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

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AVSampleBufferDisplayLayer crash on flush
I am calling AVSampleBufferDisplayLayer.flush from a background queue but this seems to occasionally crash the app. I am calling it from the same thread I pass to - (void)requestMediaDataWhenReadyOnQueue:(dispatch_queue_t)queue usingBlock:(void (^)(void))block;. My question is, is this API threadsafe, or do I need to call flush from the main thread? Or is there another issue that I am not considering? It seems strange to me that this API would trigger an autolayout pass. 0 CoreFoundation 0x00000001bb384e38 __exceptionPreprocess + 164 1 libobjc.A.dylib 0x00000001b451b8d8 objc_exception_throw + 59 2 CoreAutoLayout 0x00000001d7e09e84 _AssertAutoLayoutOnAllowedThreadsOnly + 327 3 CoreAutoLayout 0x00000001d7e00e60 -[NSISEngine withBehaviors:performModifications:] + 35 4 UIKitCore 0x00000001be58fd40 -[UIView _postMovedFromSuperview:] + 671 5 UIKitCore 0x00000001bd56dfec -[UIView(Internal) _addSubview:positioned:relativeTo:] + 1903 6 UIKitCore 0x00000001bda57ccc -[_UITextLayoutCanvasView textViewportLayoutController:configureRenderingSurfaceForTextLayoutFragment:] + 455 7 UIFoundation 0x00000001c588bc9c __48-[NSTextViewportLayoutController layoutViewport]_block_invoke_4 + 151 8 UIFoundation 0x00000001c5836b50 __80-[NSTextLayoutManager enumerateViewportElementsFromLocation:options:usingBlock:]_block_invoke + 43 9 UIFoundation 0x00000001c580e158 __83-[NSTextLayoutManager enumerateTextLayoutFragmentsFromLocation:options:usingBlock:]_block_invoke_2 + 535 10 CoreFoundation 0x00000001bb385350 __NSARRAY_IS_CALLING_OUT_TO_A_BLOCK__ + 23 11 CoreFoundation 0x00000001bb3b24dc -[__NSSingleObjectArrayI enumerateObjectsWithOptions:usingBlock:] + 91 12 UIFoundation 0x00000001c580de28 __83-[NSTextLayoutManager enumerateTextLayoutFragmentsFromLocation:options:usingBlock:]_block_invoke + 775 13 UIFoundation 0x00000001c57f7504 -[NSTextLayoutManager enumerateTextLayoutFragmentsFromLocation:options:usingBlock:] + 659 14 UIFoundation 0x00000001c57f7264 -[NSTextLayoutManager enumerateViewportElementsFromLocation:options:usingBlock:] + 99 15 UIFoundation 0x00000001c57f6d7c -[NSTextViewportLayoutController layoutViewport] + 1299 16 UIKitCore 0x00000001bd580a3c +[UIView(Animation) performWithoutAnimation:] + 75 17 UIKitCore 0x00000001bd5582d0 -[_UITextLayoutCanvasView layoutSubviews] + 139 18 UIKitCore 0x00000001bd5544c8 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 1979 19 QuartzCore 0x00000001bca277fc CA::Layer::layout_if_needed(CA::Transaction*) + 499 20 QuartzCore 0x00000001bca3aeb0 CA::Layer::layout_and_display_if_needed(CA::Transaction*) + 147 21 QuartzCore 0x00000001bca4c234 CA::Context::commit_transaction(CA::Transaction*, double, double*) + 443 22 QuartzCore 0x00000001bca81630 CA::Transaction::commit() + 651 23 MediaToolbox 0x00000001ca8d0da0 videoQueueRemote_SetProperty + 367 24 AVFCore 0x00000001cad191b4 __63-[AVSampleBufferVideoRenderer _setContentLayerOnFigVideoQueue:]_block_invoke + 179 25 libdispatch.dylib 0x00000001c299cf88 _dispatch_client_callout + 19 26 libdispatch.dylib 0x00000001c29ac574 _dispatch_lane_barrier_sync_invoke_and_complete + 55 27 AVFCore 0x00000001cad190d0 -[AVSampleBufferVideoRenderer _setContentLayerOnFigVideoQueue:] + 167 28 AVFCore 0x00000001cad14674 -[AVSampleBufferVideoRenderer _createVideoQueue:errorStep:] + 195 29 AVFCore 0x00000001cad14ac8 -[AVSampleBufferVideoRenderer createVideoQueue:] + 55 30 AVFCore 0x00000001cad179cc -[AVSampleBufferVideoRenderer flushWithRemovalOfDisplayedImage:completionHandler:] + 439 31 App 0x0000000102370214 -[AVSampleBufferDisplayLayer flush] + 51
