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Is it possible to customize the iOS permission dialog for Photo Library access?
version: iOS 17+ When requesting Photo Library access on iOS, the system displays a standard permission dialog. I just wanna save a image to user's photo library. Is it possible to replace or customize this system permission popup with a fully custom-designed UI? If customization is not allowed, is the recommended approach to first present a custom explanatory popup or screen and then trigger the system permission dialog?
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Walkie Talkie
This is truly upsetting that this feature is gone. While I don’t always use it as often as I’d like it’s still a feature that my whole enjoys. Sometimes we just need to get a hold of each other and say a few choice things and leave it be without having to send a text or make a call. This is one of my biggest reason for staying with Apple. It was always a free and very convenient app to use. My kids alone quite enjoy it and love knowing that they. A get a hold of me. I’d like to keep this app, ots low usage shouldnt be a reason to remove it now of no Apple member was not using it I would understand. But it’s still a great feature that I’d like back!
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List of RAW 9 bugs
Thanks for adding CoreML into the Apple RAW decoder. I'm excited with what it can bring. But I'm having a number of issues with it. My code base is written in Objective-C, and I'm using my custom MTKView. Now when I enabled RAW 9 support, the render is extremely slow (instant vs seconds). The UI would appear to hang with a spinning color wheel. It feels like CoreML processing is being delegated in the rendering thread, which runs on the main queue. How can I improve performance? As someone has reported, there is a black horizontal line in the middle of the image. The image that I was testing came from Fuji X-T5. If I enable EDR (Extended Dynamic Range), RAW 9 stops rendering, and will return ANE error. My app does HDR rendering of RAW files. I cannot get something like Sony A7R IV ARW image to load. Same ANE error. Is there a memory setting I need to tweak? When I render the X-T5 image, the colors appear to be overly saturated, which is different from the result of RAW 8. I cannot speak for the color rendering of other types of RAW files. I was told code base with Catalyst (and perhaps Swift) works without issue, other than being slow (except for large RAW files), but there seems to be an issue with Objective-C?
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_MPRemoteCommandEventDispatch crashes on iOS 26.x devices.
I'm seeing crashes in _MPRemoteCommandEventDispatch on iOS 26.x devices in 3 apps. According to Bugsnag logs they are: NSInternalInconsistencyException: event dispatch <_MPRemoteCommandEventDispatch: <MPRemoteCommandEvent: 0x11c049500 commandID=THV0 command=<MPRemoteCommand: 0x109ad1ea0 type=Play (0) enabled=YES handlers=[0x109b6a310]> sourceID=(null) ([HostedRoutingSessionDataSource] handleControlSendingCommand<2W5E>)> state:201> deallocated without calling continuation I attached a log from Xcode organizer matching Bugsnag crash. mpr_remote_command_event.crash When I set the brakpoint on the -[_MPRemoteCommandEventDispatch dealloc] I can see it it's hit every time I tap play or pause on locked screen play button. Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000002370420cc __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001e975c810 pthread_kill + 268 (pthread.c:1721) 2 libsystem_c.dylib 0x0000000198f8ff64 abort + 124 (abort.c:122) 3 libc++abi.dylib 0x000000018a7cf808 __abort_message + 132 (abort_message.cpp:66) 4 libc++abi.dylib 0x000000018a7be484 demangling_terminate_handler() + 304 (cxa_default_handlers.cpp:76) 5 libobjc.A.dylib 0x000000018a6cff78 _objc_terminate() + 156 (objc-exception.mm:496) 6 xxxxxxxxxxxxxx 0x00000001003a7db8 CPPExceptionTerminate() + 416 (BSG_KSCrashSentry_CPPException.mm:156) 7 libc++abi.dylib 0x000000018a7cebdc std::__terminate(void (*)()) + 16 (cxa_handlers.cpp:59) 8 libc++abi.dylib 0x000000018a7ceb80 std::terminate() + 108 (cxa_handlers.cpp:88) 9 CoreFoundation 0x000000018d7341c4 __CFRunLoopPerCalloutARPEnd + 256 (CFRunLoop.c:769) 10 CoreFoundation 0x000000018d70bb5c __CFRunLoopRun + 1976 (CFRunLoop.c:3179) 11 CoreFoundation 0x000000018d70aa6c _CFRunLoopRunSpecificWithOptions + 532 (CFRunLoop.c:3462) 12 GraphicsServices 0x000000022e31c498 GSEventRunModal + 120 (GSEvent.c:2049) 13 UIKitCore 0x00000001930ceba4 -[UIApplication _run] + 792 (UIApplication.m:3902) 14 UIKitCore 0x0000000193077a78 UIApplicationMain + 336 (UIApplication.m:5577) 15 xxxxxxxxxxxxxx 0x00000001000c0134 main + 308 (main.swift:15) 16 dyld 0x000000018a722e28 start + 7116 (dyldMain.cpp:1477) Is the crash happening when the app is being terminated? Thank you!
