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ReplayKit Broadcast Upload video timestamps: originating clock and capture semantics
Which clock or timebase defines CMSampleBufferGetPresentationTimeStamp for ReplayKit Broadcast Upload video on iOS 17–26? Does PTS represent capture time, and is a bounded conversion to CMClockGetHostTimeClock documented? How can a supported public API distinguish a frame captured before a local barrier but delivered after it, including pause/restart discontinuities? Serial callback order and arrival time do not establish that.
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Is activeLockedVideoFrameDuration supported on iPhone 16 Pro? Hardware or iOS limitation?
Hello Apple AVFoundation team, Could you clarify the supported iPhone models and OS versions for standalone locked video frame duration using AVCaptureDeviceInput.activeLockedVideoFrameDuration? The API is documented as available from iOS 26.0, but I understand that OS availability alone does not mean every camera device/configuration supports it. I have read the API documentation and the DTS reply in iPhone 17 Pro's Genlock feature, but could not find a model compatibility list for the standalone locked-duration API. Scope: I am investigating actual capture timing for multi-iPhone motion capture. This question is about locking each camera's frame period using its internal timing, without an external genlock accessory. I am not asking about encoding a constant-frame-rate file, ordinary equal min/max frame durations, timecode metadata, or synchronizing the first exposure across phones. Physical-device test iPhone 16 Pro, iOS 26.2 (23C55). Built with Xcode 26.3 and the iOS 26.2 SDK. One AVCaptureSession, one physical rear .builtInWideAngleCamera input, and one AVCaptureVideoDataOutput. 8-bit SDR 420v formats, tested at 1920 x 1080 and 3840 x 2160, each at 30 and 60 fps. Auto video frame rate disabled; no spatial video capture or multicam session. Manual exposure approximately 2 ms, shorter than half a frame at both tested rates. The session is running and delivering frames. Two separate probe runs produced the same results, including capability readbacks after a settling period. For all four tested configurations: input.isLockedVideoFrameDurationSupported = false device.minSupportedLockedVideoFrameDuration = kCMTimeInvalid input.activeLockedVideoFrameDuration = kCMTimeInvalid device.isVideoFrameDurationLocked = falseOrdinary activeVideoMinFrameDuration and activeVideoMaxFrameDuration can both be set to the requested CMTime(value: 1, timescale: 30) or CMTime(value: 1, timescale: 60), and frames are delivered. This is only a configuration readback, not a claim of exact capture timing in the ordinary mode. The app directly queries the public support properties; it has no model whitelist. It does not attempt to set a valid locked duration when support is false, as the documented setter contract would reject that. These tests cover the selected formats, not every camera/format on this phone. Questions Which iPhone models support this standalone API? In particular, is false expected on iPhone 16 Pro? Is there an official compatibility list covering iPhone 13/14/15/16 and iPhone 17 models? Is the iPhone 16 Pro result a hardware capability restriction, an iOS 26.2 limitation/known issue, or a configuration requirement? Is there a released iOS version that enables this on iPhone 16 Pro, or is newer hardware required? What is the minimum supported capture configuration and correct time to query support? Are there restrictions involving the physical versus virtual camera input, pixel format, SDR/HDR, or exposure mode that could explain this result? If so, which configuration should be tested before concluding that the device does not support it? On supported hardware, can this standalone lock be enabled without an external accessory or a special entitlement, independently of follow(_:videoFrameDuration:delegate:)? Relevant documentation: activeLockedVideoFrameDuration isLockedVideoFrameDurationSupported minSupportedLockedVideoFrameDuration I can provide a focused reproducer if needed. Thank you for clarifying the device requirements and whether an OS upgrade can change the result.
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AUv2: Property Listener Callback Lifetime During AudioComponentInstanceDispose
Title: AUv2: Property Listener Callback Lifetime During AudioComponentInstanceDispose I’m developing a macOS Audio Unit v2 (AUv2) instrument in C++ and investigating the correct lifetime and synchronization requirements for property-listener callbacks. I would appreciate clarification from Apple engineers or developers with direct AUv2 implementation experience. Specifically: Does AudioComponentInstanceDispose guarantee that the Audio Unit’s Close operation has completed before the call returns? Does disposal guarantee that all property-listener callbacks registered through AudioUnitAddPropertyListener have finished executing before the instance and its associated callback data can be destroyed? What are the documented guarantees of AudioUnitRemovePropertyListenerWithUserData regarding callbacks that are currently executing or already queued? Is there a documented synchronization procedure that allows an AUv2 plug-in to safely release listener callback state during instance shutdown? Are there host-ordering requirements or documented assumptions that plug-in developers must follow when registering, removing, and destroying property listeners? My implementation is designed to avoid use-after-free, concurrent access to destroyed objects, and unsafe callback-data reclamation. I want to base the implementation on documented Apple API guarantees rather than assumptions about host behaviour. If relevant, please point me to the authoritative documentation or recommended implementation pattern. Environment: macOS 12 Monterey, Xcode 14.2, AUv2 instrument, C++.
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iPhone 17 Pro: Is Native Apple Log 2 ISP Processing Available for 4224×3024/60fps RAW?
Hi everyone, I'm developing an iOS camera app that aims to record 4224×3024 Open Gate video at 60fps in 10-bit HEVC with Apple Log 2. Native Apple ISP-processed Apple Log 2 capture works at 3840×2160/60fps. However, at 4224×3024/60fps, the tested capture configuration only provides Bayer RAW (btp2). I've successfully decoded ProRes RAW using Apple's decoder into linear Rec.2020 and applied the published Apple Gamut and Apple Log 2 transforms. However, the resulting chroma is only approximately 72–74% of the native ISP output in controlled color-chart comparisons. I've also confirmed that VTRAWProcessingSession and related RAW processing controls are not publicly available to iOS apps in the iPhoneOS 27.0 SDK. My questions are: Is there a public iOS API that applies the same color and tone rendering as Apple's native camera ISP to captured Bayer RAW or ProRes RAW? Is there a supported configuration for obtaining full-resolution 4224×3024/60fps ISP-processed Apple Log 2 output (x420 or x422), without preview proxies or upscaling? If neither is supported, what is Apple's recommended approach? Is this a hardware limitation or a public API limitation? The goal is to use Apple's official color processing pipeline without empirically fitted matrices, LUTs, or arbitrary color corrections. Any guidance would be greatly appreciated. Thank you!
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iPhone Duo: continuous front-camera depth for measuring face distance
Hi, I’m building an app that counts push-ups with the phone on the floor. It currently uses ARKit and TrueDepth to measure the distance between the camera and the user’s face. I want to support iPhone Duo too, but I don’t have one. I only have an iPhone 17 Pro. I watched the camera presentation and saw that depth is supported when accessing the individual cameras. I’m trying to understand what that means for my app. Can either front camera provide continuous depth through AVCaptureDepthDataOutput, or is it only available when taking photos? Does it give actual distances in metres, or relative depth estimates? The face would usually be around 20 to 80 cm from the camera. Also, is there an equivalent camera mode on my iPhone 17 Pro that I could use to test the same approach, or would I need an actual Duo? It’s okay if counting is less accurate than with TrueDepth. I mainly need to detect the user moving down and back up reliably. Thank you!
