audio files are 4, which is the expected result. I would expect audioStreamBasicDescription to return the correct sample rate, i.e. the one used by AVAssetReaderTrackOutput, which (I think) somehow merges the stereo tracks. The documentation is sparse, and in particular it’s not documented whether the lower or higher sample rate is used; in this case, it seems like the higher one is used, but audioStreamBasicDescription for some reason returns the lower one.
Does anybody know why this is the case or how I should extract the sample rate of the produced PCM audio data? Should I always take the higher one?
I created FB19620455.
let openPanel = NSOpenPanel()
openPanel.allowedContentTypes = [.audiovisualContent]
openPanel.runModal()
let url = openPanel.urls[0]
let asset = AVURLAsset(url: url)
let assetTrack = asset.tracks(withMediaType: .audio)[0]
let assetReader = try! AVAssetReader(asset: asset)
let readerOutput = AVAssetReaderTrackOutput(track: assetTrack, outputSettings: [AVFormatIDKey: Int(kAudioFormatLinearPCM), AVLinearPCMBitDepthKey: 16, AVLinearPCMIsBigEndianKey: false, AVLinearPCMIsFloatKey: false, AVLinearPCMIsNonInterleaved: false])
readerOutput.alwaysCopiesSampleData = false
assetReader.add(readerOutput)
let formatDescriptions = assetTrack.formatDescriptions as! [CMFormatDescription]
let sampleRate = formatDescriptions[0].audioStreamBasicDescription!.mSampleRate
//let sampleRate = formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate }).max()!
print(formatDescriptions[0].audioStreamBasicDescription!.mSampleRate)
print(formatDescriptions[0].audioFormatList.map({ $0.mASBD.mSampleRate }))
if !assetReader.startReading() {
preconditionFailure()
}
var length = 0
while assetReader.status == .reading {
guard let sampleBuffer = readerOutput.copyNextSampleBuffer(), let blockBuffer = sampleBuffer.dataBuffer else {
break
}
length += blockBuffer.dataLength
}
print(Double(length) / (sampleRate * asset.duration.seconds))
I have an AUv3 plugin which uses an FFT - which requires n samples before it can produce any output - so, depending on the relation between the host's buffer size and the FFT window size, it may receive a several buffers of samples, producing no output, and then dumping out what it has once a sufficient number of samples have been received.
This means that output is produced in fits and starts, in batches that match the FFT size (modulo oversampling) - e.g. if being fed buffers of 256 samples with an fft size of 1024, the output buffer sizes will be 0 for the first 3 buffers, and upon the fourth, the first 256 processed samples are returned and the remaining 768 cached; the next three buffers will return the remaining cached samples while processing and buffering subsequent ones, and so forth.
The internal mechanics of that I have solved, caching output if the current output buffer is too small, and so forth - so it all works as advertised, and the plugin reports its latency correctly. And when run as an app in demo-mode, playback works as expected.
In the plugin's render block, it captures the number of frames written, and if it is less than the number of frames passed in, adjusts the mDataByteSize of the output buffers to match the actual quantity of data being returned:
unsigned int framesWritten = (unsigned int) processHelper->processWithEvents(inAudioBufferList, outAudioBufferList, timestamp, frameCount, realtimeEventListHead);
if (framesWritten < frameCount) {
for (UInt32 i = 0; i < outAudioBufferList->mNumberBuffers; ++i) {
outAudioBufferList->mBuffers[i].mDataByteSize = framesWritten * 4; // assume 4 byte floats
}
}
However, there are a couple of serious issues:
auval -v fails it with - Render Test at 64 frames, sample rate: 22050 Hz ERROR: Output Buffer Size does not match requested
When connected to Logic Pro, it appears that mDataByteSize is ignored, and the entire allocated buffer is read - audio has sections of silence snipped into it which corresponds the number of empty buffers being returned
If I set Logic's buffer size to 1024 and use a 1024 sample FFT window, the plugin works correctly - but of course a plugin cannot dictate buffer size, and `1024 is too small a window size to be useful for anything but filtering very high frequencies
This seems like it has to be a solvable problem, and most likely the issue is in how my code reports the number of usable samples in the returned buffer.
So, what is the correct way for a plugin to report that it has no samples to return, but will, uh, real soon now?
I know I could convert this plugin to be one that does offline rendering of the entire input, but this is real-time processing, just with a fixed amount of latency, so that should not be necessary.
