Does videotoolbox hevc encoder on iphone16 pro encode with 10bit hdr vui info in bitstream ?
I want to encode 4k 10bit hdr bitstream with vui info use hevc videotoolbox .but I don't know how to encode vui info in bitstream ? please give me some sample code ?
Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.
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Hi there,
I recently launched a dj app to the mac app store, and was wondering how I could access raw data to songs from apple music just like how serato, rekordbox, djay, etc. do?
Thanks,
Gunek
Topic:
Media Technologies
SubTopic:
General
Tags:
Apple Music API
MusicKit
Performance Partners Program
Apple Music Feed
Fetching the featured artists in a playlist, no longer works in iOS 26.1 beta
let detailedPlaylist = try await playlist.with([.tracks, .featuredArtists], preferredSource: .library)
Throws error when using .library and using .catalog returns empty array.
This works correctly in iOS 26.0 and iOS 18 versions
I prefer to use the album fetched from the library instead of the catalog since this is faster. If doing so, how can I check if all tracks of an album are added to the library. In this case I'd like to fetch the catalog version or throw an error (for example when offline).
Using .with(.tracks) on the library album fetches the tracks added to the library.
The trackCount property is referring to the tracks that can be fetched from the library.
The isComplete property is always nil when fetching from the library.
One possible way is checking the trackNumber and discCount properties. However this only detects that not all tracks of an album are added to the library if there is a song not added ahead of one that is. I'd like to be able to handle this edge case as well.
Is there currently a way to do this? I'd prefer to not rely on the apple music catalog for this since this is supposed to work offline as well. Fetching and storing all trackIDs when connected and later comparing against these would work, but this would potentially mean storing tens of thousands of track ids.
Thank you
For devices that are still on ios17, playing Fairplay encrypted content still works fine. For devices that I've upgraded to ios26 playing the same content in the same app no longer works. I can advance and see the stream frames by tapping +10 scrubbing so I know that the content is being decrypted but tapping the play button of AVPlayer for an AVPlayerItem now does nothing in ios26. Is this a breaking change or is there a stricter requirement that I now have to implement?
I'm working on adding CarPlay support to an audio app and am running into an issue. Occasionally, when a user opens the app from CarPlay while the main app scene is either not connected or is currently in the background, I will receive an error when attempting to activate the audio session. The code below mimics my setup:
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .spokenAudio)
try AVAudioSession.sharedInstance().setActive(true)
} catch {
print(error) // NSOSStatusErrorDomain - 560557684: Session activation failed
}
That error code maps to AVAudioSession.ErrorCode.cannotInterruptOthers.
Once in this state, all subsequent attempts to play different pieces of content will fail. However, things will start working normally if the user opens the app on their phone and tries again from CarPlay (while the app is in the foreground on their phone).
I'm not sure why it would behave this way and want to note that I do have the audio background mode capability enabled.
Has anyone else encountered this? Are there any workarounds or changes I could make to prevent this from happening?
I'm working on a project to support spatial audio editing, using this sample project as a reference: https://developer.apple.com/documentation/Cinematic/editing-spatial-audio-with-an-audio-mix
This sample works well on an unedited capture, but does not work for a capture that has already been edited.
The failure is occurring at "let audioInfo = try await CNAssetSpatialAudioInfo(asset: myAsset)", which is throwing "no eligible audio tracks in asset".
I also find that for already edited captures, if i use CNAssetSpatialAudioInfo.assetContainsSpatialAudio, it returns false.
What i mean by "already edited" is that if I take a spatial capture with my iPhone 16, and then edit that capture in the Photos app using the Cinematic effect, and then save the edited output (e.g. edited_capture.mov), I can't import that edited_capture.mov into my project as a spatial audio asset.
Is this intentional behavior or a bug?
If it's intentional, can you describe why?
Topic:
Media Technologies
SubTopic:
Audio
Hi, In my project I am using AVFoundation for recording the audio. We are using AVAudioMixerNode class below method to record the audio packet.
**func installTap(
onBus bus: AVAudioNodeBus,
bufferSize: AVAudioFrameCount,
format: AVAudioFormat?,
block tapBlock: @escaping AVAudioNodeTapBlock
)
**
It works perfectly fine.