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macOS 27.2: second Bluetooth HFP microphone is silent despite two SCO connections
Hello Apple engineers and developers, My name is Fumikazu Kondo. I am an independent developer in Japan working on transcription applications, including KF Transcription Mixer. I want to capture two separately connected Bluetooth microphones on a Mac for meeting and conversation transcription. I would appreciate an Apple engineer's response about the supported behavior and a reliable solution. Problem Each microphone works when captured individually. When both are opened, the second input delivers only zeros, even though Core Audio starts successfully and macOS reports two SCO connections. The failure also reproduces with direct native Core Audio capture before any application audio processing. Environment MacBook Pro, Apple M5, model identifier Mac17,2 macOS 27.2; sw_vers reports build 26B123 Xcode 27.1 (27A9275), macOS 27.0 SDK Built-in Bluetooth controller: BCM_4388C2, firmware 24.2.241.1936 Microphones: Beats Pill (firmware 2C336) and SANWA SUPPLY MM-BTCL1 (firmware 1.0.0), both directly connected to the Mac Both input devices expose 16,000 Hz, mono. Bluetooth logs show HFP/mSBC. Microphone Mode: Standard; preferred and active values both read back as 0 Reproduction Connect both microphones to the Mac. Confirm each delivers real audio in a separate, fresh capture process. In Audio MIDI Setup, create an Aggregate Device with the two microphone input devices, one channel each. Use 16 kHz, one clock source, and drift correction for the other device. Start capture of the two channels. Use a controlled speech fixture played through the Mac's built-in speakers so that both microphones receive sound. Observe that one channel has audio and the other is entirely silent. I also reproduced the problem using AudioDeviceCreateIOProcID / AudioDeviceStart directly on the physical input devices, without an aggregate or application processing. Reversing their opening order changed which microphone remained silent: the later-opened device delivered zeros. Measured results Physical Mac XCTest runs on October 30, 2026: MM-BTCL1 alone: 203,520 captured frames; 232 nonzero observation windows; passed. Beats Pill alone: 203,520 captured frames; 233 nonzero observation windows; passed. Two-input aggregate: 202,240 frames; nonzero windows [240, 0]; simultaneous windows 0; application audio error 0. Separate native shared-clock experiment: an aggregate containing both microphone inputs plus the built-in speaker, driven by one full-duplex IOProc. 1,152 input callbacks and 1,152 output buffers; nonzero callback counts [1100, 0]; simultaneous windows 0; invalid samples 0. The last experiment rules out simply lacking a running output clock in the input-only capture path, but it did not fix the issue. Relevant system log messages include: Number of SCO Connections: 2. A2DP Streaming State: 0. Input Decode: Requested 640 bytes, but only read 0 bytes instead. Decoded a total of 0 bytesThe decode message repeats during the silent input. Successful voice-audio connection events appear for both devices. Device identifiers and unrelated logs are omitted here. Already tested Both microphones power-cycled and individually reconnected Mac restarted; issue reproduced afterward Standard microphone mode verified by readback Both microphones individually verified with the same controlled stimulus Reversed native device opening order Persistent and private aggregates; different clock choices and drift correction Direct physical-device IOProc capture Full-duplex shared-clock capture with the built-in speaker Built-in speaker selected as system output, with Bluetooth output streaming stopped during measurement Core Audio and Bluetooth services restarted; issue persisted Software Update reports no new software available I have not established whether the cause is in the OS, driver, controller, or device firmware. I am not claiming a universal Bluetooth specification limitation. Questions for Apple Is simultaneous capture from two directly connected HFP/mSBC microphones supported on this Mac/macOS configuration through Core Audio? If there is a limitation, could you provide the relevant documentation and clarify its scope? If supported, which public API or configuration should be used to keep both input streams delivering audio? Is there a known issue or supported workaround for the all-zero second stream? Which targeted Bluetooth/HCI logs or minimal reproduction details would Apple need to investigate? I can provide a focused reproduction and redacted measurements through an appropriate private channel if needed. This is blocking reliable two-microphone transcription. Please respond with the expected behavior, next diagnostic steps, or the appropriate Apple engineering support route. Thank you for your help. Update: also reproduced with two Beats Pill speakers On October 30, 2026, I replaced the MM-BTCL1 with a second Beats Pill. Both Beats Pill speakers report firmware 2C336 and are independently connected to this Mac. Microphone Mode remains Standard (0). Fresh individual controls after previous SCO connections fully disconnected: both work (235 and 236 nonzero observation windows). Application-created private aggregate, device order A/B: nonzero windows [233, 0]. Reversed participant order: [0, 240]. Direct physical-device IOProc test, opening A before B: callback counts [404, 402], but nonzero callback counts [403, 0]. No simultaneous audio windows. After releasing both and restarting B alone, B delivers audio (381 nonzero callbacks). Opening A while B continues then yields nonzero counts [0, 404]: the later-opened device is again silent. System logs again report two SCO connections and repeated zero-byte input decode messages. Thus the same failure also reproduces with two same-model, same-firmware Apple/Beats devices. Please include this configuration when assessing support status, a possible known issue, and recommended next steps. Additional comparison reported by the user: the MacBook built-in microphone and one Beats Pill can both be heard when used together. This is a user-observed working configuration, separate from the automated tests above. It further narrows the problem to the configuration with two simultaneous Bluetooth microphone inputs.
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Using Apple Music API artist artwork and library import on a music rating website
Hi all, We run Soundmark, a small UK website where people rate and review albums and songs (web only for now, a native app may come later). We'd like to use the Apple Music API in two ways, and want to make sure we stay within the rules before building anything: Show artist images on our artist pages. Let users connect their Apple Music account and import their library, so the albums and songs they already have show up on Soundmark ready to rate. Our setup today: Album and song pages have a small player that plays 30-second previews. On desktop, some pages also show the Spotify embed player. There are no ads on the site. We would show the Apple Music badge and a link to Apple Music alongside any Apple content, following the Apple Music Identity Guidelines. Our questions: Can a website use artist artwork from the Apple Music API if it only plays 30-second previews, or does it need full MusicKit on the web playback (users connecting their Apple Music account)? Can the artist image appear on a page that also shows a Spotify embed player, or does it need to be on pages with Apple Music playback only? Beyond Apple's own terms, do we need separate permission from rights-holders to display artist images, or is the API licence enough when used as described? Can we import catalog data (album and song titles, tracklists, release dates and cover art) from the Apple Music API and store it permanently in our own database, so our album and song pages are built from it? Can those pages be shown to everyone, including visitors without an Apple Music account, and are there limits on caching cover art or on how many albums we import (rate limits)? We also emailed Apple Developer Support on 21st October and chased on the 28th but haven't heard back yet, so any pointers to the relevant terms would be really appreciated. Thanks!
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Radiometric interpretation of Apple ProRAW and Bayer RAW access via AVFoundation
I am working on a computational photography research project involving multi-exposure HDR reconstruction using Bayer RAW and Apple ProRAW captures. I would like to clarify the radiometric interpretation of Apple ProRAW and the availability of Bayer RAW capture through AVFoundation. My questions are: On current iPhone Pro devices, is it possible for third-party apps to capture and export true Bayer-pattern RAW DNG files through AVFoundation, rather than Apple ProRAW linear DNG files? If so, which availableRawPhotoPixelFormatTypes correspond to Bayer RAW, and what device or format restrictions apply? Apple ProRAW appears to be demosaiced and computationally processed, and may include multi-frame fusion. Is the decoded ProRAW image intended to be radiometrically linear and scene-referred? For a bracketed ProRAW sequence captured with fixed ISO, white balance, lens, and focus, but different exposure times, can one assume that the decoded linear pixel values Y_i(p) satisfy an exposure-proportional model in non-saturated regions, such as Y_i(p) ≈ t_i R(p), across brackets? This question is about radiometric consistency for algorithmic use, not about visual editing or tone mapping. Thank you for your help.