1
0
687
Mar ā€™23
ApplicationMusicPlayer macOS vs. Catalyst
ApplicationMusicPlayer is available on the Mac! šŸŽ‰šŸŽ‰šŸŽ‰ Enormous thanks to @JoeKun and the team. I've already gotten my app up and running through Catalyst, and I've successfully played music! I also got some timeouts, but that was happening on my phone a lot that day too, so maybe my local CDN was just having a bad day. I wanted to ask this question in a lab this week, but the timing didn't work out: Do you expect the experience to be the same using ApplicationMusicPlayer on a Catalyst vs a macOS target? I'm hoping to reuse much of my iPad app and go the Catalyst route, but I wanted to double check that the new support wasn't just for macOS.
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691
Jun ā€™23
Terrible performance when using MusicKit's Artwork with UIKit
I'm building a UIKit app that reads user's Apple Music library and displays it. In MusicKit there is the Artwork structure which I need to use to display artwork images in the app. Since I'm not using SwiftUI I cannot use the ArtworkImage view that is recommended way of displaying those images but the Artwork structure has a method that returns url for the image which can be used to read the image. The way I have it setup is really simple: extension MusicKit.Song { func imageURL(for cgSize: CGSize) -> URL? { return artwork?.url( width: Int(cgSize.width), height: Int(cgSize.height) ) } func localImage(for cgSize: CGSize) -> UIImage? { guard let url = imageURL(for: cgSize), url.scheme == "musicKit", let data = try? Data(contentsOf: url) else { return nil } return .init(data: data) } } Now, everytime I access .artwork property (so a lot of times) the main thread gets blocked and the console output gets bombared with messages like these: 2023-07-26 11:49:47.317195+0200 Plum[998:297199] [Artwork] Failed to create color analysis for artwork: <MPMediaLibraryArtwork: 0x289591590> with error; Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named com.apple.mediaartworkd.xpc was invalidated: failed at lookup with error 159 - Sandbox restriction." UserInfo={NSDebugDescription=The connection to service named com.apple.mediaartworkd.xpc was invalidated: failed at lookup with error 159 - Sandbox restriction.} 2023-07-26 11:49:47.317262+0200 Plum[998:297199] [Artwork] Failed to create color analysis for artwork: file:///var/mobile/Media/iTunes_Control/iTunes/Artwork/Originals/4b/48d7b8d349d2de858413ae4561b6ba1b294dc7 2023-07-26 11:49:47.323099+0200 Plum[998:297013] [Plum] IIOImageWriteSession:121: cannot create: '/var/mobile/Media/iTunes_Control/iTunes/Artwork/Caches/320x320/4b/48d7b8d349d2de858413ae4561b6ba1b294dc7.sb-f9c7943d-6ciLNp'error = 1 (Operation not permitted) My guess is that the most performance-heavy task here is performing the color analysis for each artwork but IMO the property backgroundColor should not be a stored property if that's the case. I am not planning to use it anywhere and if so it should be a computed async property so it doesn't block the caller. I know I can move the call to a background thread and that fixes the issue of blocking main thread but still the loading times for each artwork are terribly slow and that impacts the UX. SwiftUI's ArtworkImage loads the artworks much quicker and without the errors so there must be a better way to do it.
