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Deep dive into the technical specifications that influence seamless playback for streaming services, including bitrates, codecs, and caching mechanisms.

Streaming Documentation

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Playing Apple Fairplay encrypted content on iOS 26
For iOS17 we've had no problem playing Apple Fairplay encrypted content with keys delivered from our key server running on FairPlay Streaming Server SDK 5.1 and subsequently FairPlay Streaming Server SDK 26. It's built and deployed using Xcode Version 26.1.1 (17B100) with no changes to the code and - as expected - the content continued to be successfully decrypted and played (so far so good). However, as soon as a device was updated to iOS26, that device would no longer play the encrypted content. Devices remaining on iOS17 continue to work normally and the debugging logs are a sanity-check that proves that. Is anyone else experiencing this issue? Here's the code (you should be able to drop it into a fresh iOS Xcode project and provide a server url, content url and certificate).
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253
Dec ’25
Are there known cases where DepthData is empty while Face ID is working?
We are experiencing an issue related to DepthData from the TrueDepth camera on a specific device. On December 1, we tested with the complainant’s device iPhone 14 / iOS 26.0.1, and observed that the depth image is received with empty values. However, the same implementation works normally on iPhone 17 Pro Max (iOS 26.1) and iPhone 13 Pro Max (iOS 26.0.1), where depth data is delivered correctly. In the problematic case: TrueDepth camera is active Face ID works normally The app receives a DepthData object, but all values are empty (0), not nil Because the DepthData object is not nil, this makes it difficult to detect the issue through software fallback handling. We developed the feature with reference to the following Apple sample: https://developer.apple.com/documentation/AVFoundation/streaming-depth-data-from-the-truedepth-camera We would like to ask: Are there known cases where Face ID functions normally but DepthData from the TrueDepth camera is returned as empty values? If so, is there a recommended approach for identifying or handling this situation? Any guidance from Apple engineers or the community would be greatly appreciated. Thank you.
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226
Dec ’25
CoreMediaErrorDomain error -42681
We are trying to port our code to Apple TV on tvosVersion 17.6 while running the sample we are getting error CoreMediaErrorDomain error -42681. We understand that this error occurs when the FairPlay license (CKC) returned by the server contains incompatible or malformed version information that the iOS/tvOS FairPlay CDM cannot parse. Can you please specify tvos 17.6 expect what fairplay version number or what fields are mandartory for fps version metadata ?
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347
Dec ’25
Live Streaming issue for the RTSP
We have the application 'ADS Smart', a companion application for our ADS Dashcam. We offer a feature that lets users stream the live footage of the dashcam cameras through the app. Currently, we are experiencing a time delay of 30+ seconds to see the live stream, i.e the first frame of the live footage is taking around 30+ seconds to display in the app. We are using the MobileVLCKit library to stream the videos in the app. The current flow of the code, Flutter triggers the native playback via a method channel The Dart side calls the iOS method channel <identifier_name>/ts_player with method playTSFromURL passing: url(e.g rtsp://.... for live), playerId viewId (stable ID used to host native UI) showControls optional localIp AppDelegate receives the call and prepares networking Entry point: AppDelegate.tsChannel handler for "playTSFromURL" in AppDelegate.swift. It resolves the Wi‑Fi interface and local IP if possible: Sets VLC_SOURCE_ADDRESS to the Wi‑Fi IP (when available) to prefer Wi‑Fi for the stream. Uses NWPathMonitor and direct interface inspection to find the Wi‑Fi interface (e.g., en0) and IP. Kicks off best-effort route priming to the dashcam IP/ports (non-blocking), see establishWiFiRoutePriority. AppDelegate chooses the right player implementation createPlayerForURL(_: ) decides: RTSP(rasp://..) --> use VLCKit-backed player (class TSStreamPlayer -> TSStreamPlayer class provides a VLC-backed video player for iOS, handling playback of Transport Stream(TS) URLs with strict main-thread UI updates, view safety, and stream management, using MobileVLCKit) .ts files --> use VLCKit-based player for playing already recorded videos in the app. If the selected player supports extras (e.g. TSStreamPlayerExtras), it sets LocalIP (if resolved) Wi-fi interface name AppDeletegate creates the native 'platform view' container and overlay platformView(for:parent:showControls:): Creates a container UIView attached to the Flutter root view Adds a dedicated child videoHost[viewId]-the host UIView for rendering video. If showControls == true, adds TSPlayerControlsOverlay over the video and wires overlay callbacks back to the Flutter via controlChannel (/player_controls) If showControls == false, adds a minimal back button and wires it to onGalleryBack. The player starts playback inside the host view Class player.playTSFromURL(urlString, in:host){ success, error in...} on the main thread. For RTSP/TS streams: this is handled by TSStreamPlayer(VLCKit). Success/failure is reported back to Flutter The completion closure invoked in step 5 returns true on first real playback or an error message on failure. The method channel result responds: true --> Flutter knows playback started FlutterError -> Flutter can show an error Stopping and cleanup "stop" on tsChannel stops and disposes the player(s). "removePlatformView" removes the overlay, back button, the host, and the container, and disposes any remaining players. I am attaching the logs of the app while running. The actual issue happening is that when the iOS device is connected to the dashcam's Wi-Fi, for the app's live streaming-related information, the iOS is using Mobile Data even though the wifi is the main communication channel. The iOS device takes approximately 30 seconds to display the first frame of live footage in the app. Despite being connected to the dashcam’s Wi-Fi, the iOS device sets the value of ES (en0) to Wi-Fi after multiple attempts, causing the live footage to appear in the app after this delay. So, how can we set up the configuration to display the live footage from the dashcam cameras within just 2 to 3 seconds in the iOS device? ios.txt
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336
Jan ’26
SCK/replayd behaviors and delays
We're troubleshooting SCK issues. They occur with a relatively small amount of sessions, but lack of context and/or ability to advise the customer on how they could make behavior more predictable and reliable is problematic. Generally, there is 2 distinct issues which may or may not have the same root cause: Failure to establish SCK session. Usually manifests within the app as SCShareableContent.getWithCompletionHandler call either never invoking the completion handler, or taking prohibitively long time (we usually give it 3-10 sec before giving up). In the system log it may look like this: (log omitted - suspecting it triggers the content filter) Note the 6 seconds delay to completion of fetchShareableContentWithOption (normally it's a 30-40ms operation). Sometime, we'd see the stream established, but some minutes (or even hours) into the recording we'd stop receiving frames. Both scenarios are likely to occur when the disk space is low, with reliable repro of the problem #2 at below 8gb of free space (in that case, we've seen replayd silently dropping the session, without ever notifying the client ... improving API could go a long way there). However, out of recent occurrences, while most have less than 100GB available, we've seen it on machines with as much as 500GB free. Unfortunately, it's almost never reproducible in dev environment, so we have to rely on diagnostics we're able to collect in the field -- which nothing obvious yet. I'd like to understand the root cause of both scenarios better and/or how what specific frameworks can cause these behaviors.