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Radiometric interpretation of Apple ProRAW and Bayer RAW access via AVFoundation
I am working on a computational photography research project involving multi-exposure HDR reconstruction using Bayer RAW and Apple ProRAW captures. I would like to clarify the radiometric interpretation of Apple ProRAW and the availability of Bayer RAW capture through AVFoundation. My questions are: 1.On current iPhone Pro devices, is it possible for third-party apps to capture and export true Bayer-pattern RAW DNG files through AVFoundation, rather than Apple ProRAW linear DNG files? If so, which availableRawPhotoPixelFormatTypes correspond to Bayer RAW, and what device or format restrictions apply? 2.Apple ProRAW appears to be demosaiced and computationally processed, and may include multi-frame fusion. Is the decoded ProRAW image intended to be radiometrically linear and scene-referred? 3.For a bracketed ProRAW sequence captured with fixed ISO, white balance, lens, and focus, but different exposure times, can one assume that the decoded linear pixel values Y_i(p) satisfy an exposure-proportional model in non-saturated regions, such as Y_i(p) ≈ t_i R(p), across brackets? This question is about radiometric consistency for algorithmic use, not about visual editing or tone mapping. Thank you for your help.
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Supported integration path for two-deck Apple Music DJ playback on iPhone, iPad and Mac Catalyst
We develop SpinCut DJ, a free-to-download proprietary DJ application by LALAMO CORPORATION for iPhone, iPad and Mac Catalyst. We want to add Apple Music subscription playback for users with an active subscription, similar to the integrations featured in DJ with Apple Music. This question is about the officially supported integration path, not extracting or bypassing protected audio. Our existing engine uses app-owned PCM for two independently controlled decks, scratch/reverse playback, tempo changes, hot cues, loops, beat synchronization and independent master/headphone outputs. We have reviewed MusicAuthorization, MusicSubscription, catalog/library requests, ApplicationMusicPlayer and SystemMusicPlayer. We understand that ordinary catalog access and protected queue playback do not establish a documented route to feed subscription audio into our custom engine, or permission to modify or synchronize MusicKit content. We have not enabled subscription-catalog DJ playback. Apple Developer Support advised us to ask the Developer Forums about the required technical integration. Could an Apple representative clarify: Is there a documented public API for two independent, simultaneous Apple Music DJ decks with scratch/reverse/tempo control? If a separate Apple Music DJ integration, agreement, SDK or capability is required, what is the current official application or referral process for a Japan-based developer? Are iOS, iPadOS and Mac Catalyst supported through the same integration, and what technical material is required for evaluation? What approved interfaces govern waveform/beat analysis, seeking and separate master/headphone routing? We are not requesting recording/export, stem separation, offline file extraction or rebroadcast permission through ordinary MusicKit. Those features would remain unavailable for subscription content unless separately and expressly supported. We can provide a product demonstration and integration brief through an appropriate private channel. Product: https://spincutdj.com/ App Store: https://apps.apple.com/app/id6804328893 Please point us to the supported technical and onboarding path rather than an undocumented entitlement or workaround.
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TTS Stuttering & Noise
TTS Stuttering & Noise When using Apple’s native TTS API on an iPhone or iPad—specifically while connected to Bluetooth earphones or headsets—users are experiencing audio noise or intermittent gaps in speech, causing parts of sentences to drop out during playback. There were no reports or inquiries regarding such issues up through iOS/iPadOS 26. Since the release of iOS/iPadOS 27, however, there has been a significant increase in reports and inquiries about this problem. If you happen to know the cause of this issue or have any suggestions for a fix, please leave a reply. The issue persists even after removing the AirPods or headset from the device and reconnecting them. The issue persists even after rebooting the device. The issue occurs even on the latest versions, from iOS/iPadOS 27 through 27.2.
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AVFoundation: full-resolution Quad Bayer RAW capture path for third-party computational photography? (FB25352517)
At the WWDC26 Camera and Photo Technologies Group Lab (session 8018, ~29:55 to 32:46), the panel explained why ProRAW can produce 48 MP output from Quad Bayer sensors while native Bayer RAW is limited to the binned resolution. ProRAW is already demosaiced and linearized, and may incorporate Photonic Engine multi-frame processing. The native RAW path exposes the binned Bayer result. A true full-resolution RAW output would be Quad Bayer, not conventional Bayer, and supporting it properly needs a decoding path around it. The panel suggested filing Feedback Assistant requests if developers need this, so I filed FB25352517. My use case is computational photography that wants minimally processed sensor-domain samples on purpose — its own multi-frame alignment, denoising, HDR fusion, motion rejection, and super-resolution. Adobe Project Indigo is a public example of that kind of pipeline. It captures RAW bursts and uses measured sub-pixel variation between frames to reconstruct detail. Processed 48 MP photos and ProRAW don't cover that. They've already been through Apple's reconstruction or demosaic. Is filing enhancement requests still the intended path for a supported full-resolution Quad Bayer RAW or mosaic capture path? If so, what would make these reports more useful — mosaic metadata, DNG representation, CIRAWFilter support, AVCaptureDevice.Format capability discovery, something else? WWDC26 session: https://developer.apple.com/videos/play/wwdc2026/8018/ Project Indigo technical overview: https://research.adobe.com/articles/indigo/indigo.html
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Title: MusicKit Web v3 authorize() fails with AUTHORIZATION_ERROR after Allow — Windows Chrome/Edge (FB25267497)
Hello Apple engineers and fellow developers, I am developing CloudMusic Bridge, a Windows desktop music application integrating the official MusicKit Web v3 SDK. MusicKit initialization succeeds, but authorize() consistently rejects with AUTHORIZATION_ERROR after the user clicks Allow in Apple's official authorization window. Environment Windows, Google Chrome and Microsoft Edge MusicKit Web v3 from Apple's official CDN Local HTTPS origin: https://localhost:4318 Valid ES256 developer token with a matching origin claim MusicKit-enabled Media ID and associated Media Services key Active Apple Music subscription, with full-song playback working on music.apple.com Catalog API requests succeed (HTTP 200) Actual MusicKit SDK build: UNKNOWN Reproduction I created a standalone minimal reproduction that loads MusicKit, initializes it, obtains the instance and invokes instance.authorize() directly from a user click. The user signs in and clicks Allow, but the authorization Promise rejects. I also tested a separate page that explicitly allows https://play.itunes.apple.com in both CSP connect-src policies. This eliminated the previously observed document CSP violations during the comparison, but authorization still failed with AUTHORIZATION_ERROR after approximately 46.6 seconds. The application did not reach its 120-second timeout. Questions for Apple DTS How can I verify that my browser is loading the current supported stable MusicKit Web v3 build? Is there any additional developer configuration required for web authorization? How can I safely identify the underlying authorization exchange failure? Since this reproduces on Windows, what diagnostics should I provide instead of macOS sysdiagnose? Could an Apple engineer help investigate my existing report, FB25267497? I have already contacted Apple Developer Support and was directed to the Developer Forums for SDK-related technical assistance. I can provide a sanitized minimal reproduction and diagnostic timeline. Thank you for your help.
