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

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CIImage property of UIImage is always nil
I'm trying to apply a Core Image filter to an UIImage. For that I want to get the CIImage format of the UIImage. I'm trying to obtain the CIImage of the UIImage as shown below. if let inputImage = self.orginalImageView.image{ if let ciImage = CIImage(image: inputImage){ print(ciImage) print(self.orginalImageView.image?.ciImage) } } } This method works. But one thing I noticed is that there is already a ciImage property and it inside UIImage and it is always nil. According to documentation ciImage The underlying Core Image data. var ciImage: CIImage? { get } Discussion If the UIImage object was initialized using a CGImage, the value of the property is nil. Does accessing image property of UIImage comes from CGImage so that the ciImage porperty is nil?
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AVAudioPlayerNode scheduleBuffer leaks memory
I'm building a streaming app on visionOS that can play sound from audio buffers each frame. The audio format has a bitrate of 48000, and each buffer has 480 samples. I noticed when calling audioPlayerNode.scheduleBuffer(audioBuffer) The memory keeps increasing at the speed of 0.1MB per second And at around 4 minutes, the node seems to be full of buffers and had a hard reset, at which point, the audio is stopped temporary with a memory change. see attached screenshot. However, if I call audioPlayerNode.scheduleBuffer(audioBuffer, at: nil, options: .interrupts) The memory leak issue is gone, but the audio is broken (sounds like been shortened). Below is the full code snippet, anyone knows how to fix it? @Observable final class MyAudioPlayer { private var audioEngine: AVAudioEngine = .init() private var audioPlayerNode: AVAudioPlayerNode = .init() private var audioFormat: AVAudioFormat? init() { audioEngine.attach(audioPlayerNode) audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: nil) try? AVAudioSession.sharedInstance().setCategory(.playback, mode: .default) try? AVAudioSession.sharedInstance().setActive(true) audioEngine.prepare() try? audioEngine.start() audioPlayerNode.play() } // more code... /// callback every frame private func audioFrameCallback_Non_Interleaved(buf: UnsafeMutablePointer<Float>?, samples: Int) { guard let buf, let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: 48000, channels: 2, interleaved: false), let audioBuffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(samples)) else { return } audioBuffer.frameLength = AVAudioFrameCount(samples) if let data = audioBuffer.floatChannelData { for channel in 0 ..< Int(format.channelCount) { for frame in 0 ..< Int(audioBuffer.frameLength) { data[channel][frame] = buf[frame * Int(format.channelCount) + channel] } } } // memory leak here audioPlayerNode.scheduleBuffer(audioBuffer) } }
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AudioWorklet not playing on iOS 18.01
Hi, I'm facing an issuer with audio worklet in safari. This issue is clearly an iOS bug (it doesn't occur on iPad or Mac) Here's the minimal reproduction: Go to https://googlechromelabs.github.io/web-audio-samples/audio-worklet/basic/hello-audio-worklet/ Press start Audio will not be playing Open YouTube on another tab and start any video Audio from the worklet will start playing Is this a known issue? Any plans to address that? Any workaround available?