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1.2k
Jul ā€™23
MusicKit / macOS : Song.Artwork not nil when there is no Artwork
I'm using iCloud Music Library. Iā€™m using macOS 14.1 (23B74) and iOS 17.1. iā€™m using MusicKit to find songs that do not have artwork. On iOS, Song.artwork will be nil for items I know do not have artwork. On macOS, Song.artwork is not nil. However when the songs are shown in Music.app, they do not have Artwork. Is this expected? Alternately, is there a more correct way to determine that a Song has no Artwork? I have also filed FB13315721. Thank you for any tips!
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521
Oct ā€™23
Classical Music App metadata using API
Hi, I'm a newbie here. I've signed up for the developer program hoping to retrieve extended metadata for the Classical music that is avaliable in Classical app. For example, each performer is assigned an instrument or voice. Unfortunately, the test API call did not return extended metadata, just regular metadata from Music App or page. Does anybody knows if there are plans to make this extended metadata available thru API ?
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427
Nov ā€™23
Apple Music API Extended Features - UPDATE/DELETE
Trying to use the Apple Music API for mirroring playlists from spotify. Wondering if it will ever be on the roadmap to update/reorder playlists, or delete playlists/remove items using the API? Is this something that can't be handled or is it a business decision? I see that there is more flexibility with the MusicKit. Can we expect something like this in the future for the API? Thanks,
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602
Dec ā€™23
Webrtc fullscreen resize issue on iOS17
Since upgrade to iOS17 WebRTC playback have problems on going fullscreen - video element is rapidly changing its dimensions while taking full screen size and animation seems very glitchy. I'm observing this issue on every webrtc players available, so I think the problem is in the mobile safari. Is there any way to prevent resizing of video on fullscreen?
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718
Dec ā€™23
Resolving Delay in HEIF Image Processing During Screen Recording on macOS
Hello everyone, I'm currently facing a challenging issue with my macOS application that involves HEIF image processing. The application uses an OperationQueue to handle HEIF compression tasks. However, I've observed a significant delay in processing when a screen recording is active. This delay doesn't occur under normal circumstances. Here's a brief overview of the implementation: The HEIF processing task is encapsulated within an Operation added to an OperationQueue. The task involves using CIContext for image processing. When screen recording is initiated, the operation's execution becomes unusually slow or gets delayed extensively. After some research and community feedback, I learned that screen recording might be affecting the system's resource allocation, particularly impacting tasks that utilize GPU resources, like CIContext operations in my case. To address this, I tried the following: Switching to a custom dispatch queue with a .userInitiated QoS. Using GCD instead of OperationQueue. Despite these attempts, the issue persists during screen recording. It seems like the screen recording process is given higher priority by macOS, leading to resource reallocation and thus affecting my application's performance. I'm looking for insights or suggestions on how to handle this scenario more effectively. Specifically, I am interested in: Understanding how screen recording impacts resource allocation in macOS. Exploring ways to ensure that my HEIF processing task is not severely impacted by other system processes like screen recording. Any best practices or alternative approaches for handling image processing tasks that are sensitive to system resource availability. Here's a snippet of the HEIF processing function for reference: import CoreImage struct CommandResult: CustomStringConvertible { let output: String let error: Process.TerminationReason let status: Int32 var description: String { return "error:\(error.rawValue), output:\(output), status:\(status)" } } func heif(at sourceURL: URL, to destinationURL: URL, as quality: Int = 75) -> CommandResult { let compressionQuality = CGFloat(quality) / 100.0 guard let ciImage = CIImage(contentsOf: sourceURL) else { return CommandResult(output: "Load heic image failed \(sourceURL)", error: .exit, status: -1) } let context = CIContext(options: nil) let heifOptions = [kCGImageDestinationLossyCompressionQuality: compressionQuality] as! [CIImageRepresentationOption: Any] do { try context.writeHEIFRepresentation(of: ciImage, to: destinationURL, format: .RGBA8, colorSpace: ciImage.colorSpace!, options: heifOptions) } catch { return CommandResult(output: "Compress and write heic image failed \(sourceURL)", error: .exit, status: -1) } return CommandResult(output: "Compress and write heic image successfully \(sourceURL)", error: .exit, status: 0) } Thank you for your time and any assistance you can provide!