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Retain warning on cloudIdentifierMappings(forLocalIdentifiers: [String] )
Whenever I call this method on the PHPhotoLibrary class I get a warning which I've included below. I've tried looking in the Apple forums, Stack Overflow etc. and nobody seems to mention this issue that I can find. Is this warning unavoidable or am I using the API wrong? I can reproduce this trivially in a simple untitled project. Warning: Retain cycle risk: client-side managed object fetch on long-lived context for entity Asset, on context named: PHPhotoLibrary (inode=19657147) .Generic, consider using -[PHPhotoLibrary performAndWaitOnAutoResettingLibraryWithName:workBlock:] or +[PLDatabaseContext newShortLivedLibraryWithName:bundle:]...work, or using a dictionary result type, or suppressing this warning using 'clientSideLongLivedFetchWarningsSuppressed'). STEPS TO REPRODUCE Create a new untitled App project in Xcode. Set a photo library usage privacy description in the Info for the project target Replace ContentView.swift with the code included below. Make sure there is at least one photo in the photo library on the target device. A simulator is fine. Run the app Click the Get Cloud ID button, respond to the authorization dialog Click the Get Cloud ID button again Look in Xcode and see the warning import SwiftUI import Playgrounds import Photos struct ContentView: View { var body: some View { Button( action: getCloudID ) { Text("Get Cloud ID") } .padding() } private func getCloudID() { var fetchOptions = PHFetchOptions() fetchOptions.fetchLimit = 1 let assetResult = PHAsset.fetchAssets(with: .image, options: fetchOptions) var localIds = [String]() assetResult.enumerateObjects() { asset, _, _ in localIds.append(asset.localIdentifier) } let mappings = PHPhotoLibrary.shared().cloudIdentifierMappings(forLocalIdentifiers: localIds ) for mapping in mappings { debugPrint("cloud ID \(mapping.value)") } } } `
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AVAudioSession ioBufferDuration always default to 512 samples on MacOS27 no matter what is requested
Hello, I develop an audio processing demo app that has been working fine on iOS/iPad and on Mac ("developed for iPad") until I upgraded to MacOS27. The app is demonstrating low latency / high temporal resolution audio spectral analysis. I am using AVAudioSession, I request the audio IO buffer to be 32 samples. This still works fine on iOS/iPadOS, but it seems that when running on MacOS27 the buffer size always defaults to 512 samples no matter what I request (smaller or larger). This applies to the "Designed for iPad" version running on MacOS and any version running in the iPhone and iPad simulators on MacOS. The app seems to be working as intended on physical iPhones and iPads. I made a catalyst version and used AudioObjectSetPropertyData to force the IO bugger sizes to 32 samples on the system's active hardware device. This seems to succeed but still results in incorrect behaviour in my app; I am still diagnosing but I believe it's because this leaves AVAudioSession with incorrect data, and I am using AudioKit which relies on AVAudioSession (not confirmed). Regardless, is this change in behaviour intentional in MacOS27? Is there a way around it? The whole point of my app is to demonstrate efficient audio processing with very low latency - I need small input buffer size for that. Thank you for any help with this
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Is there a supported API to open a computer-synced album’s Library page in Music on iOS?
I’m building a personal iPhone app that organizes my music library. When I tap an album in my app, I want Apple’s Music app to open directly to that album’s page in Library, showing the tracks synced from my computer. My app can already read the albums and their tracks using MusicKit. I’ve tried normal Apple Music sharing links, but those open the catalog version of the album. I need the page I see when I find the album through Library in the Music app. Starting or changing playback is fine, but the album page must appear. Only starting the music or opening Now Playing would not be enough. Is there a supported API or link format that can do this? A documentation link or a small code example would be helpful.
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Official API for Apple Log / Apple Log 2 to SDR Rec.709 and HDR HLG Conversion?
Hello, I'm developing a video application for Apple platforms and would like to implement accurate Apple Log and Apple Log 2 color conversion using official Apple APIs. Final Cut Pro and Final Cut Camera support SDR Rec.709 and HDR Rec.2020 HLG monitoring. I have found Apple's official Apple Log white papers and Rec.709 LUTs, but I could not find an official HDR HLG LUT or a public API that provides equivalent color conversion. I have three questions: Does Apple provide a public API through AVFoundation, Core Image, ColorSync, or another framework to convert Apple Log / Apple Log 2 to SDR Rec.709 and HDR Rec.2020 HLG? Are the color transformations used by Final Cut Pro and Final Cut Camera available to third-party developers, either through public APIs or official LUT resources? If no such API exists, is implementing the transfer functions and gamut conversions from Apple's white papers, followed by standard SDR/HDR rendering, the recommended approach? My goal is to preserve the original Apple Log footage while allowing independent SDR/HDR monitoring without modifying the recorded data. Any guidance, documentation, or sample code from Apple engineers would be greatly appreciated. Thank you!
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Is MusicKit JS supported or permitted in headless Chromium on embedded Linux?
Hi, We are building a network audio device running embedded Linux (headless — no display, no user-facing browser UI). I'd like to clarify whether MusicKit JS can be used in this environment, both technically and from a licensing standpoint. Our setup Embedded Linux on ARM, no screen Headless Chromium running as a background service MusicKit JS loaded in a page to authenticate the user and play Apple Music Questions Is MusicKit JS supported in a headless browser context, or is it intended only for interactive, user-facing browser sessions? MusicKit JS requires a Developer Token with an origin claim, and a valid web origin. If the page is served locally on the device (e.g. http://127.0.0.1) with no public domain, what origin should be used? Is a local origin acceptable? Is embedding MusicKit JS inside device firmware — where the browser is never visible to the user and playback is not initiated through a normal browsing session — within the MusicKit terms of use? I want to confirm whether running MusicKit JS in headless Chromium would be considered an acceptable implementation。 For context: we are already MFi licensees with AirPlay 2 integrated. We simply want to be certain any additional work stays within the authorized scope. Any guidance — including a pointer to the relevant section of the MusicKit terms — would be much appreciated. Thanks in advance
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Audio cut-out
Installed the latest beta releases of TVos and Home pod OS. 27.2 (24k122) The problem of audio cutting out whilst video keeps playing persists. The set up is: Mac with homeshare enabled, MP4 video in TV app on Mac encoded with ffmpeg, Apple tv 4k tvos 27, tv, Two homepods 27, in stereo pair. Problem: When playing a video from the mac on the tv via the appletv on the computers app the audio cuts out whilst the video keeps playing. Pausing and playing the video restores the video only for it to cut-out again and again. Switching audio from homepods to tv speakers there is no cut-out. Other sources play fine through the apple tv, streaming appletv, iplayer etc. The homepods work fine when watching tv with homepods using a satellite box. This only started when the TvOS was upgraded to 27, 26 was fine. It's not a problem with the Macs as I use two, one an old Mac pro and a new Mac mini, the problem is on both. I don't think it's a problem with the homepods as the play music and other sources fine. I think it's the update in TvOS from 26 to 27 that introduced the bug/problem. I'm going to submit another feedback report with the above details again.