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AVSpeechSynthesizer executes utterances out of order
In previous releases of the os, AVSpeechSynthesizer executed utterances in the order that were enqueued - this is no longer the case. The following snippet should read the numbers 0 to 100 in order, instead it is read (as far as I can tell) randomly. I am unsure is this was an intentional change by Apple, if it was, this was not communicated effectively to developers. import SwiftUI import AVFoundation @main struct MyApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { let synthesiser = AVSpeechSynthesizer() var body: some View { Button("Synthesise") { for i in 0...100 { let utterance = AVSpeechUtterance(string: i.formatted()) synthesiser.speak(utterance) } } } } #Preview { ContentView() } FB23194665
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Apple Music Feed not updating
The Apple Music Feed latest data hasn't updated since 2026-06-08 (Last check was 2026-06-15 UTC) This issue impacts all objects (song,album,artist,popularitytopchartalbum and popularitytopchatsongs) - Normal behaviour was that the latest exports are available and updated ~22-24 hours after their export date
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PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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AUv3 extension icon cannot be resolved on one iPad across all host applications
I am developing an iOS/iPadOS application containing an AUv3 Audio Unit extension. The standalone application icon displays correctly on the affected iPad. However, the AUv3 extension icon is not displayed correctly by any tested host on that device: AUM displays a red-X placeholder icon. Cubasis displays a small generic Swift-style placeholder icon. apeMatrix displays a generic AUv3 placeholder icon. The same TestFlight build displays the correct AUv3 icon on another iPad, and the icon also displays correctly on my iPhone. This therefore appears to be device-specific AUv3 extension icon registration or resolution failure rather than missing icon artwork in the submitted application. Troubleshooting already performed: Deleted and reinstalled the application. Deleted and reinstalled host applications. Restarted the iPad. Installed both local development and TestFlight builds. Confirmed the AUv3 extension contains its compiled asset catalog and icon metadata. Renamed the primary icon set from AppIcon to AppIconV2 and verified that both generated bundles used AppIconV2. Temporarily changed the AudioComponent subtype from Vped to Vpe2 and verified the generated extension plist contained Vpe2. Installed the newly identified component successfully. The AUv3 icon still failed in every tested host. The unchanged TestFlight build displays correctly on another iPad. Expected result: The AUv3 extension icon should display consistently in host applications, as it does on the comparison iPad and iPhone. Actual result: Every host on the affected iPad receives or displays a fallback placeholder instead of the AUv3 extension icon. TLDR - The key questions: Is there is a supported way to rebuild or clear the iPadOS AUv3 extension registration database without erasing the device? Is there any useful information available on Audio Unit extension registration, LaunchServices/icon-services database, or related iPadOS component-icon resolution on an affected device? Thanks.
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Metadata updated for exported photo items
Hi, I have been trying to capture the EXIF metadata using JS from the images while selecting them in a web-app using simple file/photo picker. There's an option to adjust the original datetime for any image in iOS photos app and that's where my query starts. Whenever and image with adjusted date is selected in the browser using the photo picker, the image being given to the browser contains the adjusted date as the original date without any metadata tag containing the original timestamp from the image. Is there any way to capture the original timestamp in a web-app from the image even after it's timestamp is adjusted in IOS photos app? Also, if I may ask what might be the intended reason for this functionality since I could not get hands on something concrete and convincing about this, specially considering that we are able to adjust the timestamp to a value way ahead in the future as well. Any help and support is highly appreciated!