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0
643
Dec ā€™23
mediaPlaybackError callback never fires
Greetings Fellow Humans, My player uses the v3 musickit-js library. I am trying to handle situations where a user tries to play explicit content in my player with an account that has content restrictions enabled. I don't see a mechanism to know if the toggle is set in the account. The only mechanism I see is to respond to a CONTENT_RESTRICTED error as handled by the callback to the function I provide as a callback to the mediaPlaybackError event. I have attached many callbacks (like bufferedProgressDidChange) and those all work, but this one never fires. music.addEventListener("mediaPlaybackError", onPlaybackError); Or music.addEventListener(MusicKit.Events.mediaPlaybackError, onPlaybackError); My onPlaybackError function, at least for debugging purposes, is: function onPlaybackError(e) { console.log("onPlaybackError"); console.log(e); } There are so many error conditions that are meant to be handled in this way but the callback never happens. Am I missing something? Why doesn't this callback fire? Thanks!
1
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637
Dec ā€™23
Music volumen down bluetooth after iOS 17.2
I am detecting problems with the volume level with the Bluetooth connection after the iOS 17.2 update. Before this problem persisted on the iPhone 11 and the iPhone 15 Pro, after the 17.2 update it seems that the problem was fixed on the iPhone 11 but still It persists on the iPhone 15 Pro. I have never had problems with the volume level in my car, but something Apple has changed that continues to affect it. How can it be corrected? Thank you very much for your support. I did a test with the same song and the same volume level (maximum volume on the smartphone and volume 12 on my Suzuki Swift) and these were the decibels results obtained. The Iphone 11 and 15 Pro has updated to iOS 17.2
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545
Dec ā€™23
ScreenCaptureKit volume is dependent on audio device as of macOS 14.2
Hello, I develop an application called MiniMeters and am using ScreenCaptureKit to get the desktop audio on macOS. As of macOS 14.2, a few users began noticing that the volume of the incoming audio differed depending on the audio device connected. One user's Apogee Symphony Desktop is trimmed -14dB, another user's UAD Apollo Twin is -14dB as well, my MOTU M4 is -6dB, and my MacBook Pro's internal speakers show 0dB. This does not change with changing the output volume on the interface (obviously), nor digitally in the system. I cannot seem to find anything documenting this change. It also affects other applications that use ScreenCaptureKit such as OBS. Does anyone have any idea what that could correlate to so I could potentially compensate? Thanks.
1
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573
Dec ā€™23
Is it possible to compile images into an APNG using Swift?
Hello, I'm wondering if there is a way to programmatically write a series of UIImages into an APNG, similar to what the code below does for GIFs (credit: https://github.com/AFathi/ARVideoKit/tree/swift_5). I've tried implementing a similar solution but it doesn't seem to work. My code is included below I've also done a lot of searching and have found lots of code for displaying APNGs, but have had no luck with code for writing them. Any hints or pointers would be appreciated. func generate(gif images: [UIImage], with delay: Float, loop count: Int = 0, _ finished: ((_ status: Bool, _ path: URL?) -> Void)? = nil) { currentGIFPath = newGIFPath gifQueue.async { let gifSettings = [kCGImagePropertyGIFDictionary as String : [kCGImagePropertyGIFLoopCount as String : count]] let imageSettings = [kCGImagePropertyGIFDictionary as String : [kCGImagePropertyGIFDelayTime as String : delay]] guard let path = self.currentGIFPath else { return } guard let destination = CGImageDestinationCreateWithURL(path as CFURL, __UTTypeGIF as! CFString, images.count, nil) else { finished?(false, nil); return } //logAR.message("\(destination)") CGImageDestinationSetProperties(destination, gifSettings as CFDictionary) for image in images { if let imageRef = image.cgImage { CGImageDestinationAddImage(destination, imageRef, imageSettings as CFDictionary) } } if !CGImageDestinationFinalize(destination) { finished?(false, nil); return } else { finished?(true, path) } } } My adaptation of the above code for APNGs (doesn't work; outputs empty file): func generateAPNG(images: [UIImage], delay: Float, count: Int = 0) { let apngSettings = [kCGImagePropertyPNGDictionary as String : [kCGImagePropertyAPNGLoopCount as String : count]] let imageSettings = [kCGImagePropertyPNGDictionary as String : [kCGImagePropertyAPNGDelayTime as String : delay]] guard let destination = CGImageDestinationCreateWithURL(outputURL as CFURL, UTType.png.identifier as CFString, images.count, nil) else { fatalError("Failed") } CGImageDestinationSetProperties(destination, apngSettings as CFDictionary) for image in images { if let imageRef = image.cgImage { CGImageDestinationAddImage(destination, imageRef, imageSettings as CFDictionary) } } }