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558
Jan ’26
Inquiry about Low-Latency Frame Interpolation & Super Resolution using VTFrameProcessor
Hello, I have implemented Low-Latency Frame Interpolation using the VTFrameProcessor framework, based on the sample code from https://developer.apple.com/kr/videos/play/wwdc2025/300. It is currently working well for both LIVE and VOD streams. However, I have a few questions regarding the lifecycle management and synchronization of this feature: 1. Common Questions (Applicable to both Frame Interpolation & Super Resolution) 1.1 Dynamic Toggling Do you recommend enabling/disabling these features dynamically during playback? Or is it better practice to configure them only during the initial setup/preparation phase? If dynamic toggling is supported, are there any recommended patterns for managing VTFrameProcessor session lifecycle (e.g., startSession / endSession timing)? 1.2 Synchronization Method I am currently using CADisplayLink to fetch frames from AVPlayerItemVideoOutput and perform processing. Is CADisplayLink the recommended approach for real-time frame acquisition with VTFrameProcessor? If the feature needs to be toggled on/off during active playback, are there any concerns or alternative approaches you would recommend? 1.3 Supported Resolution/Quality Range What are the minimum and maximum video resolutions supported for each feature? Are there any aspect ratio restrictions (e.g., does it support 1:1 square videos)? Is there a recommended resolution range for optimal performance and quality? 2. Frame Interpolation Specific Questions 2.1 LIVE Stream Support Is Low-Latency Frame Interpolation suitable for LIVE streaming scenarios where latency is critical? Are there any special considerations for LIVE vs VOD? 3. Super Resolution Specific Questions 3.1 Adaptive Bitrate (ABR) Stream Support In ABR (HLS/DASH) streams, the video resolution can change dynamically during playback. Is VTLowLatencySuperResolutionScaler compatible with ABR streams where resolution changes mid-playback? If resolution changes occur, should I recreate the VTLowLatencySuperResolutionScalerConfiguration and restart the session, or does the API handle this automatically? 3.2 Small/Square Resolution Issue I observed that 144x144 (1:1 square) videos fail with error:   "VTFrameProcessorErrorDomain Code=-19730: processWithSourceFrame within VCPFrameSuperResolutionProcessor failed" However, 480x270 (16:9) videos work correctly. minimumDimensions reports 96x96, but 144x144 still fails. Is there an undocumented restriction on aspect ratio or a practical minimum resolution? 3.3 Scale Factor Selection supportedScaleFactors returns [2.0, 4.0] for most resolutions. Is there a recommended scale factor for balancing quality and performance? Are there scenarios where 4.0x should be avoided? The documentation on this specific topic seems limited, so I would appreciate any insights or advice. Thank you.
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Feb ’26
A mistake in FairPlay Streaming SDK 26 sample code on comparing ProtocolVersionUsed value?
Hello, I am reviewing the sample codes of FairPlay Streaming SDK 26 and there was a place where I think is a mistake. The codes are for the server, for both Swift and Rust codes. There is an if statement which compares "ProtocolVersionUsed"(spcData.versionUsed) and SPCVersion1 constant, though "ProtocolVersionUsed" and SPC Version is a different thing, so shouldn't it be using a different constant value? [createContentKeyPayload.swift] // Fallback to version 1 if content can have encrypted slice headers, which need to be decrypted separately. Slice headers are not encrypted when using CBCS. if serverCtx.spcContainer.spcData.versionUsed == base_constants.SPCVersion.v1.rawValue && [createContentKeyPayload.rs] // Fallback to version 1 if content can have encrypted slice headers, which need to be decrypted separately. Slice headers are not encrypted when using CBCS. if (serverCtx.spcContainer.spcData.versionUsed == SPCVersion::v1 as u32) && Thank you.
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The audio of FairPlay protected content can be captured - Safari on iOS
Hi, Has anyone been able to protect the audio part of FairPlay protected content from being captured as part of screen recording on Safari/iOS (PWA and/or online web app)? We have tried many things but could not prevent the audio from being recorded. Same app and content on Safari/Mac does not allow audio to be recorded. Any tips?