Does anyone know how to pronounce the sound of a specific instrument when you tap a button on the screen on your iPhone or iPad? Now, in the middle of creating a music learning app, I'm thinking of assigning monotones or chords to the button-like frames on the keyboard and fingerboard on the screen. Can it be achieved with SwiftUI chords alone? Once upon a time, MIDI level 1 I remember that there was a pronunciation function of the instrument, but I don't think about implementing the same function in the current OS. Please lend me your wisdom.
Topic:
Media Technologies
SubTopic:
Audio
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
Description: I have identified a specific issue when recording acoustic guitar and other instruments on the iPhone 17 Pro Max using native applications (Voice Memos, Camera). The recordings contain an unnatural metallic resonance (ringing artifacts) that should not be present.
Testing and Methodology:
Hardware Verification: Initially, I suspected a hardware defect in the audio chip or microphone. However, extensive testing with third-party software suggests this is likely a software-level issue.
AudioShare Test: I conducted a test using the AudioShare app in "Measurement Mode" (which bypasses standard iOS system-wide audio processing). In this mode, the audio remains perfectly clean, and the metallic ringing disappears entirely.
Conclusion: The issue is rooted in the DSP (Digital Signal Processing) algorithms that iOS applies for noise suppression or voice enhancement. These algorithms appear to misinterpret the high-frequency overtones of acoustic instruments as background noise and attempt to "filter" them, resulting in audible digital artifacts.
Comparison Results: This issue has not been observed on devices from other brands or on older iPhone models (preliminary tests suggest older versions handle this better). Notably, the problem persists even in GarageBand, as the app still utilizes certain system-level processing layers.
Proposed Solution: I suggest adding a "Raw Audio" or "Instrument Mode" toggle within the Microphone/Audio settings for native apps. This mode should disable aggressive DSP processing, similar to how the AVAudioSession.Mode.measurement works in specialized apps.
Attachments: I am attaching 4 archives, including a final "Measurement Mode" folder with comparative samples (Measurement Mode vs. Standard Mode). The artifacts are most prominent when monitored through headphones.
I am trying to get MIDI output from the AU Host demo app using the recent MIDI processor example. The processor works correctly in Logic Pro, but I cannot send MIDI from the AUv3 extension in standalone mode using the default host app to another program (e.g., Ableton).
The MIDI manager, which is part of the standalone host app, works fine, and I can send MIDI using it directly—Ableton receives it without issues. I have already set the midiOutputNames in the extension, and the midiOutBlock is mapped. However, the MIDI data from the AUv3 extension does not reach Ableton in standalone mode. I suspect the issue is that midiOutBlock might never be called in the plugin, or perhaps an input to the plugin is missing, which prevents it from sending MIDI. I am currently using the default routing.
I have modified the MIDI manager such that it works well as described above. Here is a part of my code for SimplePlayEngine.swift and my MIDIManager.swift for reference:
@MainActor
@Observable
public class SimplePlayEngine {
private let midiOutBlock: AUMIDIOutputEventBlock = { sampleTime, cable, length, data in return noErr }
var scheduleMIDIEventListBlock: AUMIDIEventListBlock? = nil
public init() {
engine.attach(player)
engine.prepare()
setupMIDI()
}
private func setupMIDI() {
if !MIDIManager.shared.setupPort(midiProtocol: MIDIProtocolID._2_0, receiveBlock: { [weak self] eventList, _ in
if let scheduleMIDIEventListBlock = self?.scheduleMIDIEventListBlock {
_ = scheduleMIDIEventListBlock(AUEventSampleTimeImmediate, 0, eventList)
}
}) {
fatalError("Failed to setup Core MIDI")
}
}
func initComponent(type: String, subType: String, manufacturer: String) async -> ViewController? {
reset()
guard let component = AVAudioUnit.findComponent(type: type, subType: subType, manufacturer: manufacturer) else {
fatalError("Failed to find component with type: \(type), subtype: \(subType), manufacturer: \(manufacturer))" )
}
do {
let audioUnit = try await AVAudioUnit.instantiate(
with: component.audioComponentDescription, options: AudioComponentInstantiationOptions.loadOutOfProcess)
self.avAudioUnit = audioUnit
self.connect(avAudioUnit: audioUnit)
return await audioUnit.loadAudioUnitViewController()
} catch {
return nil
}
}
private func startPlayingInternal() {
guard let avAudioUnit = self.avAudioUnit else { return }
setSessionActive(true)
if avAudioUnit.wantsAudioInput { scheduleEffectLoop() }
let hardwareFormat = engine.outputNode.outputFormat(forBus: 0)
engine.connect(engine.mainMixerNode, to: engine.outputNode, format: hardwareFormat)
do { try engine.start() } catch {
isPlaying = false
fatalError("Could not start engine. error: \(error).")