3
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1.3k
Dec ā€™23
SDK or API limitations/timeouts on 'unattended' use of an Apple Music-interface app
Hi, my team is developing an iOS app which connects to Apple Music (currently most of it is via API, but some tests have been done with MusicKit). In a separate development, we were using a service which competes with A.M., and when their (web) API is used, if the user doesn't interact with the app somehow (scrolling, buttons, etc), the connection will timeout after 30 seconds and force them to reconnect. So, questions I have are: Is there any timeout regarding stopping tracks in Apple Music or does the connection to the A.M. app stay active? If the connection drops on iOS as well, is there any limitation regarding streaming A.M. content via API (aka are there licensing issues as well?)
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428
Dec ā€™23
Need to write a program to embed album art in purchased Apple Music
I recently downloaded Apple Music for for Windows 10 and started a new music library. Then I downloaded all my purchased music albums to my computer. However, the album art is not embedded in any of the m4a files. It is stored in a separate artwork folder. I have Visual Studio 2022 and was wondering how I might go about accessing the Apple Music app using the API. I want the script to go through all my purchased music and take the album art from the artwork folder and embed it in the purchased m4a files. I found some other programs/scripts online but they are all for iTunes or for Mac. None of the old scripts will work because they donā€™t recognize the new Apple Music for Windows music library. I canā€™t go back to iTunes because Apple removed all the music options from the iTunes for Windows app. Any ideas on how to get started writing the app/script would be greatly appreciated. Can I download something from Apple to make it easy to access the API in Visual Studio 2022 for Windows?
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457
Dec ā€™23
Seeking Guidance on Creating a Playlist Navigation App with OAuth Authentication
Hello Apple Community, First, I'm asking this on the holidays, so happy holidays. Now I have some "fun coding time" and can do it because I have some holiday time. I'm new to this area and would greatly appreciate your expertise and guidance. Have mercy. I'm attempting to develop a simple application on my Mac OS to browse my playlists. However, I've encountered a few roadblocks that I struggle to navigate. I understand I need to implement two-factor authentication to access my playlists, for which an OAuth setup is required. This involves obtaining an Apple ID and a service ID and dealing with other complex elements. One particular challenge I'm facing is with the redirect URI in the OAuth process. It seems that it needs to be a valid domain, and I'm unsure if using a local server address like https://localhost:5000 would work. My goal is to create a basic Flask application that can interact with Apple's web authentication system, but I'm uncertain about the feasibility of this approach, given the domain restrictions. I would appreciate any advice or step-by-step guidance on the following points. What would be the simplest way to create an application (Swift, Python, or JavaScript) that can authenticate and enable browsing through my playlists? Any insights, tips, or examples you could share would be immensely helpful. I am eager to learn and look forward to your valuable suggestions. Anything step-by-step would be great, but I like to dream. Thank you so much for your time and assistance.
1
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607
Dec ā€™23
MusicKit API issues
I'm trying to test the MusicMarathon and MusicAlbums tutorial/demo apps for MusicKit and half the endpoints do not work. As an example the MusicMarathon call to MusicRecentlyPlayedContainerRequest() just returns a 401. Everything I've done seems correct. I've got a fully authorized session and I have all the development keys successfully setup. Also it's not all API's as I can access the users Library, Just none of the recommendation and search endpoints seems to be working correctly. I'm running iOS 17.2 and Xcode 15.1 I'm pretty certain this is easily repeatable by just running the demo applications from the MusicKit documentation,
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416
Dec ā€™23