But in production env some small percentage of the user we are facing issue like after recording few packets it stops automatically without stopping the audio engine. Can anyone help here that why this happens? I have also observed for mediaServicesWereResetNotification and added log on receiving this notification but when this issue happens I don't see any occurence of this log. Also is there any callback when the engine stops?
add a currently playing track endpoint on the apple music api. its kinda wild how apple music goes after spotify without having such a useful endpoint.
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.
Hi,
After updating to iOS 26, our app is experiencing playback failures with AVPlayer. The same code and streams work fine on iOS 18 and earlier.
Error:
Domain [CoreMediaErrorDomain]
Code [-15628]
Description [The operation couldn’t be completed.]
Underlying Error Domain [(null)]
Code [0]
Description [(null)]
Environment:
iOS version: iOS 26
Stream type: HLS (m3u8) with segment (.ts) files
Observed behaviour:
We don’t have concrete steps to reproduce the issue, but so far, we have observed that this error tends to occur under low network conditions.
Hello,
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? Do i need to create a custom catalog?
Just downloaded iOS 26.1 and my phone keeps ringing after the call has been answered. Any fixes for this?
Topic:
Media Technologies
SubTopic:
Photos & Camera
Hello, I'm trying to subscribe to AVPlayerItem status updates using Combine and it's bridge to Swift Concurrency – .values.
This is my sample code.
struct ContentView: View {
@State var player: AVPlayer?
@State var loaded = false
var body: some View {
VStack {
if let player {
Text("loading status: \(loaded)")
Spacer()
VideoPlayer(player: player)
Button("Load") {
Task {
let item = AVPlayerItem(
url: URL(string: "https://sample-videos.com/video321/mp4/360/big_buck_bunny_360p_5mb.mp4")!
)
player.replaceCurrentItem(with: item)
let publisher = player.publisher(for: \.status)
for await status in publisher.values {
print(status.rawValue)
if status == .readyToPlay {
loaded = true
break
}
}
print("we are out")
}
}
}
else {
Text("No video selected")
}
}
.task {
player = AVPlayer()
}
}
}
After I click on the "load" button it prints out 0 (as the initial status of .unknown) and nothing after – even when the video is fully loaded.
At the same time this works as expected (loading status is set to true):
struct ContentView: View {
@State var player: AVPlayer?
@State var loaded = false
@State var cancellable: AnyCancellable?
var body: some View {
VStack {
if let player {
Text("loading status: \(loaded)")
Spacer()
VideoPlayer(player: player)
Button("Load") {
Task {
let item = AVPlayerItem(
url: URL(string: "https://sample-videos.com/video321/mp4/360/big_buck_bunny_360p_5mb.mp4")!
)
player.replaceCurrentItem(with: item)
let stream = AsyncStream { continuation in
cancellable = item.publisher(for: \.status)
.sink {
if $0 == .readyToPlay {
continuation.yield($0)
continuation.finish()
}
}
}
for await _ in stream {
loaded = true
cancellable?.cancel()
cancellable = nil
break
}
}
}
}
else {
Text("No video selected")
}
}
.task {
player = AVPlayer()
}
}
}
Is this a bug or something?
I’m building a music app using Apple Music streaming via ApplicationMusicPlayer.
My goal is to decrease the volume of the current song during the last 10 seconds, and when the next track begins, restore the volume to its normal level.
I know that ApplicationMusicPlayer doesn’t expose a volume API, and I want to avoid triggering the system volume HUD.
✅ Using Apple Music streaming (not local files)
❓ Is it possible to implement per-track fade-out/fade-in logic with ApplicationMusicPlayer?
Appreciate any clarification or official guidance!
Hello!
I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone.
Desired behavior:
Play audio through Bluetooth headset (AirPods)
Record unprocessed environmental audio from the iPhone's built-in microphone
Actual behavior:
When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs)
However, the actual audio data received is clearly still coming from the AirPods microphone
The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds
Environment Details
Device: iPhone 12 Pro Max
iOS Version: 18.4.1
Hardware: AirPods
Audio Framework: AVAudioEngine (also tried AudioQueue)
Code Attempted
I've tried multiple approaches to force the correct routing:
func configureAudioSession() {
let session = AVAudioSession.sharedInstance()
// Configure to allow Bluetooth output but use built-in mic
try? session.setCategory(.playAndRecord,
options: [.allowBluetoothA2DP, .defaultToSpeaker])
try? session.setActive(true)
// Explicitly select built-in microphone
if let inputs = session.availableInputs,
let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) {
try? session.setPreferredInput(builtInMic)
print("Selected input: \(builtInMic.portName)")
}
// Log the current route
let route = session.currentRoute
print("Current input: \(route.inputs.first?.portName ?? "None")")
// Configure audio engine with native format
let inputNode = audioEngine.inputNode
let nativeFormat = inputNode.inputFormat(forBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in
// Process audio buffer
// Despite showing "Built-in Microphone" in route, audio appears to be
// coming from AirPods with voice isolation applied - welp!