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Reference Mode custom presets do not reproduce the same grayscale response as built-in Apple presets
I found an issue with macOS Reference Modes where a recreated custom preset does not match the grayscale response of the original Apple-provided preset, even when all visible settings appear to be identical. For example, when duplicating the built-in Apple Display P3-600 nits Reference Mode preset, the duplicated preset does not produce the same grayscale luminance response as the original system preset. The comparison is performed under the same physical display brightness setting. The difference is not caused by different brightness levels. The native Reference Mode preset and the recreated preset are tested at the same display brightness, but the grayscale response is still different. The same behavior also occurs when manually creating a new Reference Mode preset with equivalent parameters, including using Pure Gamma settings. Even when the gamma value and other visible parameters are matched, the grayscale transfer function in the shadow region does not match the original Apple preset. The difference can be observed using grayscale test patterns, including: BarsAndBlack_16bit.TIFF CT ColorBar test pattern With these test images, the recreated preset shows lifted dark tones compared with the original Apple Display P3-600 nits preset. The darker grayscale steps become brighter, indicating that the EOTF/grayscale response is not identical between the built-in preset and the recreated preset. This behavior can be reproduced using the built-in macOS Preview application. Opening the same test image and switching between the native Reference Mode preset and the recreated preset shows differences in the black level and shadow grayscale response. The issue can be reproduced on both macOS 26.4 and macOS 15. Environment: macOS: 26.4 (also reproducible on macOS 15) Mac: 14-inch MacBook Pro Display: Built-in XDR Display Reference Mode tested: Apple Display P3-600 nits The main question is: When there is a difference between the built-in Apple Reference Mode preset and a recreated preset with the same visible parameters, which one represents the intended and accurate gamma/EOTF response? Specifically: Is the built-in Apple Display P3-600 nits Reference Mode using additional internal calibration data or hidden parameters that are not exposed in the Reference Mode configuration UI? Is the recreated preset actually applying the requested gamma curve correctly, while the Apple preset includes additional processing? Or is the Apple built-in preset the accurate reference implementation, and the recreated preset cannot reproduce it because some internal display calibration information is unavailable? Is there a documented way to create a custom Reference Mode preset that exactly matches the grayscale response of an Apple system preset? Thank you.
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MusicKit with Music Understanding?
Is there some bridge we could use to have Music Understanding use a song via MusicKit. it would be great to be able to link a music score to a song in MusicKit, then use the features in music understanding to link a live playback with the score.
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PHAssetResourceUploadJobChangeRequest doesn't upload iCloud-optimized photos — is this expected?
I'm implementing PHBackgroundResourceUploadExtension to back up photos and videos to our cloud storage service. During testing, I observed that iCloud-optimized photos (where the full-resolution original is stored in iCloud, not on device) do not upload. The upload job appears to silently skip these assets. Questions: Is this behavior intentional/documented? I couldn't find explicit mention of this limitation. If the device only has the optimized/thumbnail version locally, does the system: - Automatically download the full-resolution asset from iCloud before uploading? - Skip the asset entirely? - Return an error via PHAssetResourceUploadJobChangeRequest? For a complete backup solution, should we: - Pre-fetch full-resolution assets using PHAssetResourceManager.requestData(for:options:) before creating upload jobs? - Use a hybrid approach (this extension for local assets + separate logic for iCloud-only assets)? Environment: iOS 26, Xcode 18
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Restore certain photo resources
Through the Photos framework, we can access (and thus backup) resources the user created in Photos, such as Adjustments.plist, AdjustmentsSecondary.data, .aae files and more. Is there any way to restore those resources back into the Photos library? (e.g., similar to dropping a combination of .heic and .mov file to restore a Live Photo)
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How to upload large videos with PHAssetResourceUploadJobChangeRequest?
I'm implementing a PHBackgroundResourceUploadExtension to back up photos and videos from the user's library to our cloud storage service. Our existing upload infrastructure uses chunked uploads for large files (splitting videos into smaller byte ranges and uploading each chunk separately). This approach: Allows resumable uploads if interrupted Stays within server-side request size limits Provides granular progress tracking Looking at the PHAssetResourceUploadJobChangeRequest.createJob(destination:resource:) API, I don't see a way to specify byte ranges or create multiple jobs for chunks of the same resource. Questions: Does the system handle large files (1GB+) automatically under the hood, or is there a recommended maximum file size for a single upload job? Is there a supported pattern for chunked/resumable uploads, or should the destination URL endpoint handle the entire file in one request? If our server requires chunked uploads (e.g., BITS protocol with CreateSession → Fragment → CloseSession), is this extension the right mechanism, or should we use a different approach for large videos? Any guidance on best practices for large asset uploads would be greatly appreciated. Environment: iOS 26, Xcode 18
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MusicKit.js / WKWebView: Are audible hitches during seek a known WebKit or Apple Media Stack limitation?