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CABTMIDICentralViewController in SwiftUI broken on iOS 27
When wrapping CABTMIDICentralViewController in a UIViewControllerRepresentable and presenting modally, I experience layout crashes since iOS 27. Does anyone have a workaround? import SwiftUI import CoreAudioKit struct BluetoothButton: View { @State var showsBluetooth = false let title = "Check for Bluetooth MIDI Devices" var body: some View { #if os(macOS) Button { let wc = CABTLEMIDIWindowController() wc.showWindow(nil) } label: { label } #else Button { showsBluetooth = true } label: { label } .sheet(isPresented: $showsBluetooth) { BluetoothCentralView() } #endif } var label: some View { Text(title) } } #if os(iOS) struct BluetoothCentralView: UIViewControllerRepresentable { func makeUIViewController(context: Context) -> CABTMIDICentralViewController { return CABTMIDICentralViewController() } func updateUIViewController(_ uiViewController: CABTMIDICentralViewController, context: Context) { } } #endif
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ReplayKit Broadcast Upload video timestamps: originating clock and capture semantics
Which clock or timebase defines CMSampleBufferGetPresentationTimeStamp for ReplayKit Broadcast Upload video on iOS 17–26? Does PTS represent capture time, and is a bounded conversion to CMClockGetHostTimeClock documented? How can a supported public API distinguish a frame captured before a local barrier but delivered after it, including pause/restart discontinuities? Serial callback order and arrival time do not establish that.
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Is activeLockedVideoFrameDuration supported on iPhone 16 Pro? Hardware or iOS limitation?
Hello Apple AVFoundation team, Could you clarify the supported iPhone models and OS versions for standalone locked video frame duration using AVCaptureDeviceInput.activeLockedVideoFrameDuration? The API is documented as available from iOS 26.0, but I understand that OS availability alone does not mean every camera device/configuration supports it. I have read the API documentation and the DTS reply in iPhone 17 Pro's Genlock feature, but could not find a model compatibility list for the standalone locked-duration API. Scope: I am investigating actual capture timing for multi-iPhone motion capture. This question is about locking each camera's frame period using its internal timing, without an external genlock accessory. I am not asking about encoding a constant-frame-rate file, ordinary equal min/max frame durations, timecode metadata, or synchronizing the first exposure across phones. Physical-device test iPhone 16 Pro, iOS 26.2 (23C55). Built with Xcode 26.3 and the iOS 26.2 SDK. One AVCaptureSession, one physical rear .builtInWideAngleCamera input, and one AVCaptureVideoDataOutput. 8-bit SDR 420v formats, tested at 1920 x 1080 and 3840 x 2160, each at 30 and 60 fps. Auto video frame rate disabled; no spatial video capture or multicam session. Manual exposure approximately 2 ms, shorter than half a frame at both tested rates. The session is running and delivering frames. Two separate probe runs produced the same results, including capability readbacks after a settling period. For all four tested configurations: input.isLockedVideoFrameDurationSupported = false device.minSupportedLockedVideoFrameDuration = kCMTimeInvalid input.activeLockedVideoFrameDuration = kCMTimeInvalid device.isVideoFrameDurationLocked = falseOrdinary activeVideoMinFrameDuration and activeVideoMaxFrameDuration can both be set to the requested CMTime(value: 1, timescale: 30) or CMTime(value: 1, timescale: 60), and frames are delivered. This is only a configuration readback, not a claim of exact capture timing in the ordinary mode. The app directly queries the public support properties; it has no model whitelist. It does not attempt to set a valid locked duration when support is false, as the documented setter contract would reject that. These tests cover the selected formats, not every camera/format on this phone. Questions Which iPhone models support this standalone API? In particular, is false expected on iPhone 16 Pro? Is there an official compatibility list covering iPhone 13/14/15/16 and iPhone 17 models? Is the iPhone 16 Pro result a hardware capability restriction, an iOS 26.2 limitation/known issue, or a configuration requirement? Is there a released iOS version that enables this on iPhone 16 Pro, or is newer hardware required? What is the minimum supported capture configuration and correct time to query support? Are there restrictions involving the physical versus virtual camera input, pixel format, SDR/HDR, or exposure mode that could explain this result? If so, which configuration should be tested before concluding that the device does not support it? On supported hardware, can this standalone lock be enabled without an external accessory or a special entitlement, independently of follow(_:videoFrameDuration:delegate:)? Relevant documentation: activeLockedVideoFrameDuration isLockedVideoFrameDurationSupported minSupportedLockedVideoFrameDuration I can provide a focused reproducer if needed. Thank you for clarifying the device requirements and whether an OS upgrade can change the result.
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AUv2: Property Listener Callback Lifetime During AudioComponentInstanceDispose
Title: AUv2: Property Listener Callback Lifetime During AudioComponentInstanceDispose I’m developing a macOS Audio Unit v2 (AUv2) instrument in C++ and investigating the correct lifetime and synchronization requirements for property-listener callbacks. I would appreciate clarification from Apple engineers or developers with direct AUv2 implementation experience. Specifically: Does AudioComponentInstanceDispose guarantee that the Audio Unit’s Close operation has completed before the call returns? Does disposal guarantee that all property-listener callbacks registered through AudioUnitAddPropertyListener have finished executing before the instance and its associated callback data can be destroyed? What are the documented guarantees of AudioUnitRemovePropertyListenerWithUserData regarding callbacks that are currently executing or already queued? Is there a documented synchronization procedure that allows an AUv2 plug-in to safely release listener callback state during instance shutdown? Are there host-ordering requirements or documented assumptions that plug-in developers must follow when registering, removing, and destroying property listeners? My implementation is designed to avoid use-after-free, concurrent access to destroyed objects, and unsafe callback-data reclamation. I want to base the implementation on documented Apple API guarantees rather than assumptions about host behaviour. If relevant, please point me to the authoritative documentation or recommended implementation pattern. Environment: macOS 12 Monterey, Xcode 14.2, AUv2 instrument, C++.
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iPhone 17 Pro: Is Native Apple Log 2 ISP Processing Available for 4224×3024/60fps RAW?
Hi everyone, I'm developing an iOS camera app that aims to record 4224×3024 Open Gate video at 60fps in 10-bit HEVC with Apple Log 2. Native Apple ISP-processed Apple Log 2 capture works at 3840×2160/60fps. However, at 4224×3024/60fps, the tested capture configuration only provides Bayer RAW (btp2). I've successfully decoded ProRes RAW using Apple's decoder into linear Rec.2020 and applied the published Apple Gamut and Apple Log 2 transforms. However, the resulting chroma is only approximately 72–74% of the native ISP output in controlled color-chart comparisons. I've also confirmed that VTRAWProcessingSession and related RAW processing controls are not publicly available to iOS apps in the iPhoneOS 27.0 SDK. My questions are: Is there a public iOS API that applies the same color and tone rendering as Apple's native camera ISP to captured Bayer RAW or ProRes RAW? Is there a supported configuration for obtaining full-resolution 4224×3024/60fps ISP-processed Apple Log 2 output (x420 or x422), without preview proxies or upscaling? If neither is supported, what is Apple's recommended approach? Is this a hardware limitation or a public API limitation? The goal is to use Apple's official color processing pipeline without empirically fitted matrices, LUTs, or arbitrary color corrections. Any guidance would be greatly appreciated. Thank you!