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AVAudioPlayerNode can't play interleaved AVAudioPCMBuffer
I'm building a streaming app on visionOS that can play sound from audio buffers each frame. The source audio buffer has 2 channels and is in a Float32 interleaved format. However, when setting up the AVAudioFormat with interleaved to true, the app will crash with a memory issue: AURemoteIO::IOThread (35): EXC_BAD_ACCESS (code=1, address=0x3) But if I set AVAudioFormat with interleaved to false, and manually set up the AVAudioPCMBuffer, it can play audio as expected. Could you please help me fix it? Below is the code snippet. @Observable final class MyAudioPlayer { private var audioEngine: AVAudioEngine = .init() private var audioPlayerNode: AVAudioPlayerNode = .init() private var audioFormat: AVAudioFormat? init() { audioEngine.attach(audioPlayerNode) audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: nil) try? AVAudioSession.sharedInstance().setCategory(.playback, mode: .default) try? AVAudioSession.sharedInstance().setActive(true) audioEngine.prepare() try? audioEngine.start() audioPlayerNode.play() } // more code... /// This crashes private func audioFrameCallback_Interleaved(buf: UnsafeMutablePointer<Float>?, samples: Int) { guard let buf, let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: 480000, channels: 2, interleaved: true), let audioBuffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(samples)) else { return } audioBuffer.frameLength = AVAudioFrameCount(samples) if let data = audioBuffer.floatChannelData?[0] { data.update(from: buf, count: samples * Int(format.channelCount)) } audioPlayerNode.scheduleBuffer(audioBuffer) } /// This works private func audioFrameCallback_Non_Interleaved(buf: UnsafeMutablePointer<Float>?, samples: Int) { guard let buf, let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: 480000, channels: 2, interleaved: false), let audioBuffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(samples)) else { return } audioBuffer.frameLength = AVAudioFrameCount(samples) if let data = audioBuffer.floatChannelData { for channel in 0 ..< Int(format.channelCount) { for frame in 0 ..< Int(audioBuffer.frameLength) { data[channel][frame] = buf[frame * Int(format.channelCount) + channel] } } } audioPlayerNode.scheduleBuffer(audioBuffer) } }
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Issues with capturing bracketed photos using iPhone 16 Pro
I am experiencing a bug when using a AVCapturePhotoBracketSettings object to capture a bracketed photo sequence on iPhone 16 Pro. Specifically, when I pass in an array of exposure values: [-x, 0, +x], where x >= 3. Specifically, the high exposure photo capture returns a black image. STEPS TO REPRODUCE Run the sample app I have provided on an iPhone 16 Pro Notice that bracketed images captured where the eV is set to [-3,0,+3], [-4,0,+4], or [-5,0,+5] return a black image for the high exposure photo. Notice that on other iOS devices (like iPhone 13 Pro), the high exposure photo is returned as high brightness as expected. I have also added two folders in the sample project that show screenshots of the bug: iPhone13Pro & iPhone16Pro Sample Project: https://www.icloud.com/iclouddrive/090O_68Z0Nh2UOxmPRwu56Tmw#Focused16ProBracketedCaptureBug
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AudioConverterFillComplexBuffer not working for (E)AC3 in tvOS 18
Since upgrading to tvOS 18, the above function isn't working for me in converting a stream with these formats. It does work in decoding AAC, however. https://developer.apple.com/documentation/audiotoolbox/1503098-audioconverterfillcomplexbuffer?language=objc I pass a valid ioOutputDataPacketSize in, but it always comes out as zero. Has anyone else observed this too? I wonder if this is related to the issue being discussed widely about 5.1 sound being broken for many people after upgrading to tvOS 18? https://discussions.apple.com/thread/255769102?login=true&sortBy=rank EDIT: further information; the callback gets called once, asking for 1 packet (which is ok). I give it one packet and return noErr. However, after this, the callback is never invoked again. Must be a bug? EDIT2: the same code continues to work correctly on macOS in decoding the same audio stream.
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Oct ’24
AVAudioEngine Dolby Atmos
Hi! I have a music app using AVAudioEngine. Right now, I have set it up to play multi channel tracks and show "Multichannel" in the volume controls. However, I am unable to figure out how to get it to use Dolby Atmos. Is there something that needs to be enabled? Is it even possible for AVAudioEngine? I saw some apps that are able of playing with Dolby Atmos, but they do not have EQ feature, so I'm guessing that they are not using AVAudioEngine.
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Apr ’24
MusicKit and sorted artist and album names?