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Unity iOS (Metal) → WebRTC (Unity WebRTC) video stream to remote Unity client: PeerConnection connects but receiver renders black frames
Hello! My name is Mason Prather. I'm a graduate student at Kennesaw State University and a Research Engineer working in XR environments through my Graduate Research Assistant role. I’m currently building a research prototype that connects a mobile companion application to a VR headset. The mobile application is built in Unity and deployed on iOS, and it streams video frames to a remote Unity client using WebRTC. Environment Device: iPhone 15 OS: iOS 26.3 (tested on physical device, not Simulator) Engine: Unity 2022.3.57f1 Graphics API: Metal Streaming Technology: WebRTC (Unity WebRTC package) Architecture: Mobile Unity app streaming video frames to a remote Unity client Receiver Device: Meta Quest Pro headset (Unity application) Networking: LAN (UDP discovery + TCP signaling) Video Source: Unity RenderTexture Goal The goal of the system is to allow a VR user to view media stored on their phone inside a VR environment. The iOS app: renders or captures media content converts frames into a WebRTC video track streams the video to the headset Current Status Connection setup works correctly. Observed behavior: Signaling connection successful ICE candidate exchange successful PeerConnection state becomes Connected Video track created successfully However, the receiving application displays black frames. iOS App Details The video source originates from a Unity RenderTexture. Inside the phone application: RenderTexture displays correctly Frames appear correct locally But the receiving peer does not display the frames. Relevant Components Unity WebRTC package iOS Metal rendering pipeline Custom TCP signaling LAN discovery via UDP Expected Behavior Rendered frames should transmit via WebRTC and appear on the remote device. Actual Behavior The remote video track is active, but the rendered frames appear black on the receiving client. Questions Are there known issues involving Unity WebRTC + iOS Metal texture capture? Are there specific pixel format requirements when streaming textures from Unity on iOS? Could the issue relate to texture readback limitations or GPU synchronization? I am more than happy to provide screenshots and console logs upon request. If anyone has experience streaming Unity video frames via WebRTC on iOS, I would greatly appreciate any guidance.
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Generating a new FPS certificate (SDK 26) alongside an existing SDK 4 certificate
Hi, Our client currently has an FPS deployment certificate generated with SDK version 4 that is still actively used in production. They would like to generate an additional certificate using SDK version 26. Before doing so, they just want to confirm: Will the existing SDK 4 certificate remain unaffected and still visible in the Apple Developer portal? Any considerations they should keep in mind? Thanks! :)
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Generating a new FPS certificate (SDK 26) alongside an existing SDK 4 certificate
Hi, Our client currently has an FPS deployment certificate generated with SDK version 4 that is still actively used in production. They would like to generate an additional certificate using SDK version 26. Before doing so, they just want to confirm: Will the existing SDK 4 certificate remain unaffected and still visible in the Apple Developer portal? Any considerations they should keep in mind? Thanks!
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How to delete FPS Certificate from Apple developer account
Hello All, I am looking for assistance with our FairPlay Streaming (FPS) certificates. We are in the process of migrating to a new video streaming vendor and need to create a new FPS certificate using SDK 4. However, we have reached the limit of allowed FPS certificates in our account and cannot create a new one. Issue Details: • We currently have two FPS certificates active in our developer account. • One of these was created using SDK 5, but our new vendor (Mux) requires an FPS certificate based on SDK 4. • Since Apple does not allow deleting FPS certificates from the developer portal, we are unable to create a new SDK 4 certificate. • We kindly request Apple to revoke one of our existing FPS certificates to allow us to generate a new SDK 4 certificate. Request: We would greatly appreciate it if you could assist us on how to delete one of our existing FPS certificates so that we can proceed with creating a new SDK 4 certificate for our vendor integration. Thank you for your support.
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Oct ’25
Support for encrypted Mp4 on Apple devices.
Hello, hope everybody is doing well. I have some reels (of aspect ratio 9X16) content, which I want to playback on iOS phones. My question is does AV player support out of box playback of encrypted Mp4. Please note, this is not HLS fMp4, rather unfragmented Mp4 content. If it is supported, what algorithm of encryption shall be used? Please let me know.
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Mar ’25
Processing AVCaptureVideoDataOutput video stream with appleLog and HLG_BT2020 AVCaptureColorSpace input
I’m building a professional camera app where users can customize the video recording format and color grading. In the func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) method, I handle video frames and use Metal for real-time color grading. This works well when device.activeColorSpace is sRGB or P3, and the results are great. However, when the color space is HLG_BT2020 or appleLog, the MTKTextureLoader.newTexture(cgImage: cgImage, options: options) method throws an error. After researching, I found that the video frame in these color spaces has a bit-per-channel (bpc) greater than 8 after being converted to CGImage, causing the texture creation to fail. I tried converting the CGImage to a lower bpc to successfully create the texture, but the final output image is garbled and not as expected. Is there a solution to this issue?