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iPhone Duo: continuous front-camera depth for measuring face distance
Hi, I’m building an app that counts push-ups with the phone on the floor. It currently uses ARKit and TrueDepth to measure the distance between the camera and the user’s face. I want to support iPhone Duo too, but I don’t have one. I only have an iPhone 17 Pro. I watched the camera presentation and saw that depth is supported when accessing the individual cameras. I’m trying to understand what that means for my app. Can either front camera provide continuous depth through AVCaptureDepthDataOutput, or is it only available when taking photos? Does it give actual distances in metres, or relative depth estimates? The face would usually be around 20 to 80 cm from the camera. Also, is there an equivalent camera mode on my iPhone 17 Pro that I could use to test the same approach, or would I need an actual Duo? It’s okay if counting is less accurate than with TrueDepth. I mainly need to detect the user moving down and back up reliably. Thank you!
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macOS 27.2: second Bluetooth HFP microphone is silent despite two SCO connections
Hello Apple engineers and developers, My name is Fumikazu Kondo. I am an independent developer in Japan working on transcription applications, including KF Transcription Mixer. I want to capture two separately connected Bluetooth microphones on a Mac for meeting and conversation transcription. I would appreciate an Apple engineer's response about the supported behavior and a reliable solution. Problem Each microphone works when captured individually. When both are opened, the second input delivers only zeros, even though Core Audio starts successfully and macOS reports two SCO connections. The failure also reproduces with direct native Core Audio capture before any application audio processing. Environment MacBook Pro, Apple M5, model identifier Mac17,2 macOS 27.2; sw_vers reports build 26B123 Xcode 27.1 (27A9275), macOS 27.0 SDK Built-in Bluetooth controller: BCM_4388C2, firmware 24.2.241.1936 Microphones: Beats Pill (firmware 2C336) and SANWA SUPPLY MM-BTCL1 (firmware 1.0.0), both directly connected to the Mac Both input devices expose 16,000 Hz, mono. Bluetooth logs show HFP/mSBC. Microphone Mode: Standard; preferred and active values both read back as 0 Reproduction Connect both microphones to the Mac. Confirm each delivers real audio in a separate, fresh capture process. In Audio MIDI Setup, create an Aggregate Device with the two microphone input devices, one channel each. Use 16 kHz, one clock source, and drift correction for the other device. Start capture of the two channels. Use a controlled speech fixture played through the Mac's built-in speakers so that both microphones receive sound. Observe that one channel has audio and the other is entirely silent. I also reproduced the problem using AudioDeviceCreateIOProcID / AudioDeviceStart directly on the physical input devices, without an aggregate or application processing. Reversing their opening order changed which microphone remained silent: the later-opened device delivered zeros. Measured results Physical Mac XCTest runs on October 30, 2026: MM-BTCL1 alone: 203,520 captured frames; 232 nonzero observation windows; passed. Beats Pill alone: 203,520 captured frames; 233 nonzero observation windows; passed. Two-input aggregate: 202,240 frames; nonzero windows [240, 0]; simultaneous windows 0; application audio error 0. Separate native shared-clock experiment: an aggregate containing both microphone inputs plus the built-in speaker, driven by one full-duplex IOProc. 1,152 input callbacks and 1,152 output buffers; nonzero callback counts [1100, 0]; simultaneous windows 0; invalid samples 0. The last experiment rules out simply lacking a running output clock in the input-only capture path, but it did not fix the issue. Relevant system log messages include: Number of SCO Connections: 2. A2DP Streaming State: 0. Input Decode: Requested 640 bytes, but only read 0 bytes instead. Decoded a total of 0 bytesThe decode message repeats during the silent input. Successful voice-audio connection events appear for both devices. Device identifiers and unrelated logs are omitted here. Already tested Both microphones power-cycled and individually reconnected Mac restarted; issue reproduced afterward Standard microphone mode verified by readback Both microphones individually verified with the same controlled stimulus Reversed native device opening order Persistent and private aggregates; different clock choices and drift correction Direct physical-device IOProc capture Full-duplex shared-clock capture with the built-in speaker Built-in speaker selected as system output, with Bluetooth output streaming stopped during measurement Core Audio and Bluetooth services restarted; issue persisted Software Update reports no new software available I have not established whether the cause is in the OS, driver, controller, or device firmware. I am not claiming a universal Bluetooth specification limitation. Questions for Apple Is simultaneous capture from two directly connected HFP/mSBC microphones supported on this Mac/macOS configuration through Core Audio? If there is a limitation, could you provide the relevant documentation and clarify its scope? If supported, which public API or configuration should be used to keep both input streams delivering audio? Is there a known issue or supported workaround for the all-zero second stream? Which targeted Bluetooth/HCI logs or minimal reproduction details would Apple need to investigate? I can provide a focused reproduction and redacted measurements through an appropriate private channel if needed. This is blocking reliable two-microphone transcription. Please respond with the expected behavior, next diagnostic steps, or the appropriate Apple engineering support route. Thank you for your help. Update: also reproduced with two Beats Pill speakers On October 30, 2026, I replaced the MM-BTCL1 with a second Beats Pill. Both Beats Pill speakers report firmware 2C336 and are independently connected to this Mac. Microphone Mode remains Standard (0). Fresh individual controls after previous SCO connections fully disconnected: both work (235 and 236 nonzero observation windows). Application-created private aggregate, device order A/B: nonzero windows [233, 0]. Reversed participant order: [0, 240]. Direct physical-device IOProc test, opening A before B: callback counts [404, 402], but nonzero callback counts [403, 0]. No simultaneous audio windows. After releasing both and restarting B alone, B delivers audio (381 nonzero callbacks). Opening A while B continues then yields nonzero counts [0, 404]: the later-opened device is again silent. System logs again report two SCO connections and repeated zero-byte input decode messages. Thus the same failure also reproduces with two same-model, same-firmware Apple/Beats devices. Please include this configuration when assessing support status, a possible known issue, and recommended next steps. Additional comparison reported by the user: the MacBook built-in microphone and one Beats Pill can both be heard when used together. This is a user-observed working configuration, separate from the automated tests above. It further narrows the problem to the configuration with two simultaneous Bluetooth microphone inputs.
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Using Apple Music API artist artwork and library import on a music rating website
Hi all, We run Soundmark, a small UK website where people rate and review albums and songs (web only for now, a native app may come later). We'd like to use the Apple Music API in two ways, and want to make sure we stay within the rules before building anything: Show artist images on our artist pages. Let users connect their Apple Music account and import their library, so the albums and songs they already have show up on Soundmark ready to rate. Our setup today: Album and song pages have a small player that plays 30-second previews. On desktop, some pages also show the Spotify embed player. There are no ads on the site. We would show the Apple Music badge and a link to Apple Music alongside any Apple content, following the Apple Music Identity Guidelines. Our questions: Can a website use artist artwork from the Apple Music API if it only plays 30-second previews, or does it need full MusicKit on the web playback (users connecting their Apple Music account)? Can the artist image appear on a page that also shows a Spotify embed player, or does it need to be on pages with Apple Music playback only? Beyond Apple's own terms, do we need separate permission from rights-holders to display artist images, or is the API licence enough when used as described? Can we import catalog data (album and song titles, tracklists, release dates and cover art) from the Apple Music API and store it permanently in our own database, so our album and song pages are built from it? Can those pages be shown to everyone, including visitors without an Apple Music account, and are there limits on caching cover art or on how many albums we import (rate limits)? We also emailed Apple Developer Support on 21st October and chased on the 28th but haven't heard back yet, so any pointers to the relevant terms would be really appreciated. Thanks!