}
if avAudioUnit.wantsAudioInput { player.play() }
isPlaying = true
}
private func resetAudioLoop() {
guard let avAudioUnit = self.avAudioUnit else { return }
if avAudioUnit.wantsAudioInput {
guard let format = file?.processingFormat else { fatalError("No AVAudioFile defined.") }
engine.connect(player, to: engine.mainMixerNode, format: format)
}
}
public func connect(avAudioUnit: AVAudioUnit?, completion: @escaping (() -> Void) = {}) {
guard let avAudioUnit = self.avAudioUnit else { return }
engine.disconnectNodeInput(engine.mainMixerNode)
resetAudioLoop()
engine.detach(avAudioUnit)
func rewiringComplete() {
scheduleMIDIEventListBlock = auAudioUnit.scheduleMIDIEventListBlock
if isPlaying { player.play() }
completion()
}
let hardwareFormat = engine.outputNode.outputFormat(forBus: 0)
engine.connect(engine.mainMixerNode, to: engine.outputNode, format: hardwareFormat)
if isPlaying { player.pause() }
let auAudioUnit = avAudioUnit.auAudioUnit
if !auAudioUnit.midiOutputNames.isEmpty { auAudioUnit.midiOutputEventBlock = midiOutBlock }
engine.attach(avAudioUnit)
if avAudioUnit.wantsAudioInput {
engine.disconnectNodeInput(engine.mainMixerNode)
if let format = file?.processingFormat {
engine.connect(player, to: avAudioUnit, format: format)
engine.connect(avAudioUnit, to: engine.mainMixerNode, format: format)
}
} else {
let stereoFormat = AVAudioFormat(standardFormatWithSampleRate: hardwareFormat.sampleRate, channels: 2)
engine.connect(avAudioUnit, to: engine.mainMixerNode, format: stereoFormat)
}
rewiringComplete()
}
}
and my MIDI Manager
@MainActor
class MIDIManager: Identifiable, ObservableObject {
func setupPort(midiProtocol: MIDIProtocolID,
receiveBlock: @escaping @Sendable MIDIReceiveBlock) -> Bool {
guard setupClient() else { return false }
if MIDIInputPortCreateWithProtocol(client, portName, midiProtocol, &port, receiveBlock) != noErr {
return false
}
for source in self.sources {
if MIDIPortConnectSource(port, source, nil) != noErr {
print("Failed to connect to source \(source)")
return false
}
}
setupVirtualMIDIOutput()
return true
}
private func setupVirtualMIDIOutput() {
let virtualStatus = MIDISourceCreate(client, virtualSourceName, &virtualSource)
if virtualStatus != noErr {
print("❌ Failed to create virtual MIDI source: \(virtualStatus)")
} else {
print("✅ Created virtual MIDI source: \(virtualSourceName)")
}
}
func sendMIDIData(_ data: [UInt8]) {
print("hey")
var packetList = MIDIPacketList()
withUnsafeMutablePointer(to: &packetList) { ptr in
let pkt = MIDIPacketListInit(ptr)
_ = MIDIPacketListAdd(ptr, 1024, pkt, 0, data.count, data)
if virtualSource != 0 {
let status = MIDIReceived(virtualSource, ptr)
if status != noErr {
print("❌ Failed to send MIDI data: \(status)")
} else {
print("✅ Sent MIDI data: \(data)")
}
}
}
}
}
Hi all,
i can successfully match music using shazamkit on Apple using SwiftUI, a simple app that let user to load an audio file and exctracts the relative match, while i am unable to match music using shamzamkit on Android. I am trying to make the same simple app but i cannot match music as i get MATCH_ATTEMPT_FAILED every time i try to. I don't know what i am doing wrong but the shazam part in the kotlin Android code is in this method :
suspend fun processAudioFileInBackground(
filePath: String,
developerTokenProvider: DeveloperTokenProvider
) = withContext(Dispatchers.IO) {
val bufferSize = 1024 * 1024
val audioFile = FileInputStream(filePath)
val byteBuffer = ByteBuffer.allocate(bufferSize)
byteBuffer.order(ByteOrder.LITTLE_ENDIAN)
var bytesRead: Int
while (audioFile.read(byteBuffer.array()).also { bytesRead = it } != -1) {
val signatureGenerator = (ShazamKit.createSignatureGenerator(AudioSampleRateInHz.SAMPLE_RATE_44100) as ShazamKitResult.Success).data
signatureGenerator.append(byteBuffer.array(), bytesRead, System.currentTimeMillis())
val signature = signatureGenerator.generateSignature()
println("Signature: ${signature.durationInMs}")
val catalog = ShazamKit.createShazamCatalog(developerTokenProvider, Locale.ENGLISH)
val session = (ShazamKit.createSession(catalog) as ShazamKitResult.Success).data
val matchResult = session.match(signature)
println("MatchResult : $matchResult")
setMatchResult(matchResult)
byteBuffer.clear()
}
audioFile.close()
}
I noticed that changing Locale in catalog creation results in different result as i get NoMatch without exception. Can you please help me with this?