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Apr ’25
Level Networking on watchOS for Duplex audio streaming
I did watch WWDC 2019 Session 716 and understand that an active audio session is key to unlocking low‑level networking on watchOS. I’m configuring my audio session and engine as follows: private func configureAudioSession(completion: @escaping (Bool) -> Void) { let audioSession = AVAudioSession.sharedInstance() do { try audioSession.setCategory(.playAndRecord, mode: .voiceChat, options: []) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) // Retrieve sample rate and configure the audio format. let sampleRate = audioSession.sampleRate print("Active hardware sample rate: \(sampleRate)") audioFormat = AVAudioFormat(standardFormatWithSampleRate: sampleRate, channels: 1) // Configure the audio engine. audioInputNode = audioEngine.inputNode audioEngine.attach(audioPlayerNode) audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: audioFormat) try audioEngine.start() completion(true) } catch { print("Error configuring audio session: \(error.localizedDescription)") completion(false) } } private func setupUDPConnection() { let parameters = NWParameters.udp parameters.includePeerToPeer = true connection = NWConnection(host: "***.***.xxxxx.***", port: 0000, using: parameters) setupNWConnectionHandlers() } private func setupTCPConnection() { let parameters = NWParameters.tcp connection = NWConnection(host: "***.***.xxxxx.***", port: 0000, using: parameters) setupNWConnectionHandlers() } private func setupWebSocketConnection() { guard let url = URL(string: "ws://***.***.xxxxx.***:0000") else { print("Invalid WebSocket URL") return } let session = URLSession(configuration: .default) webSocketTask = session.webSocketTask(with: url) webSocketTask?.resume() print("WebSocket connection initiated") sendAudioToServer() receiveDataFromServer() sendWebSocketPing(after: 0.6) } private func setupNWConnectionHandlers() { connection?.stateUpdateHandler = { [weak self] state in DispatchQueue.main.async { switch state { case .ready: print("Connected (NWConnection)") self?.isConnected = true self?.failToConnect = false self?.receiveDataFromServer() self?.sendAudioToServer() case .waiting(let error), .failed(let error): print("Connection error: \(error.localizedDescription)") DispatchQueue.main.asyncAfter(deadline: .now() + 2) { self?.setupNetwork() } case .cancelled: print("NWConnection cancelled") self?.isConnected = false default: break } } } connection?.start(queue: .main) } Duplex in this context refers to two-way audio transmission simultaneously recording and sending audio while also receiving and playing back incoming audio, similar to a VoIP/SIP call. The setup works fine on the simulator, which suggests that the core logic is correct. However, since the simulator doesn’t fully replicate WatchOS hardware behavior especially for audio sessions and networking issues might arise when running on a real device. The problem likely lies in either the Watch’s actual hardware limitations, permission constraints, or specific audio session configurations. I am reaching out to seek further assistance regarding the challenges I've been experiencing with establishing a UDP, TCP & web socket connection on watchOS using NWConnection for duplex audio streaming. Despite implementing the recommendations provided earlier, I am still encountering difficulties From what I can see, your implementation is focused on streaming audio playback with the server. In my case, I'm looking for a slightly different approach: I want to capture audio and send buffers of a specific size to the server while playing audio simultaneously, essentially achieving full duplex streaming similar to a VOIP call. Additionally, I’d like to ensure that if no external audio route is connected, the Apple Watch speaker is used by default. Any thoughts or insights on adapting this setup for those requirements would be very welcome.
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251
Apr ’25
AVAssetWriterInputTaggedPixelBufferGroupAdaptor Hanging With Tagged Buffers
We've successfully implemented an AVAssetWriter to produce HLS streams (all code is Objective-C++ for interop with existing codebase) but are struggling to extend the operations to use tagged buffers. We're starting to wonder if the tagged buffers required for an MV-HEVC signal are fully supported when producing HLS segments in a live-stream setting. We generate a live stream of data using something like: UTType *t = [UTType typeWithIdentifier:AVFileTypeMPEG4]; m_writter = [[AVAssetWriter alloc] initWithContentType:t]; // - videoHint describes HEVC and width/height // - m_videoConfig includes compression settings and, when using MV-HEVC, // the correct keys are added (i.e. kVTCompressionPropertyKey_MVHEVCVideoLayerIDs) // The app was throwing an exception without these which was // useful to know when we got the configuration right. m_video = [[AVAssetWriterInput alloc] initWithMediaType:AVMediaTypeVideo outputSettings:m_videoConfig sourceFormatHint:videoHint]; For either path we're producing CVPixelBufferRefs that contain the raw pixel information (i.e. 32BGRA) so we use an adapter to make that as simple as possible. If we use a single view and a AVAssetWriterInputPixelBufferAdaptor things work out very well. We produce segments and the delegate is called. However, if we use the AVAssetWriterInputTaggedPixelBufferGroupAdaptor as exampled in the SideBySideToMVHEVC demo project, things go poorly. We create the tagged buffers with something like: CMTagCollectionRef collections[2]; CMTag leftTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)0), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_LeftEye) }; CMTagCollectionCreate( kCFAllocatorDefault, leftTags, 2, &(collections[0]) ); CMTag rightTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)1), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_RightEye) }; CMTagCollectionCreate( kCFAllocatorDefault, rightTags, 2, &(collections[1]) ); CFArrayRef tagCollections = CFArrayCreate( kCFAllocatorDefault, (const void **)collections, 2, &kCFTypeArrayCallBacks ); CVPixelBufferRef buffers[] = {*b, *alt}; CFArrayRef b = CFArrayCreate( kCFAllocatorDefault, (const void **)buffers, 2, &kCFTypeArrayCallBacks ); CMTaggedBufferGroupRef bufferGroup; OSStatus res = CMTaggedBufferGroupCreate( kCFAllocatorDefault, tagCollections, b, &bufferGroup ); Perhaps there's something about this OBJC code that I've buggered up? Hopefully! Anyways, when I submit this tagged bugger group to the adaptor: if (![mvVideoAdapter appendTaggedPixelBufferGroup:bufferGroup withPresentationTime:pts]) { // report error... } Appending does not raise any errors - eventually it just hangs on us and we never return from it... Real Issue: So either: The delegate assigned to the AVAssetWriter doesn't fire its assetWriter callback which should produce the segments The adapter hangs on the appendTaggedPixelBufferGroup before a segment is ready to be completed (but succeeds for a number of buffer groups before this happens). This is the same delegate class that's assigned to the non multi view code path if MV-HEVC is turned off which works perfectly.
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Apr ’25
Playing Apple Fairplay encrypted content on iOS 26
For iOS17 we've had no problem playing Apple Fairplay encrypted content with keys delivered from our key server running on FairPlay Streaming Server SDK 5.1 and subsequently FairPlay Streaming Server SDK 26. It's built and deployed using Xcode Version 26.1.1 (17B100) with no changes to the code and - as expected - the content continued to be successfully decrypted and played (so far so good). However, as soon as a device was updated to iOS26, that device would no longer play the encrypted content. Devices remaining on iOS17 continue to work normally and the debugging logs are a sanity-check that proves that. Is anyone else experiencing this issue? Here's the code (you should be able to drop it into a fresh iOS Xcode project and provide a server url, content url and certificate).