}
try? audioEngine.start()
}
I've also tried various combinations of:
Different audio session modes (.default, .measurement, .voiceChat)
Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP)
Setting session.setPreferredInput() both before and after activation
Diagnostic Observations
When AirPods are connected:
AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput()
The actual audio data received shows clear signs of AirPods' voice isolation processing
Background/environmental sounds are actively filtered out...
When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through.
Questions
Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output?
Are there any lower-level configurations that might resolve this issue?
Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
I'm having a crash on an app that plays videos when the users activates close captions.
I was able to replicate the issue on an empty project. The crash happens when the AVPlayerLayer is used to instantiate an AVPictureInPictureController
These are the example project where I tested the crash:
struct ContentView: View {
var body: some View {
VStack {
VideoPlaylistView()
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(Color.black.ignoresSafeArea())
}
}
class VideoPlaylistViewModel: ObservableObject {
// Test with other videos
var player: AVPlayer? = AVPlayer(url: URL(string:"https://d2ufudlfb4rsg4.cloudfront.net/newsnation/WIpkLz23h/adaptive/WIpkLz23h_master.m3u8")!)
}
struct VideoPlaylistView: View {
@StateObject var viewModel = VideoPlaylistViewModel()
var body: some View {
ScrollView {
VideoCellView(player: viewModel.player)
.onAppear {
viewModel.player?.play()
}
}
.scrollTargetBehavior(.paging)
.ignoresSafeArea()
}
}
struct VideoCellView: View {
let player: AVPlayer?
@State var isCCEnabled: Bool = false
var body: some View {
ZStack {
PlayerView(player: player)
.accessibilityIdentifier("Player View")
}
.containerRelativeFrame([.horizontal, .vertical])
.overlay(alignment: .bottom) {
Button {
player?.currentItem?.asset.loadMediaSelectionGroup(for: .legible) { group,error in
if let group {
let option = !isCCEnabled ? group.options.first : nil
player?.currentItem?.select(option, in: group)
isCCEnabled.toggle()
}
}
} label: {
Text("Close Captions")
.font(.subheadline)
.foregroundStyle(isCCEnabled ? .red : .primary)
.buttonStyle(.bordered)
.padding(8)
.background(Color.blue.opacity(0.75))
}
.padding(.bottom, 48)
.accessibilityIdentifier("Button Close Captions")
}
}
}
import Foundation
import UIKit
import SwiftUI
import AVFoundation
import AVKit
struct PlayerView: UIViewRepresentable {
let player: AVPlayer?
func updateUIView(_ uiView: UIView, context: UIViewRepresentableContext<PlayerView>) {
}
func makeUIView(context: Context) -> UIView {
let view = PlayerUIView()
view.playerLayer.player = player
view.layer.addSublayer(view.playerLayer)
view.layer.backgroundColor = UIColor.red.cgColor
view.pipController = AVPictureInPictureController(playerLayer: view.playerLayer)
view.pipController?.requiresLinearPlayback = true
view.pipController?.canStartPictureInPictureAutomaticallyFromInline = true
view.pipController?.delegate = view
return view
}
}
class PlayerUIView: UIView, AVPictureInPictureControllerDelegate {
let playerLayer = AVPlayerLayer()
var pipController: AVPictureInPictureController?