I have an app that gets data from Music.app with both the iTunesLibrary and MusicKit. iTunesLibrary has ITLibArtist.sortName and ITLibAlbum.sortTitle and ITLibAlbum.sortAlbumArtist. I can’t seem to find an equivalent in MusicKit. How are those properties obtained using MusicKit? Thanks. FYI I have filed FB15554956 on this. You also may see my code at https://github.com/bolsinga/itunes_json
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Oct ’24
Different information values depending on how the metadata of the image is obtained (PHAsset vs PHPickerResult)
While customizing ImagePicker and using it, we find out that the metadata is not reflected normally and report it. The situation is as follows. The time or time zone of an image is changed in the Photos app. Changing the time zone of an image with an actual capture date of 2024:11:08 08:27:44 → 2024:11:07 17:27:44 Image data is extracted from a PHAsset using PHImageManager. The metadata is obtained from this image data. The time zone information exposed in the Exif tag information does not reflect the time or time zone changed in the Photos app. let asset: PHAsset = ... .... let options = PHImageRequestOptions() options.isSynchronous = true options.version = .current options.deliveryMode = .highQualityFormat options.resizeMode = .none options.normalizedCropRect = .zero options.isNetworkAccessAllowed = true options.progressHandler = { progress, error, _, _ in } PHImageManager.default().requestImageDataAndOrientation(for: asset, options: options) { imageData, uti, orientation, info in let cgImageSource = CGImageSourceCreateWithData(imageData! as CFData, nil) let properties = CGImageSourceCopyPropertiesAtIndex(cgImageSource!, 0, nil) as? Dictionary&lt;String, Any&gt; let exif = properties!["{Exif}"] let dictionary = exif as? Dictionary&lt;String, Any&gt; } Metadata Check In this case, it is reflected in the creationDate of PHAsset, so it can be somewhat compensated by forcibly replacing the metadata. However, because PHAsset does not include time zone information, when changing the time zone as well, it's impossible to calculate the correct time according to the time zone. PHPicker This issue is resolved when using the PHPickerResult provided by PHPicker. extension PhotosPickerViewController: PHPickerViewControllerDelegate { public func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) { ..... for result in results { let identifier = UTType.image.identifier if result.itemProvider.hasItemConformingToTypeIdentifier(identifier) { result.itemProvider.loadDataRepresentation(forTypeIdentifier: identifier) { data, error in guard let data = data, let cgImageSource = CGImageSourceCreateWithData(data as CFData, nil), let properties = CGImageSourceCopyPropertiesAtIndex(cgImageSource, 0, nil) as? Dictionary&lt;String, Any&gt;, let exif = properties["{Exif}"], let dictionary = exif as? Dictionary&lt;String, Any&gt; else { return } } } } } } Metadata Check Question I wonder why this happens, and if this is normal behavior. Instead of the System Picker that Apple provides as a base, I wonder if there is any way I can supplement it in that situation if I use a customizer.
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CallKit breaks web based MediaStreams
We're integrating a web based group calling application within a native iOS application and finding that every time a CallKit session gets fully established the web based media streams break, rendering as gray with no audio. Up to iOS 18 we worked around it by not fulfilling the call start action but that's no longer an option as the audio stopped getting automatically redirected to the speakers. We would now need the CXProvider's didActivateAudioSession callback but that would break the video. The sample project loads up a simple webpage in a WKWebView which contains a video tag streaming the media from the device's camera. At the same time it sets up a new CallKit session by requesting and fulfilling a CXStartCallAction transaction. You will notice that the media doesn't render and, if you are to follow the warnings we left, you will find that not fulfilling the CXStartCallAction fixes it. Unfortunately that's not a workaround we can use as we need the CXProvider delegate to inform us about audio session changes so we can redirect the audio to the speaker (so the proximity sensor doesn't activate and locking the screen doesn't end the call) Any insights or workarounds would be greatly appreciated.
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Is it possible to retrieve EXIF metadata from PHAsset without downloading photos (even if offloaded to iCloud Photo Library)?
iOS (Official) Photos app can display some EXIF-related metadata (e.g. camera and lens info, ISO, shutter speed, F-number) even when photos are offloaded to iCloud and the device is not connected to internet (e.g. airplane mode). However, with the Photos.framework, we need to download photos to retrive those metadata (which means it will not work with airplane mode). I tried the following methods, but none of those worked when photos were offloaded to iCloud and the device was in airplane mode: Requesting data with PHImageManager.default().requestImageDataAndOrientation Result: It does not return Data if the photo is not stored locally on the device, even with options.deliveryMode = .fastFormat Converting PHAsset#localIdentifier to an AssetsLibrary.framework URL (assets-library://asset/...) (I am aware that AssetsLibrary.framework is deprecated, but this was just a test.) Result: If PHImageManager does not returns Data, ALAsset#defaultRepresentation().metadata() returns an empty NSDictionary
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Cannot load iTunesLibrary on macOS Sequoia 15.1
I use the iTunes Library framework in one of my apps, starting with macOS Sequoia 15.1 i can't create the ITLibrary object anymore with the following error: Connection to amplibraryd was interrupted. clientName:iTunesLibrary(ITLibraryLoader) Error connecting to the server via proxy object Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.amp.library.framework" UserInfo={NSDebugDescription=connection to service named com.apple.amp.library.framework} configure failed: Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.amp.library.framework" UserInfo={NSDebugDescription=connection to service named com.apple.amp.library.framework} I created a new sandboxed macOS app, added the music folder read permission and it reproduced the error: import SwiftUI import iTunesLibrary @main struct ITLibraryLoaderApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { var body: some View { Button("Load ITLibrary") { loadLibrary() } } func loadLibrary() { do { let _ = try ITLibrary(apiVersion: "1.0", options: .none) } catch { print(error) } } } I restarted my developer machine and the music app with no luck.