Topic:
Media Technologies
SubTopic:
Audio
I have a Catalyst app ('container') which hosts an embedded AUv3 Audio Unit extension ('plugin'). This used to work for years and has worked with this project until a few days ago.
it still works on iOS as expected
on MacOS the extension is never registered/installed and won't load
extension won't show up with AUVal
seems to have stopped working with the 26.1 XCode update
I'm fairly certain the problem is not code related (i.e. likely build settings, project settings, entitlements, signing, etc.)
I have compared all settings with another still-working project and can't find any meaningful difference
(I can't request code-level support because even the minimal thing vastly exceeds the 250 lines of code limit.)
How can I debug the issue? I literally don't know where to start to fix this problem, short of rebuilding the entire thing and hope that it magically starts working again.
I’m running HomePod OS 26 on two HomePod minis and OS 18.6 on main HomePod (original)
I’ve enabled Crossfade in the Home app.
I’m playing Apple Music directly in the HomePod mini.
Crossfade just doesn’t work on any HomePod.
I can understand it not working on the HomePod - but why isn’t it working on the minis running OS 26?
I’ve tried disabling and enabling Crossfade, rebooting HomePods etc but nothing?!
hi,
Is there an Audio Unit logo I can show on my website? I would love to show that my application is able to host Audio Unit plugins.
regards, Joël
Hello,
I'm evaluating the Apple Music Feed dataset and I noticed that the total number of songs available in the feed is too small. As of today, the number of objects returned in each feed is:
51,198,712 albums
23,093,698 artists
173,235,315 songs
This gives an average of 3.38 songs per album which is quite low. Also, iterating on the data I see that there are albums referencing songs that don't exist in the songs feed. I would like to know:
Is the feed data incomplete?
If so, in what situations an object may be missing from the feed?
Thank you in advance!
Hello everyone,
I've written an audio unit plugin that needs to be aware of any upstream latency caused by heavy plugins before it on the channel. Is there any way to query this? I know that Logic applies PDC at the channel's output (summing point), but I need to know what the accumulated latency is at the point the audio enters my plugin. Thanks!
Topic:
Media Technologies
SubTopic:
Audio
Hi,
when a CoreMIDI driver controls physical HW it is probably quite commune to have to control the amount of MIDI data received from the system.
What comes to mind is to just delay returning control of the MIDIDriverInterface::Send() callback to the calling process. While the application trying to send MIDI really stalls until the callback returns it seems only to be a side effect of a generally stalled CoreMIDI server. Between the callbacks the application can send as much MIDI data as it wants to CoreMIDI, it's buffering seems to be endless... However the HW might not be able to play out all the data.
It seems there is no way to indicate an overflow/full buffer situation back the application/CoreMIDI. How is this supposed to work?
Thanks, any hints or pointers are highly appreciated!
Hagen.
When using the Apple Devices to sync Apple Music to iPhone where is the Apple Devices backup being written to?
Apple Devices->music->sync.
Not trying to backup the iPhone via Apple Devices app.
Session player regions populate blank, with no sound media when tracks or regions are created.
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.
ApplicationMusicPlayer is not available on watchOS but all other platforms. Is there a technical reason for that like battery life? Same goes for SystemMusicPlayer and MPMusicPlayerController. I already filed feedbacks for that.
Hello there!
Is there any list of voices that are always available on iOS/iPadOS devices?
It seems that AVSpeechSynthesisVoice(identifier: "com.apple.voice.compact.en-US.Samantha") is always available on all devices.
I thought that AVSpeechSynthesisVoice(identifier: "com.apple.ttsbundle.siri_Nicky_en-US_compact") and AVSpeechSynthesisVoice(identifier: "com.apple.ttsbundle.siri_Aaron_en-US_compact") were available by default on certain newer devices. Is this true?
I also noticed that on the same iPad where I was using those 2 voices (Nicky and Aaron) - when I updated to the iPadOS 26 beta, those voices were no longer available.
Any information you can share about which voices should be reliably available on which devices would be extremely helpful for our development. Thanks so much!