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253
Activity
Dec ’25
Are there known cases where DepthData is empty while Face ID is working?
We are experiencing an issue related to DepthData from the TrueDepth camera on a specific device. On December 1, we tested with the complainant’s device iPhone 14 / iOS 26.0.1, and observed that the depth image is received with empty values. However, the same implementation works normally on iPhone 17 Pro Max (iOS 26.1) and iPhone 13 Pro Max (iOS 26.0.1), where depth data is delivered correctly. In the problematic case: TrueDepth camera is active Face ID works normally The app receives a DepthData object, but all values are empty (0), not nil Because the DepthData object is not nil, this makes it difficult to detect the issue through software fallback handling. We developed the feature with reference to the following Apple sample: https://developer.apple.com/documentation/AVFoundation/streaming-depth-data-from-the-truedepth-camera We would like to ask: Are there known cases where Face ID functions normally but DepthData from the TrueDepth camera is returned as empty values? If so, is there a recommended approach for identifying or handling this situation? Any guidance from Apple engineers or the community would be greatly appreciated. Thank you.
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226
Activity
Dec ’25
CoreMediaErrorDomain error -42681
We are trying to port our code to Apple TV on tvosVersion 17.6 while running the sample we are getting error CoreMediaErrorDomain error -42681. We understand that this error occurs when the FairPlay license (CKC) returned by the server contains incompatible or malformed version information that the iOS/tvOS FairPlay CDM cannot parse. Can you please specify tvos 17.6 expect what fairplay version number or what fields are mandartory for fps version metadata ?
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347
Activity
Dec ’25
Live Streaming issue for the RTSP
We have the application 'ADS Smart', a companion application for our ADS Dashcam. We offer a feature that lets users stream the live footage of the dashcam cameras through the app. Currently, we are experiencing a time delay of 30+ seconds to see the live stream, i.e the first frame of the live footage is taking around 30+ seconds to display in the app. We are using the MobileVLCKit library to stream the videos in the app. The current flow of the code, Flutter triggers the native playback via a method channel The Dart side calls the iOS method channel <identifier_name>/ts_player with method playTSFromURL passing: url(e.g rtsp://.... for live), playerId viewId (stable ID used to host native UI) showControls optional localIp AppDelegate receives the call and prepares networking Entry point: AppDelegate.tsChannel handler for "playTSFromURL" in AppDelegate.swift. It resolves the Wi‑Fi interface and local IP if possible: Sets VLC_SOURCE_ADDRESS to the Wi‑Fi IP (when available) to prefer Wi‑Fi for the stream. Uses NWPathMonitor and direct interface inspection to find the Wi‑Fi interface (e.g., en0) and IP. Kicks off best-effort route priming to the dashcam IP/ports (non-blocking), see establishWiFiRoutePriority. AppDelegate chooses the right player implementation createPlayerForURL(_: ) decides: RTSP(rasp://..) --> use VLCKit-backed player (class TSStreamPlayer -> TSStreamPlayer class provides a VLC-backed video player for iOS, handling playback of Transport Stream(TS) URLs with strict main-thread UI updates, view safety, and stream management, using MobileVLCKit) .ts files --> use VLCKit-based player for playing already recorded videos in the app. If the selected player supports extras (e.g. TSStreamPlayerExtras), it sets LocalIP (if resolved) Wi-fi interface name AppDeletegate creates the native 'platform view' container and overlay platformView(for:parent:showControls:): Creates a container UIView attached to the Flutter root view Adds a dedicated child videoHost[viewId]-the host UIView for rendering video. If showControls == true, adds TSPlayerControlsOverlay over the video and wires overlay callbacks back to the Flutter via controlChannel (/player_controls) If showControls == false, adds a minimal back button and wires it to onGalleryBack. The player starts playback inside the host view Class player.playTSFromURL(urlString, in:host){ success, error in...} on the main thread. For RTSP/TS streams: this is handled by TSStreamPlayer(VLCKit). Success/failure is reported back to Flutter The completion closure invoked in step 5 returns true on first real playback or an error message on failure. The method channel result responds: true --> Flutter knows playback started FlutterError -> Flutter can show an error Stopping and cleanup "stop" on tsChannel stops and disposes the player(s). "removePlatformView" removes the overlay, back button, the host, and the container, and disposes any remaining players. I am attaching the logs of the app while running. The actual issue happening is that when the iOS device is connected to the dashcam's Wi-Fi, for the app's live streaming-related information, the iOS is using Mobile Data even though the wifi is the main communication channel. The iOS device takes approximately 30 seconds to display the first frame of live footage in the app. Despite being connected to the dashcam’s Wi-Fi, the iOS device sets the value of ES (en0) to Wi-Fi after multiple attempts, causing the live footage to appear in the app after this delay. So, how can we set up the configuration to display the live footage from the dashcam cameras within just 2 to 3 seconds in the iOS device? ios.txt
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336
Activity
Jan ’26
SCK/replayd behaviors and delays
We're troubleshooting SCK issues. They occur with a relatively small amount of sessions, but lack of context and/or ability to advise the customer on how they could make behavior more predictable and reliable is problematic. Generally, there is 2 distinct issues which may or may not have the same root cause: Failure to establish SCK session. Usually manifests within the app as SCShareableContent.getWithCompletionHandler call either never invoking the completion handler, or taking prohibitively long time (we usually give it 3-10 sec before giving up). In the system log it may look like this: (log omitted - suspecting it triggers the content filter) Note the 6 seconds delay to completion of fetchShareableContentWithOption (normally it's a 30-40ms operation). Sometime, we'd see the stream established, but some minutes (or even hours) into the recording we'd stop receiving frames. Both scenarios are likely to occur when the disk space is low, with reliable repro of the problem #2 at below 8gb of free space (in that case, we've seen replayd silently dropping the session, without ever notifying the client ... improving API could go a long way there). However, out of recent occurrences, while most have less than 100GB available, we've seen it on machines with as much as 500GB free. Unfortunately, it's almost never reproducible in dev environment, so we have to rely on diagnostics we're able to collect in the field -- which nothing obvious yet. I'd like to understand the root cause of both scenarios better and/or how what specific frameworks can cause these behaviors.