We are building a musician practice application that uses MusicKit.js inside a WKWebView on iOS and macOS. One of our core use cases is musical looping, where playback repeatedly seeks back to a loop start position while a song is playing. A typical loop length is 1-4 seconds, making interruptions that might be acceptable for general media playback very noticeable in our use case. For looping we currently use MusicKit’s seekToTime() API. We have also experimented with audioElement.fastSeek() and directly setting audioElement.currentTime. In all cases, seeking to a nearby position during playback produces an audible hitch or pause, even when the destination appears to already be buffered. We have observed similar interruptions when changing the playback rate during playback. For comparison, the same JavaScript bridge architecture running in a Chromium-based WebView on Android exhibits significantly smoother seek behavior and supports near-seamless looping. At this point, the WebView media stack appears to be the primary platform difference we have identified. We are currently using MusicKit.js v2. We are aware that v3 is available, but have not found anything suggesting this behavior has changed. As part of our investigation, we also experimented with Apple’s native MusicKit APIs. We observed that seeking and playback-rate changes can still produce audible interruptions, although playback-rate changes behave noticeably better than our MusicKit.js / HTML audio implementation. This led us to wonder whether the behavior originates from the underlying Apple media pipeline rather than MusicKit.js itself. Our questions are: Is it expected that seeking during playback, whether through seekToTime(), fastSeek(), or currentTime, causes the playback pipeline to be interrupted or rebuilt on Apple platforms? Are there known differences in WebKit’s media pipeline, buffering, or seek handling that would explain why the same implementation exhibits smoother seek behavior in a Chromium-based WebView? If so, are there recommended WebKit, WKWebView, or MusicKit.js techniques to achieve smoother, near-seamless looping? Given that we observe similar, though less pronounced, behavior when using native MusicKit APIs, is this a known characteristic or limitation of the underlying Apple media stack? If so, are there any APIs or implementation patterns recommended for applications that require tight musical looping and low-latency seeks? Any guidance would be greatly appreciated. Our goal is to provide musicians with seamless looping for practice and transcription, where even very small interruptions are noticeable.
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CIContext memoryLimit tips?
I would like to use the memory limit during interactive editing on iOS to decrease jetsam risk. However, I'm unsure of what to set it to. Do you have a recommendation as a fraction of physical memory? I have set the extended virtual memory entitlement, but I don't know what fraction of physical memory (or more) that entitlement enables - perhaps I should use a larger memory limit for M1-based iPads?
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List of RAW 9 bugs
Thanks for adding CoreML into the Apple RAW decoder. I'm excited with what it can bring. But I'm having a number of issues with it. My code base is written in Objective-C, and I'm using my custom MTKView. Now when I enabled RAW 9 support, the render is extremely slow (instant vs seconds). The UI would appear to hang with a spinning color wheel. It feels like CoreML processing is being delegated in the rendering thread, which runs on the main queue. How can I improve performance? As someone has reported, there is a black horizontal line in the middle of the image. The image that I was testing came from Fuji X-T5. If I enable EDR (Extended Dynamic Range), RAW 9 stops rendering, and will return ANE error. My app does HDR rendering of RAW files. I cannot get something like Sony A7R IV ARW image to load. Same ANE error. Is there a memory setting I need to tweak? When I render the X-T5 image, the colors appear to be overly saturated, which is different from the result of RAW 8. I cannot speak for the color rendering of other types of RAW files. I was told code base with Catalyst (and perhaps Swift) works without issue, other than being slow (except for large RAW files), but there seems to be an issue with Objective-C?
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Extended Dynamic Range support
My app currently supports display and editing of RAW files in HDR mode (Extended Dynamic Range). I came across 2 issues: In HDR mode, if I am using the default boostAmount = 1.0, then some of the highlight colors will shift. Like a clear blue sky becomes a light gray / light purple sky. I've to set boostAmount = 0.0 to avoid this problem. Is this a bug or is there a way to keep the Apple colors and not having this issue? The Shadow and highlight filter does not appear to work correctly in HDR mode, I've it hooked up in the linearSpaceFilter. Would be nice if you guys can introduce a spatial aware shadow & highlight filter.
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Is it possible to customize the iOS permission dialog for Photo Library access?
version: iOS 17+ When requesting Photo Library access on iOS, the system displays a standard permission dialog. I just wanna save a image to user's photo library. Is it possible to replace or customize this system permission popup with a fully custom-designed UI? If customization is not allowed, is the recommended approach to first present a custom explanatory popup or screen and then trigger the system permission dialog?