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
playerLayer.frame = bounds
playerLayer.backgroundColor = UIColor.green.cgColor
}
func pictureInPictureController(_ pictureInPictureController: AVPictureInPictureController, failedToStartPictureInPictureWithError error: any Error) {
print("Error starting Picture in Picture: \(error.localizedDescription)")
}
}
class AppDelegate: NSObject, UIApplicationDelegate {
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
let audioSession = AVAudioSession.sharedInstance()
do {
try audioSession.setCategory(.playback, mode: .moviePlayback)
try audioSession.setActive(true)
} catch {
print("ERR: \(error.localizedDescription)")
}
return true
}
}
UITest to make the app crash:
final class VideoPlaylistSampleUITests: XCTestCase {
func testCrashiOS26ToggleCloseCaptions() throws {
let app = XCUIApplication()
app.launch()
let videoPlayer = app.otherElements["Player View"]
XCTAssertTrue(videoPlayer.waitForExistence(timeout: 30))
let closeCaptionButton = app.buttons["Button Close Captions"]
for _ in 0..<2000 {
closeCaptionButton.tap()
}
}
}
Hi, I believe I've found a potential error in the sample code on the documentation page for creating and using a process tap with an aggregate device. The issue is in the section explaining how to add a tap to the aggregate device. I have already filed a Feedback Assistant ticket on this (ID: FB17411663) but haven't heard back for months.
Capturing system audio with Core Audio taps
The sample code for modifying the kAudioAggregateDevicePropertyTapList incorrectly uses the tapID as the target AudioObjectID when calling AudioObjectSetPropertyData.
// (Code to get the list and potentially modify listAsArray)
if var listAsArray = list as? [CFString] {
// ... (modification logic) ...
// Set the list back on the aggregate device. <--- The comment is correct
list = listAsArray as CFArray
_ = withUnsafeMutablePointer(to: &list) { list in
// INCORRECT: This call uses tapID as the target object.
AudioObjectSetPropertyData(tapID, &propertyAddress, 0, nil, propertySize, list)
}
}
The kAudioAggregateDevicePropertyTapList is a property that belongs to the aggregate device, not the individual tap. Therefore, to set this property, the AudioObjectSetPropertyData function must target the AudioObjectID of the aggregate device itself. Using tapID as the first argument is logically incorrect for this operation and will not update the aggregate device as intended.
Furthermore, the preceding AudioObjectGetPropertyData call to fetch the list also appears to use the incorrect tapID as its target in the sample.
The AudioObjectID for both getting and setting this property should be the ID of the aggregate device.
_ = AudioObjectGetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, &propertySize, &list)
_ = AudioObjectSetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, propertySize, newList)
Thank you!
I have implemented fetching Apple Music preview songs using a Swift framework integrated into a Unity app.
My requirement is to fetch full tracks from a user’s Apple Music library and play them inside Unity.
To do this, I understand that I need to handle authentication, generate a Developer Token, and then obtain a Music User Token to access the user’s Apple Music content.
Currently, I have an Individual Apple Developer account (not Organization).
Based on my research, it seems that:
With an Individual account, I can implement this functionality and even upload builds to TestFlight for internal testing.
However, when releasing the app publicly on the App Store, full-track playback may be restricted for Individual accounts and allowed only for Organization accounts.
👉 Can you confirm if this understanding is correct?
👉 Specifically, is it possible for an Individual account to fetch and play full-length tracks from a subscribed Apple Music user’s library (at least for internal/TestFlight testing)?
Topic:
Media Technologies
SubTopic:
General
We’ve encountered a reproducible issue where the iPhone fails to reconnect to a Wi-Fi access point under the following conditions:
The device is connected to a 2.4GHz Wi-Fi network.
A Bluetooth audio accessory is connected (e.g. headset).
AVAudioSession is active (such as during a voice call or when using the Voice Memos app).
The user moves away from the access point, causing a disconnect.
Upon returning within range, the access point is no longer recognized or reconnected while AVAudioSession remains active.
However, if the Bluetooth device is disconnected or the AVAudioSession is deactivated, the Wi-Fi access point is immediately recognized again.
We confirmed this behavior not only in my app but also using Apple's built-in Voice Memos app, suggesting this is not specific to our implementation.
It appears that the Wi-Fi system deprioritizes reconnection while AVAudioSession is engaged. Could this be by design? Or is this a known issue or limitation with Wi-Fi and AVAudioSession interaction?
Test Environment:
Device: iPhone 13 mini
iOS: 17.5.1
Wi-Fi: 2.4GHz band
Accessories: Bluetooth headset
We’d appreciate clarification on whether this is expected behavior or a bug. Thank you!