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558
Activity
Jan ’26
Apple Vision Pro streaming spatial video transmission
I want develop an app for real-time streaming spatial video transmission from an Apple Vision Pro to another Apple Vision Pro and play, like MV-HEVC, does it's possible? If it's possible how to make it?
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139
Activity
Jan ’26
Inquiry about Low-Latency Frame Interpolation & Super Resolution using VTFrameProcessor
Hello, I have implemented Low-Latency Frame Interpolation using the VTFrameProcessor framework, based on the sample code from https://developer.apple.com/kr/videos/play/wwdc2025/300. It is currently working well for both LIVE and VOD streams. However, I have a few questions regarding the lifecycle management and synchronization of this feature: 1. Common Questions (Applicable to both Frame Interpolation & Super Resolution) 1.1 Dynamic Toggling Do you recommend enabling/disabling these features dynamically during playback? Or is it better practice to configure them only during the initial setup/preparation phase? If dynamic toggling is supported, are there any recommended patterns for managing VTFrameProcessor session lifecycle (e.g., startSession / endSession timing)? 1.2 Synchronization Method I am currently using CADisplayLink to fetch frames from AVPlayerItemVideoOutput and perform processing. Is CADisplayLink the recommended approach for real-time frame acquisition with VTFrameProcessor? If the feature needs to be toggled on/off during active playback, are there any concerns or alternative approaches you would recommend? 1.3 Supported Resolution/Quality Range What are the minimum and maximum video resolutions supported for each feature? Are there any aspect ratio restrictions (e.g., does it support 1:1 square videos)? Is there a recommended resolution range for optimal performance and quality? 2. Frame Interpolation Specific Questions 2.1 LIVE Stream Support Is Low-Latency Frame Interpolation suitable for LIVE streaming scenarios where latency is critical? Are there any special considerations for LIVE vs VOD? 3. Super Resolution Specific Questions 3.1 Adaptive Bitrate (ABR) Stream Support In ABR (HLS/DASH) streams, the video resolution can change dynamically during playback. Is VTLowLatencySuperResolutionScaler compatible with ABR streams where resolution changes mid-playback? If resolution changes occur, should I recreate the VTLowLatencySuperResolutionScalerConfiguration and restart the session, or does the API handle this automatically? 3.2 Small/Square Resolution Issue I observed that 144x144 (1:1 square) videos fail with error:   "VTFrameProcessorErrorDomain Code=-19730: processWithSourceFrame within VCPFrameSuperResolutionProcessor failed" However, 480x270 (16:9) videos work correctly. minimumDimensions reports 96x96, but 144x144 still fails. Is there an undocumented restriction on aspect ratio or a practical minimum resolution? 3.3 Scale Factor Selection supportedScaleFactors returns [2.0, 4.0] for most resolutions. Is there a recommended scale factor for balancing quality and performance? Are there scenarios where 4.0x should be avoided? The documentation on this specific topic seems limited, so I would appreciate any insights or advice. Thank you.
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414
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Feb ’26
A mistake in FairPlay Streaming SDK 26 sample code on comparing ProtocolVersionUsed value?
Hello, I am reviewing the sample codes of FairPlay Streaming SDK 26 and there was a place where I think is a mistake. The codes are for the server, for both Swift and Rust codes. There is an if statement which compares "ProtocolVersionUsed"(spcData.versionUsed) and SPCVersion1 constant, though "ProtocolVersionUsed" and SPC Version is a different thing, so shouldn't it be using a different constant value? [createContentKeyPayload.swift] // Fallback to version 1 if content can have encrypted slice headers, which need to be decrypted separately. Slice headers are not encrypted when using CBCS. if serverCtx.spcContainer.spcData.versionUsed == base_constants.SPCVersion.v1.rawValue && [createContentKeyPayload.rs] // Fallback to version 1 if content can have encrypted slice headers, which need to be decrypted separately. Slice headers are not encrypted when using CBCS. if (serverCtx.spcContainer.spcData.versionUsed == SPCVersion::v1 as u32) && Thank you.
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90
Activity
4w
The audio of FairPlay protected content can be captured - Safari on iOS
Hi, Has anyone been able to protect the audio part of FairPlay protected content from being captured as part of screen recording on Safari/iOS (PWA and/or online web app)? We have tried many things but could not prevent the audio from being recorded. Same app and content on Safari/Mac does not allow audio to be recorded. Any tips?