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1
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126
Activity
1w
Walkie Talkie
This is truly upsetting that this feature is gone. While I don’t always use it as often as I’d like it’s still a feature that my whole enjoys. Sometimes we just need to get a hold of each other and say a few choice things and leave it be without having to send a text or make a call. This is one of my biggest reason for staying with Apple. It was always a free and very convenient app to use. My kids alone quite enjoy it and love knowing that they. A get a hold of me. I’d like to keep this app, ots low usage shouldnt be a reason to remove it now of no Apple member was not using it I would understand. But it’s still a great feature that I’d like back!
Replies
0
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0
Views
79
Activity
1w
List of RAW 9 bugs
Thanks for adding CoreML into the Apple RAW decoder. I'm excited with what it can bring. But I'm having a number of issues with it. My code base is written in Objective-C, and I'm using my custom MTKView. Now when I enabled RAW 9 support, the render is extremely slow (instant vs seconds). The UI would appear to hang with a spinning color wheel. It feels like CoreML processing is being delegated in the rendering thread, which runs on the main queue. How can I improve performance? As someone has reported, there is a black horizontal line in the middle of the image. The image that I was testing came from Fuji X-T5. If I enable EDR (Extended Dynamic Range), RAW 9 stops rendering, and will return ANE error. My app does HDR rendering of RAW files. I cannot get something like Sony A7R IV ARW image to load. Same ANE error. Is there a memory setting I need to tweak? When I render the X-T5 image, the colors appear to be overly saturated, which is different from the result of RAW 8. I cannot speak for the color rendering of other types of RAW files. I was told code base with Catalyst (and perhaps Swift) works without issue, other than being slow (except for large RAW files), but there seems to be an issue with Objective-C?
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1
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151
Activity
1w
_MPRemoteCommandEventDispatch crashes on iOS 26.x devices.
I'm seeing crashes in _MPRemoteCommandEventDispatch on iOS 26.x devices in 3 apps. According to Bugsnag logs they are: NSInternalInconsistencyException: event dispatch <_MPRemoteCommandEventDispatch: <MPRemoteCommandEvent: 0x11c049500 commandID=THV0 command=<MPRemoteCommand: 0x109ad1ea0 type=Play (0) enabled=YES handlers=[0x109b6a310]> sourceID=(null) ([HostedRoutingSessionDataSource] handleControlSendingCommand<2W5E>)> state:201> deallocated without calling continuation I attached a log from Xcode organizer matching Bugsnag crash. mpr_remote_command_event.crash When I set the brakpoint on the -[_MPRemoteCommandEventDispatch dealloc] I can see it it's hit every time I tap play or pause on locked screen play button. Thread 0 Crashed: 0 libsystem_kernel.dylib 0x00000002370420cc __pthread_kill + 8 (:-1) 1 libsystem_pthread.dylib 0x00000001e975c810 pthread_kill + 268 (pthread.c:1721) 2 libsystem_c.dylib 0x0000000198f8ff64 abort + 124 (abort.c:122) 3 libc++abi.dylib 0x000000018a7cf808 __abort_message + 132 (abort_message.cpp:66) 4 libc++abi.dylib 0x000000018a7be484 demangling_terminate_handler() + 304 (cxa_default_handlers.cpp:76) 5 libobjc.A.dylib 0x000000018a6cff78 _objc_terminate() + 156 (objc-exception.mm:496) 6 xxxxxxxxxxxxxx 0x00000001003a7db8 CPPExceptionTerminate() + 416 (BSG_KSCrashSentry_CPPException.mm:156) 7 libc++abi.dylib 0x000000018a7cebdc std::__terminate(void (*)()) + 16 (cxa_handlers.cpp:59) 8 libc++abi.dylib 0x000000018a7ceb80 std::terminate() + 108 (cxa_handlers.cpp:88) 9 CoreFoundation 0x000000018d7341c4 __CFRunLoopPerCalloutARPEnd + 256 (CFRunLoop.c:769) 10 CoreFoundation 0x000000018d70bb5c __CFRunLoopRun + 1976 (CFRunLoop.c:3179) 11 CoreFoundation 0x000000018d70aa6c _CFRunLoopRunSpecificWithOptions + 532 (CFRunLoop.c:3462) 12 GraphicsServices 0x000000022e31c498 GSEventRunModal + 120 (GSEvent.c:2049) 13 UIKitCore 0x00000001930ceba4 -[UIApplication _run] + 792 (UIApplication.m:3902) 14 UIKitCore 0x0000000193077a78 UIApplicationMain + 336 (UIApplication.m:5577) 15 xxxxxxxxxxxxxx 0x00000001000c0134 main + 308 (main.swift:15) 16 dyld 0x000000018a722e28 start + 7116 (dyldMain.cpp:1477) Is the crash happening when the app is being terminated? Thank you!