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Radiometric interpretation of Apple ProRAW and Bayer RAW access via AVFoundation
I am working on a computational photography research project involving multi-exposure HDR reconstruction using Bayer RAW and Apple ProRAW captures. I would like to clarify the radiometric interpretation of Apple ProRAW and the availability of Bayer RAW capture through AVFoundation. My questions are: On current iPhone Pro devices, is it possible for third-party apps to capture and export true Bayer-pattern RAW DNG files through AVFoundation, rather than Apple ProRAW linear DNG files? If so, which availableRawPhotoPixelFormatTypes correspond to Bayer RAW, and what device or format restrictions apply? Apple ProRAW appears to be demosaiced and computationally processed, and may include multi-frame fusion. Is the decoded ProRAW image intended to be radiometrically linear and scene-referred? For a bracketed ProRAW sequence captured with fixed ISO, white balance, lens, and focus, but different exposure times, can one assume that the decoded linear pixel values Y_i(p) satisfy an exposure-proportional model in non-saturated regions, such as Y_i(p) ≈ t_i R(p), across brackets? This question is about radiometric consistency for algorithmic use, not about visual editing or tone mapping. Thank you for your help.
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Radiometric interpretation of Apple ProRAW and Bayer RAW access via AVFoundation
I am working on a computational photography research project involving multi-exposure HDR reconstruction using Bayer RAW and Apple ProRAW captures. I would like to clarify the radiometric interpretation of Apple ProRAW and the availability of Bayer RAW capture through AVFoundation. My questions are: 1.On current iPhone Pro devices, is it possible for third-party apps to capture and export true Bayer-pattern RAW DNG files through AVFoundation, rather than Apple ProRAW linear DNG files? If so, which availableRawPhotoPixelFormatTypes correspond to Bayer RAW, and what device or format restrictions apply? 2.Apple ProRAW appears to be demosaiced and computationally processed, and may include multi-frame fusion. Is the decoded ProRAW image intended to be radiometrically linear and scene-referred? 3.For a bracketed ProRAW sequence captured with fixed ISO, white balance, lens, and focus, but different exposure times, can one assume that the decoded linear pixel values Y_i(p) satisfy an exposure-proportional model in non-saturated regions, such as Y_i(p) ≈ t_i R(p), across brackets? This question is about radiometric consistency for algorithmic use, not about visual editing or tone mapping. Thank you for your help.
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Supported integration path for two-deck Apple Music DJ playback on iPhone, iPad and Mac Catalyst
We develop SpinCut DJ, a free-to-download proprietary DJ application by LALAMO CORPORATION for iPhone, iPad and Mac Catalyst. We want to add Apple Music subscription playback for users with an active subscription, similar to the integrations featured in DJ with Apple Music. This question is about the officially supported integration path, not extracting or bypassing protected audio. Our existing engine uses app-owned PCM for two independently controlled decks, scratch/reverse playback, tempo changes, hot cues, loops, beat synchronization and independent master/headphone outputs. We have reviewed MusicAuthorization, MusicSubscription, catalog/library requests, ApplicationMusicPlayer and SystemMusicPlayer. We understand that ordinary catalog access and protected queue playback do not establish a documented route to feed subscription audio into our custom engine, or permission to modify or synchronize MusicKit content. We have not enabled subscription-catalog DJ playback. Apple Developer Support advised us to ask the Developer Forums about the required technical integration. Could an Apple representative clarify: Is there a documented public API for two independent, simultaneous Apple Music DJ decks with scratch/reverse/tempo control? If a separate Apple Music DJ integration, agreement, SDK or capability is required, what is the current official application or referral process for a Japan-based developer? Are iOS, iPadOS and Mac Catalyst supported through the same integration, and what technical material is required for evaluation? What approved interfaces govern waveform/beat analysis, seeking and separate master/headphone routing? We are not requesting recording/export, stem separation, offline file extraction or rebroadcast permission through ordinary MusicKit. Those features would remain unavailable for subscription content unless separately and expressly supported. We can provide a product demonstration and integration brief through an appropriate private channel. Product: https://spincutdj.com/ App Store: https://apps.apple.com/app/id6804328893 Please point us to the supported technical and onboarding path rather than an undocumented entitlement or workaround.
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TTS Stuttering & Noise
TTS Stuttering & Noise When using Apple’s native TTS API on an iPhone or iPad—specifically while connected to Bluetooth earphones or headsets—users are experiencing audio noise or intermittent gaps in speech, causing parts of sentences to drop out during playback. There were no reports or inquiries regarding such issues up through iOS/iPadOS 26. Since the release of iOS/iPadOS 27, however, there has been a significant increase in reports and inquiries about this problem. If you happen to know the cause of this issue or have any suggestions for a fix, please leave a reply. The issue persists even after removing the AirPods or headset from the device and reconnecting them. The issue persists even after rebooting the device. The issue occurs even on the latest versions, from iOS/iPadOS 27 through 27.2.
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AVFoundation: full-resolution Quad Bayer RAW capture path for third-party computational photography? (FB25352517)
At the WWDC26 Camera and Photo Technologies Group Lab (session 8018, ~29:55 to 32:46), the panel explained why ProRAW can produce 48 MP output from Quad Bayer sensors while native Bayer RAW is limited to the binned resolution. ProRAW is already demosaiced and linearized, and may incorporate Photonic Engine multi-frame processing. The native RAW path exposes the binned Bayer result. A true full-resolution RAW output would be Quad Bayer, not conventional Bayer, and supporting it properly needs a decoding path around it. The panel suggested filing Feedback Assistant requests if developers need this, so I filed FB25352517. My use case is computational photography that wants minimally processed sensor-domain samples on purpose — its own multi-frame alignment, denoising, HDR fusion, motion rejection, and super-resolution. Adobe Project Indigo is a public example of that kind of pipeline. It captures RAW bursts and uses measured sub-pixel variation between frames to reconstruct detail. Processed 48 MP photos and ProRAW don't cover that. They've already been through Apple's reconstruction or demosaic. Is filing enhancement requests still the intended path for a supported full-resolution Quad Bayer RAW or mosaic capture path? If so, what would make these reports more useful — mosaic metadata, DNG representation, CIRAWFilter support, AVCaptureDevice.Format capability discovery, something else? WWDC26 session: https://developer.apple.com/videos/play/wwdc2026/8018/ Project Indigo technical overview: https://research.adobe.com/articles/indigo/indigo.html
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Title: MusicKit Web v3 authorize() fails with AUTHORIZATION_ERROR after Allow — Windows Chrome/Edge (FB25267497)
Hello Apple engineers and fellow developers, I am developing CloudMusic Bridge, a Windows desktop music application integrating the official MusicKit Web v3 SDK. MusicKit initialization succeeds, but authorize() consistently rejects with AUTHORIZATION_ERROR after the user clicks Allow in Apple's official authorization window. Environment Windows, Google Chrome and Microsoft Edge MusicKit Web v3 from Apple's official CDN Local HTTPS origin: https://localhost:4318 Valid ES256 developer token with a matching origin claim MusicKit-enabled Media ID and associated Media Services key Active Apple Music subscription, with full-song playback working on music.apple.com Catalog API requests succeed (HTTP 200) Actual MusicKit SDK build: UNKNOWN Reproduction I created a standalone minimal reproduction that loads MusicKit, initializes it, obtains the instance and invokes instance.authorize() directly from a user click. The user signs in and clicks Allow, but the authorization Promise rejects. I also tested a separate page that explicitly allows https://play.itunes.apple.com in both CSP connect-src policies. This eliminated the previously observed document CSP violations during the comparison, but authorization still failed with AUTHORIZATION_ERROR after approximately 46.6 seconds. The application did not reach its 120-second timeout. Questions for Apple DTS How can I verify that my browser is loading the current supported stable MusicKit Web v3 build? Is there any additional developer configuration required for web authorization? How can I safely identify the underlying authorization exchange failure? Since this reproduces on Windows, what diagnostics should I provide instead of macOS sysdiagnose? Could an Apple engineer help investigate my existing report, FB25267497? I have already contacted Apple Developer Support and was directed to the Developer Forums for SDK-related technical assistance. I can provide a sanitized minimal reproduction and diagnostic timeline. Thank you for your help.