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139
Activity
3w
Unity iOS (Metal) → WebRTC (Unity WebRTC) video stream to remote Unity client: PeerConnection connects but receiver renders black frames
Hello! My name is Mason Prather. I'm a graduate student at Kennesaw State University and a Research Engineer working in XR environments through my Graduate Research Assistant role. I’m currently building a research prototype that connects a mobile companion application to a VR headset. The mobile application is built in Unity and deployed on iOS, and it streams video frames to a remote Unity client using WebRTC. Environment Device: iPhone 15 OS: iOS 26.3 (tested on physical device, not Simulator) Engine: Unity 2022.3.57f1 Graphics API: Metal Streaming Technology: WebRTC (Unity WebRTC package) Architecture: Mobile Unity app streaming video frames to a remote Unity client Receiver Device: Meta Quest Pro headset (Unity application) Networking: LAN (UDP discovery + TCP signaling) Video Source: Unity RenderTexture Goal The goal of the system is to allow a VR user to view media stored on their phone inside a VR environment. The iOS app: renders or captures media content converts frames into a WebRTC video track streams the video to the headset Current Status Connection setup works correctly. Observed behavior: Signaling connection successful ICE candidate exchange successful PeerConnection state becomes Connected Video track created successfully However, the receiving application displays black frames. iOS App Details The video source originates from a Unity RenderTexture. Inside the phone application: RenderTexture displays correctly Frames appear correct locally But the receiving peer does not display the frames. Relevant Components Unity WebRTC package iOS Metal rendering pipeline Custom TCP signaling LAN discovery via UDP Expected Behavior Rendered frames should transmit via WebRTC and appear on the remote device. Actual Behavior The remote video track is active, but the rendered frames appear black on the receiving client. Questions Are there known issues involving Unity WebRTC + iOS Metal texture capture? Are there specific pixel format requirements when streaming textures from Unity on iOS? Could the issue relate to texture readback limitations or GPU synchronization? I am more than happy to provide screenshots and console logs upon request. If anyone has experience streaming Unity video frames via WebRTC on iOS, I would greatly appreciate any guidance.
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202
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2w
offline with FairPlay
I am working on offline license support for FairPlay. I am trying to identify offline vs. live streaming requests. How do I do that? Is there any way to identify the request type (offline or streaming) from SPC?
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59
Activity
1w
Generating a new FPS certificate (SDK 26) alongside an existing SDK 4 certificate
Hi, Our client currently has an FPS deployment certificate generated with SDK version 4 that is still actively used in production. They would like to generate an additional certificate using SDK version 26. Before doing so, they just want to confirm: Will the existing SDK 4 certificate remain unaffected and still visible in the Apple Developer portal? Any considerations they should keep in mind? Thanks! :)
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Activity
3d
Generating a new FPS certificate (SDK 26) alongside an existing SDK 4 certificate
Hi, Our client currently has an FPS deployment certificate generated with SDK version 4 that is still actively used in production. They would like to generate an additional certificate using SDK version 26. Before doing so, they just want to confirm: Will the existing SDK 4 certificate remain unaffected and still visible in the Apple Developer portal? Any considerations they should keep in mind? Thanks!
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116
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3d
How to delete FPS Certificate from Apple developer account
Hello All, I am looking for assistance with our FairPlay Streaming (FPS) certificates. We are in the process of migrating to a new video streaming vendor and need to create a new FPS certificate using SDK 4. However, we have reached the limit of allowed FPS certificates in our account and cannot create a new one. Issue Details: • We currently have two FPS certificates active in our developer account. • One of these was created using SDK 5, but our new vendor (Mux) requires an FPS certificate based on SDK 4. • Since Apple does not allow deleting FPS certificates from the developer portal, we are unable to create a new SDK 4 certificate. • We kindly request Apple to revoke one of our existing FPS certificates to allow us to generate a new SDK 4 certificate. Request: We would greatly appreciate it if you could assist us on how to delete one of our existing FPS certificates so that we can proceed with creating a new SDK 4 certificate for our vendor integration. Thank you for your support.
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659
Activity
Oct ’25
Support for encrypted Mp4 on Apple devices.
Hello, hope everybody is doing well. I have some reels (of aspect ratio 9X16) content, which I want to playback on iOS phones. My question is does AV player support out of box playback of encrypted Mp4. Please note, this is not HLS fMp4, rather unfragmented Mp4 content. If it is supported, what algorithm of encryption shall be used? Please let me know.
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123
Activity
Mar ’25
Processing AVCaptureVideoDataOutput video stream with appleLog and HLG_BT2020 AVCaptureColorSpace input
I’m building a professional camera app where users can customize the video recording format and color grading. In the func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) method, I handle video frames and use Metal for real-time color grading. This works well when device.activeColorSpace is sRGB or P3, and the results are great. However, when the color space is HLG_BT2020 or appleLog, the MTKTextureLoader.newTexture(cgImage: cgImage, options: options) method throws an error. After researching, I found that the video frame in these color spaces has a bit-per-channel (bpc) greater than 8 after being converted to CGImage, causing the texture creation to fail. I tried converting the CGImage to a lower bpc to successfully create the texture, but the final output image is garbled and not as expected. Is there a solution to this issue?
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233
Activity
Apr ’25
Install HTTP Live Streaming Tools on Linux ARM
Is there a way to install HLS tools on ARM Linux? The only one I can find is for x86 Linux. I'm working on a project on a Raspberry Pi. I'd like to install the tool to generate my hls files, but the alternatives are more complicated to use. Is there a way to run them like Mac OS does with Rosseta?