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1.5k
Activity
1w
AVSpeechSynthesizer executes utterances out of order
In previous releases of the os, AVSpeechSynthesizer executed utterances in the order that were enqueued - this is no longer the case. The following snippet should read the numbers 0 to 100 in order, instead it is read (as far as I can tell) randomly. I am unsure is this was an intentional change by Apple, if it was, this was not communicated effectively to developers. import SwiftUI import AVFoundation @main struct MyApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { let synthesiser = AVSpeechSynthesizer() var body: some View { Button("Synthesise") { for i in 0...100 { let utterance = AVSpeechUtterance(string: i.formatted()) synthesiser.speak(utterance) } } } } #Preview { ContentView() } FB23194665
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1
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162
Activity
1w
Apple Music Feed not updating
The Apple Music Feed latest data hasn't updated since 2026-06-08 (Last check was 2026-06-15 UTC) This issue impacts all objects (song,album,artist,popularitytopchartalbum and popularitytopchatsongs) - Normal behaviour was that the latest exports are available and updated ~22-24 hours after their export date
Replies
2
Boosts
1
Views
145
Activity
1w
PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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396
Activity
1w
AUv3 extension icon cannot be resolved on one iPad across all host applications
I am developing an iOS/iPadOS application containing an AUv3 Audio Unit extension. The standalone application icon displays correctly on the affected iPad. However, the AUv3 extension icon is not displayed correctly by any tested host on that device: AUM displays a red-X placeholder icon. Cubasis displays a small generic Swift-style placeholder icon. apeMatrix displays a generic AUv3 placeholder icon. The same TestFlight build displays the correct AUv3 icon on another iPad, and the icon also displays correctly on my iPhone. This therefore appears to be device-specific AUv3 extension icon registration or resolution failure rather than missing icon artwork in the submitted application. Troubleshooting already performed: Deleted and reinstalled the application. Deleted and reinstalled host applications. Restarted the iPad. Installed both local development and TestFlight builds. Confirmed the AUv3 extension contains its compiled asset catalog and icon metadata. Renamed the primary icon set from AppIcon to AppIconV2 and verified that both generated bundles used AppIconV2. Temporarily changed the AudioComponent subtype from Vped to Vpe2 and verified the generated extension plist contained Vpe2. Installed the newly identified component successfully. The AUv3 icon still failed in every tested host. The unchanged TestFlight build displays correctly on another iPad. Expected result: The AUv3 extension icon should display consistently in host applications, as it does on the comparison iPad and iPhone. Actual result: Every host on the affected iPad receives or displays a fallback placeholder instead of the AUv3 extension icon. TLDR - The key questions: Is there is a supported way to rebuild or clear the iPadOS AUv3 extension registration database without erasing the device? Is there any useful information available on Audio Unit extension registration, LaunchServices/icon-services database, or related iPadOS component-icon resolution on an affected device? Thanks.
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0
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152
Activity
1w
Metadata updated for exported photo items
Hi, I have been trying to capture the EXIF metadata using JS from the images while selecting them in a web-app using simple file/photo picker. There's an option to adjust the original datetime for any image in iOS photos app and that's where my query starts. Whenever and image with adjusted date is selected in the browser using the photo picker, the image being given to the browser contains the adjusted date as the original date without any metadata tag containing the original timestamp from the image. Is there any way to capture the original timestamp in a web-app from the image even after it's timestamp is adjusted in IOS photos app? Also, if I may ask what might be the intended reason for this functionality since I could not get hands on something concrete and convincing about this, specially considering that we are able to adjust the timestamp to a value way ahead in the future as well. Any help and support is highly appreciated!