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Clear ApplicationMusicPlayer queue after station queued
After an Album, Playlist, or collection of songs have been added to the ApplicationMusicPlayer queue, clearing the queue can be easily accomplished with: ApplicationMusicPlayer.shared.queue.entries = [] This transitions the player to a paused state with an empty queue. After queueing a Station, the same code cannot be used to clear the queue. Instead, it causes the queue to be refilled with a current and next MusicItem from the Station. What's the correct way to detect that the ApplicationMusicPlayer is in the state where it's being refilled by a Station and clear it? I've tried the following approaches with no luck: # Reinitialize queue ApplicationMusicPlayer.shared.queue = ApplicationMusicPlayer.Queue() # Create empty Queue let songs: [Song] = [] let emptyQueue = ApplicationMusicPlayer.Queue(for: songs) ApplicationMusicPlayer.shared.queue = emptyQueue
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AirPlay fails when app is also installed on the receiver
We have a universal iOS/tvOS app that also supports iOS App on Mac. In our AVPlayer-based video player we support AirPlay with AVRouteDetector and AVRoutePickerView. We play HLS streams. When we try to AirPlay from an iOS device to an Apple TV or a Mac that has our app installed, it doesn't work. The receiver is marked as active in the route picker UI but the video doesn't show up on the receiver and playback stops. When our app isn't installed on the receiver device, everything works as expected. Has anyone encountered the same issue? Any solutions available for this?
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Apple music feed Parquet download urls
https://api.media.apple.com/v1/feed/exports/song_2024-11-02T16-02/parts?limit=200&offset=400 This is the api used to get parquet file urls. I need all the urls in one api hit, right now if I don't provide the limit then default it is taking 100 and max is 200. How to get all the records in one hit? Or the count of parquet records in one hit?
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Apple music feed parquet files
Hi, I am in need to get the total number of parquet files that are present in the apple music feed api for songs, artists. As there is option for limit and offset. But limit is limited to 200 records and offset is uncertain. How to get total number of parquet files number without quering apple music feed api mulitple times? Need help regarding this. Thanks!
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Max HLS segment file size?
The media services used for HLS streaming in an AVPlayer seem to crash if your segments are too large. Anything over 20Mbps seems to cause a crash. I have tried adjusting the segment length to 1 second also and it didn't help. I am remuxing Dolby Vision and HDR video and want to avoid transcoding and losing any metadata. However the segments are too large. Is there a workaround for this? Otherwise it seems AVFoundation is not suited to high bitrate HLS and I should be using MPV or similar.
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MusicKit / macOS : Song.Artwork not nil when there is no Artwork
I'm using iCloud Music Library. I’m using macOS 14.1 (23B74) and iOS 17.1. i’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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Oct ’23
Data Persistence of AVAssets
Hey, I am fairly new to working with AVFoundation etc. As far as I could research on my own, if I want to get metadata from let's say a .m4a audio file, I have to get the data and then create an AVAsset. My files are all on local servers and therefore I would not be able to just pass in the URL. The extraction of the metadata works fine - however those AVAssets create a huge overhead in storage consumption. To my knowledge the data instances of each audio file and AVAsset should only live inside the function I call to extract the metadata, however those data/AVAsset instances still live on on storage as I can clearly see that the app's file size increases by multiple Gigabytes (equal to the library size I test with). However, the only data that I purposefully save with SwiftData is the album artwork. Is this normal behavior for AVAssets or am I missing some detail? PS. If I forgot to mention something important, please ask. This is my first ever post, so I'm not too sure what is worth mentioning. Thank you in advance! Denis
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