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164
Activity
Apr ’25
Level Networking on watchOS for Duplex audio streaming
I did watch WWDC 2019 Session 716 and understand that an active audio session is key to unlocking low‑level networking on watchOS. I’m configuring my audio session and engine as follows: private func configureAudioSession(completion: @escaping (Bool) -> Void) { let audioSession = AVAudioSession.sharedInstance() do { try audioSession.setCategory(.playAndRecord, mode: .voiceChat, options: []) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) // Retrieve sample rate and configure the audio format. let sampleRate = audioSession.sampleRate print("Active hardware sample rate: \(sampleRate)") audioFormat = AVAudioFormat(standardFormatWithSampleRate: sampleRate, channels: 1) // Configure the audio engine. audioInputNode = audioEngine.inputNode audioEngine.attach(audioPlayerNode) audioEngine.connect(audioPlayerNode, to: audioEngine.mainMixerNode, format: audioFormat) try audioEngine.start() completion(true) } catch { print("Error configuring audio session: \(error.localizedDescription)") completion(false) } } private func setupUDPConnection() { let parameters = NWParameters.udp parameters.includePeerToPeer = true connection = NWConnection(host: "***.***.xxxxx.***", port: 0000, using: parameters) setupNWConnectionHandlers() } private func setupTCPConnection() { let parameters = NWParameters.tcp connection = NWConnection(host: "***.***.xxxxx.***", port: 0000, using: parameters) setupNWConnectionHandlers() } private func setupWebSocketConnection() { guard let url = URL(string: "ws://***.***.xxxxx.***:0000") else { print("Invalid WebSocket URL") return } let session = URLSession(configuration: .default) webSocketTask = session.webSocketTask(with: url) webSocketTask?.resume() print("WebSocket connection initiated") sendAudioToServer() receiveDataFromServer() sendWebSocketPing(after: 0.6) } private func setupNWConnectionHandlers() { connection?.stateUpdateHandler = { [weak self] state in DispatchQueue.main.async { switch state { case .ready: print("Connected (NWConnection)") self?.isConnected = true self?.failToConnect = false self?.receiveDataFromServer() self?.sendAudioToServer() case .waiting(let error), .failed(let error): print("Connection error: \(error.localizedDescription)") DispatchQueue.main.asyncAfter(deadline: .now() + 2) { self?.setupNetwork() } case .cancelled: print("NWConnection cancelled") self?.isConnected = false default: break } } } connection?.start(queue: .main) } Duplex in this context refers to two-way audio transmission simultaneously recording and sending audio while also receiving and playing back incoming audio, similar to a VoIP/SIP call. The setup works fine on the simulator, which suggests that the core logic is correct. However, since the simulator doesn’t fully replicate WatchOS hardware behavior especially for audio sessions and networking issues might arise when running on a real device. The problem likely lies in either the Watch’s actual hardware limitations, permission constraints, or specific audio session configurations. I am reaching out to seek further assistance regarding the challenges I've been experiencing with establishing a UDP, TCP & web socket connection on watchOS using NWConnection for duplex audio streaming. Despite implementing the recommendations provided earlier, I am still encountering difficulties From what I can see, your implementation is focused on streaming audio playback with the server. In my case, I'm looking for a slightly different approach: I want to capture audio and send buffers of a specific size to the server while playing audio simultaneously, essentially achieving full duplex streaming similar to a VOIP call. Additionally, I’d like to ensure that if no external audio route is connected, the Apple Watch speaker is used by default. Any thoughts or insights on adapting this setup for those requirements would be very welcome.
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251
Activity
Apr ’25
AVAssetWriterInputTaggedPixelBufferGroupAdaptor Hanging With Tagged Buffers
We've successfully implemented an AVAssetWriter to produce HLS streams (all code is Objective-C++ for interop with existing codebase) but are struggling to extend the operations to use tagged buffers. We're starting to wonder if the tagged buffers required for an MV-HEVC signal are fully supported when producing HLS segments in a live-stream setting. We generate a live stream of data using something like: UTType *t = [UTType typeWithIdentifier:AVFileTypeMPEG4]; m_writter = [[AVAssetWriter alloc] initWithContentType:t]; // - videoHint describes HEVC and width/height // - m_videoConfig includes compression settings and, when using MV-HEVC, // the correct keys are added (i.e. kVTCompressionPropertyKey_MVHEVCVideoLayerIDs) // The app was throwing an exception without these which was // useful to know when we got the configuration right. m_video = [[AVAssetWriterInput alloc] initWithMediaType:AVMediaTypeVideo outputSettings:m_videoConfig sourceFormatHint:videoHint]; For either path we're producing CVPixelBufferRefs that contain the raw pixel information (i.e. 32BGRA) so we use an adapter to make that as simple as possible. If we use a single view and a AVAssetWriterInputPixelBufferAdaptor things work out very well. We produce segments and the delegate is called. However, if we use the AVAssetWriterInputTaggedPixelBufferGroupAdaptor as exampled in the SideBySideToMVHEVC demo project, things go poorly. We create the tagged buffers with something like: CMTagCollectionRef collections[2]; CMTag leftTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)0), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_LeftEye) }; CMTagCollectionCreate( kCFAllocatorDefault, leftTags, 2, &(collections[0]) ); CMTag rightTags[] = { CMTagMakeWithSInt64Value( kCMTagCategory_VideoLayerID, (int64_t)1), CMTagMakeWithSInt64Value( kCMTagCategory_StereoView, kCMStereoView_RightEye) }; CMTagCollectionCreate( kCFAllocatorDefault, rightTags, 2, &(collections[1]) ); CFArrayRef tagCollections = CFArrayCreate( kCFAllocatorDefault, (const void **)collections, 2, &kCFTypeArrayCallBacks ); CVPixelBufferRef buffers[] = {*b, *alt}; CFArrayRef b = CFArrayCreate( kCFAllocatorDefault, (const void **)buffers, 2, &kCFTypeArrayCallBacks ); CMTaggedBufferGroupRef bufferGroup; OSStatus res = CMTaggedBufferGroupCreate( kCFAllocatorDefault, tagCollections, b, &bufferGroup ); Perhaps there's something about this OBJC code that I've buggered up? Hopefully! Anyways, when I submit this tagged bugger group to the adaptor: if (![mvVideoAdapter appendTaggedPixelBufferGroup:bufferGroup withPresentationTime:pts]) { // report error... } Appending does not raise any errors - eventually it just hangs on us and we never return from it... Real Issue: So either: The delegate assigned to the AVAssetWriter doesn't fire its assetWriter callback which should produce the segments The adapter hangs on the appendTaggedPixelBufferGroup before a segment is ready to be completed (but succeeds for a number of buffer groups before this happens). This is the same delegate class that's assigned to the non multi view code path if MV-HEVC is turned off which works perfectly.
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120
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Apr ’25
audio video live broadcast
i need to make app for iOS to get code for XCode
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82
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May ’25