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0
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79
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Reference Mode custom presets do not reproduce the same grayscale response as built-in Apple presets
I found an issue with macOS Reference Modes where a recreated custom preset does not match the grayscale response of the original Apple-provided preset, even when all visible settings appear to be identical. For example, when duplicating the built-in Apple Display P3-600 nits Reference Mode preset, the duplicated preset does not produce the same grayscale luminance response as the original system preset. The comparison is performed under the same physical display brightness setting. The difference is not caused by different brightness levels. The native Reference Mode preset and the recreated preset are tested at the same display brightness, but the grayscale response is still different. The same behavior also occurs when manually creating a new Reference Mode preset with equivalent parameters, including using Pure Gamma settings. Even when the gamma value and other visible parameters are matched, the grayscale transfer function in the shadow region does not match the original Apple preset. The difference can be observed using grayscale test patterns, including: BarsAndBlack_16bit.TIFF CT ColorBar test pattern With these test images, the recreated preset shows lifted dark tones compared with the original Apple Display P3-600 nits preset. The darker grayscale steps become brighter, indicating that the EOTF/grayscale response is not identical between the built-in preset and the recreated preset. This behavior can be reproduced using the built-in macOS Preview application. Opening the same test image and switching between the native Reference Mode preset and the recreated preset shows differences in the black level and shadow grayscale response. The issue can be reproduced on both macOS 26.4 and macOS 15. Environment: macOS: 26.4 (also reproducible on macOS 15) Mac: 14-inch MacBook Pro Display: Built-in XDR Display Reference Mode tested: Apple Display P3-600 nits The main question is: When there is a difference between the built-in Apple Reference Mode preset and a recreated preset with the same visible parameters, which one represents the intended and accurate gamma/EOTF response? Specifically: Is the built-in Apple Display P3-600 nits Reference Mode using additional internal calibration data or hidden parameters that are not exposed in the Reference Mode configuration UI? Is the recreated preset actually applying the requested gamma curve correctly, while the Apple preset includes additional processing? Or is the Apple built-in preset the accurate reference implementation, and the recreated preset cannot reproduce it because some internal display calibration information is unavailable? Is there a documented way to create a custom Reference Mode preset that exactly matches the grayscale response of an Apple system preset? Thank you.
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Technology
I want to know more about the latest technology from Apple and interesting hardware for me to know about.
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MusicKit with Music Understanding?
Is there some bridge we could use to have Music Understanding use a song via MusicKit. it would be great to be able to link a music score to a song in MusicKit, then use the features in music understanding to link a live playback with the score.
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PHAssetResourceUploadJobChangeRequest doesn't upload iCloud-optimized photos — is this expected?
I'm implementing PHBackgroundResourceUploadExtension to back up photos and videos to our cloud storage service. During testing, I observed that iCloud-optimized photos (where the full-resolution original is stored in iCloud, not on device) do not upload. The upload job appears to silently skip these assets. Questions: Is this behavior intentional/documented? I couldn't find explicit mention of this limitation. If the device only has the optimized/thumbnail version locally, does the system: - Automatically download the full-resolution asset from iCloud before uploading? - Skip the asset entirely? - Return an error via PHAssetResourceUploadJobChangeRequest? For a complete backup solution, should we: - Pre-fetch full-resolution assets using PHAssetResourceManager.requestData(for:options:) before creating upload jobs? - Use a hybrid approach (this extension for local assets + separate logic for iCloud-only assets)? Environment: iOS 26, Xcode 18
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Restore certain photo resources
Through the Photos framework, we can access (and thus backup) resources the user created in Photos, such as Adjustments.plist, AdjustmentsSecondary.data, .aae files and more. Is there any way to restore those resources back into the Photos library? (e.g., similar to dropping a combination of .heic and .mov file to restore a Live Photo)
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How to upload large videos with PHAssetResourceUploadJobChangeRequest?
I'm implementing a PHBackgroundResourceUploadExtension to back up photos and videos from the user's library to our cloud storage service. Our existing upload infrastructure uses chunked uploads for large files (splitting videos into smaller byte ranges and uploading each chunk separately). This approach: Allows resumable uploads if interrupted Stays within server-side request size limits Provides granular progress tracking Looking at the PHAssetResourceUploadJobChangeRequest.createJob(destination:resource:) API, I don't see a way to specify byte ranges or create multiple jobs for chunks of the same resource. Questions: Does the system handle large files (1GB+) automatically under the hood, or is there a recommended maximum file size for a single upload job? Is there a supported pattern for chunked/resumable uploads, or should the destination URL endpoint handle the entire file in one request? If our server requires chunked uploads (e.g., BITS protocol with CreateSession → Fragment → CloseSession), is this extension the right mechanism, or should we use a different approach for large videos? Any guidance on best practices for large asset uploads would be greatly appreciated. Environment: iOS 26, Xcode 18
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MusicKit.js / WKWebView: Are audible hitches during seek a known WebKit or Apple Media Stack limitation?
We are building a musician practice application that uses MusicKit.js inside a WKWebView on iOS and macOS. One of our core use cases is musical looping, where playback repeatedly seeks back to a loop start position while a song is playing. A typical loop length is 1-4 seconds, making interruptions that might be acceptable for general media playback very noticeable in our use case. For looping we currently use MusicKit’s seekToTime() API. We have also experimented with audioElement.fastSeek() and directly setting audioElement.currentTime. In all cases, seeking to a nearby position during playback produces an audible hitch or pause, even when the destination appears to already be buffered. We have observed similar interruptions when changing the playback rate during playback. For comparison, the same JavaScript bridge architecture running in a Chromium-based WebView on Android exhibits significantly smoother seek behavior and supports near-seamless looping. At this point, the WebView media stack appears to be the primary platform difference we have identified. We are currently using MusicKit.js v2. We are aware that v3 is available, but have not found anything suggesting this behavior has changed. As part of our investigation, we also experimented with Apple’s native MusicKit APIs. We observed that seeking and playback-rate changes can still produce audible interruptions, although playback-rate changes behave noticeably better than our MusicKit.js / HTML audio implementation. This led us to wonder whether the behavior originates from the underlying Apple media pipeline rather than MusicKit.js itself. Our questions are: Is it expected that seeking during playback, whether through seekToTime(), fastSeek(), or currentTime, causes the playback pipeline to be interrupted or rebuilt on Apple platforms? Are there known differences in WebKit’s media pipeline, buffering, or seek handling that would explain why the same implementation exhibits smoother seek behavior in a Chromium-based WebView? If so, are there recommended WebKit, WKWebView, or MusicKit.js techniques to achieve smoother, near-seamless looping? Given that we observe similar, though less pronounced, behavior when using native MusicKit APIs, is this a known characteristic or limitation of the underlying Apple media stack? If so, are there any APIs or implementation patterns recommended for applications that require tight musical looping and low-latency seeks? Any guidance would be greatly appreciated. Our goal is to provide musicians with seamless looping for practice and transcription, where even very small interruptions are noticeable.
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CIContext memoryLimit tips?
I would like to use the memory limit during interactive editing on iOS to decrease jetsam risk. However, I'm unsure of what to set it to. Do you have a recommendation as a fraction of physical memory? I have set the extended virtual memory entitlement, but I don't know what fraction of physical memory (or more) that entitlement enables - perhaps I should use a larger memory limit for M1-based iPads?
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List of RAW 9 bugs
Thanks for adding CoreML into the Apple RAW decoder. I'm excited with what it can bring. But I'm having a number of issues with it. My code base is written in Objective-C, and I'm using my custom MTKView. Now when I enabled RAW 9 support, the render is extremely slow (instant vs seconds). The UI would appear to hang with a spinning color wheel. It feels like CoreML processing is being delegated in the rendering thread, which runs on the main queue. How can I improve performance? As someone has reported, there is a black horizontal line in the middle of the image. The image that I was testing came from Fuji X-T5. If I enable EDR (Extended Dynamic Range), RAW 9 stops rendering, and will return ANE error. My app does HDR rendering of RAW files. I cannot get something like Sony A7R IV ARW image to load. Same ANE error. Is there a memory setting I need to tweak? When I render the X-T5 image, the colors appear to be overly saturated, which is different from the result of RAW 8. I cannot speak for the color rendering of other types of RAW files. I was told code base with Catalyst (and perhaps Swift) works without issue, other than being slow (except for large RAW files), but there seems to be an issue with Objective-C?
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Extended Dynamic Range support
My app currently supports display and editing of RAW files in HDR mode (Extended Dynamic Range). I came across 2 issues: In HDR mode, if I am using the default boostAmount = 1.0, then some of the highlight colors will shift. Like a clear blue sky becomes a light gray / light purple sky. I've to set boostAmount = 0.0 to avoid this problem. Is this a bug or is there a way to keep the Apple colors and not having this issue? The Shadow and highlight filter does not appear to work correctly in HDR mode, I've it hooked up in the linearSpaceFilter. Would be nice if you guys can introduce a spatial aware shadow & highlight filter.
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RAW 9 / RAW 9.dng
What is the difference (if any) between RAW 9 and RAW 9.DNG in terms of quality, noise reduction, and color?
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