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Retain warning on cloudIdentifierMappings(forLocalIdentifiers: [String] )
Whenever I call this method on the PHPhotoLibrary class I get a warning which I've included below. I've tried looking in the Apple forums, Stack Overflow etc. and nobody seems to mention this issue that I can find. Is this warning unavoidable or am I using the API wrong? I can reproduce this trivially in a simple untitled project. Warning: Retain cycle risk: client-side managed object fetch on long-lived context for entity Asset, on context named: PHPhotoLibrary (inode=19657147) .Generic, consider using -[PHPhotoLibrary performAndWaitOnAutoResettingLibraryWithName:workBlock:] or +[PLDatabaseContext newShortLivedLibraryWithName:bundle:]...work, or using a dictionary result type, or suppressing this warning using 'clientSideLongLivedFetchWarningsSuppressed'). STEPS TO REPRODUCE Create a new untitled App project in Xcode. Set a photo library usage privacy description in the Info for the project target Replace ContentView.swift with the code included below. Make sure there is at least one photo in the photo library on the target device. A simulator is fine. Run the app Click the Get Cloud ID button, respond to the authorization dialog Click the Get Cloud ID button again Look in Xcode and see the warning import SwiftUI import Playgrounds import Photos struct ContentView: View { var body: some View { Button( action: getCloudID ) { Text("Get Cloud ID") } .padding() } private func getCloudID() { var fetchOptions = PHFetchOptions() fetchOptions.fetchLimit = 1 let assetResult = PHAsset.fetchAssets(with: .image, options: fetchOptions) var localIds = [String]() assetResult.enumerateObjects() { asset, _, _ in localIds.append(asset.localIdentifier) } let mappings = PHPhotoLibrary.shared().cloudIdentifierMappings(forLocalIdentifiers: localIds ) for mapping in mappings { debugPrint("cloud ID \(mapping.value)") } } } `
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AVAudioSession ioBufferDuration always default to 512 samples on MacOS27 no matter what is requested
Hello, I develop an audio processing demo app that has been working fine on iOS/iPad and on Mac ("developed for iPad") until I upgraded to MacOS27. The app is demonstrating low latency / high temporal resolution audio spectral analysis. I am using AVAudioSession, I request the audio IO buffer to be 32 samples. This still works fine on iOS/iPadOS, but it seems that when running on MacOS27 the buffer size always defaults to 512 samples no matter what I request (smaller or larger). This applies to the "Designed for iPad" version running on MacOS and any version running in the iPhone and iPad simulators on MacOS. The app seems to be working as intended on physical iPhones and iPads. I made a catalyst version and used AudioObjectSetPropertyData to force the IO bugger sizes to 32 samples on the system's active hardware device. This seems to succeed but still results in incorrect behaviour in my app; I am still diagnosing but I believe it's because this leaves AVAudioSession with incorrect data, and I am using AudioKit which relies on AVAudioSession (not confirmed). Regardless, is this change in behaviour intentional in MacOS27? Is there a way around it? The whole point of my app is to demonstrate efficient audio processing with very low latency - I need small input buffer size for that. Thank you for any help with this
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Is there a supported API to open a computer-synced album’s Library page in Music on iOS?
I’m building a personal iPhone app that organizes my music library. When I tap an album in my app, I want Apple’s Music app to open directly to that album’s page in Library, showing the tracks synced from my computer. My app can already read the albums and their tracks using MusicKit. I’ve tried normal Apple Music sharing links, but those open the catalog version of the album. I need the page I see when I find the album through Library in the Music app. Starting or changing playback is fine, but the album page must appear. Only starting the music or opening Now Playing would not be enough. Is there a supported API or link format that can do this? A documentation link or a small code example would be helpful.
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Official API for Apple Log / Apple Log 2 to SDR Rec.709 and HDR HLG Conversion?
Hello, I'm developing a video application for Apple platforms and would like to implement accurate Apple Log and Apple Log 2 color conversion using official Apple APIs. Final Cut Pro and Final Cut Camera support SDR Rec.709 and HDR Rec.2020 HLG monitoring. I have found Apple's official Apple Log white papers and Rec.709 LUTs, but I could not find an official HDR HLG LUT or a public API that provides equivalent color conversion. I have three questions: Does Apple provide a public API through AVFoundation, Core Image, ColorSync, or another framework to convert Apple Log / Apple Log 2 to SDR Rec.709 and HDR Rec.2020 HLG? Are the color transformations used by Final Cut Pro and Final Cut Camera available to third-party developers, either through public APIs or official LUT resources? If no such API exists, is implementing the transfer functions and gamut conversions from Apple's white papers, followed by standard SDR/HDR rendering, the recommended approach? My goal is to preserve the original Apple Log footage while allowing independent SDR/HDR monitoring without modifying the recorded data. Any guidance, documentation, or sample code from Apple engineers would be greatly appreciated. Thank you!
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Is MusicKit JS supported or permitted in headless Chromium on embedded Linux?
Hi, We are building a network audio device running embedded Linux (headless — no display, no user-facing browser UI). I'd like to clarify whether MusicKit JS can be used in this environment, both technically and from a licensing standpoint. Our setup Embedded Linux on ARM, no screen Headless Chromium running as a background service MusicKit JS loaded in a page to authenticate the user and play Apple Music Questions Is MusicKit JS supported in a headless browser context, or is it intended only for interactive, user-facing browser sessions? MusicKit JS requires a Developer Token with an origin claim, and a valid web origin. If the page is served locally on the device (e.g. http://127.0.0.1) with no public domain, what origin should be used? Is a local origin acceptable? Is embedding MusicKit JS inside device firmware — where the browser is never visible to the user and playback is not initiated through a normal browsing session — within the MusicKit terms of use? I want to confirm whether running MusicKit JS in headless Chromium would be considered an acceptable implementation。 For context: we are already MFi licensees with AirPlay 2 integrated. We simply want to be certain any additional work stays within the authorized scope. Any guidance — including a pointer to the relevant section of the MusicKit terms — would be much appreciated. Thanks in advance
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Audio cut-out
Installed the latest beta releases of TVos and Home pod OS. 27.2 (24k122) The problem of audio cutting out whilst video keeps playing persists. The set up is: Mac with homeshare enabled, MP4 video in TV app on Mac encoded with ffmpeg, Apple tv 4k tvos 27, tv, Two homepods 27, in stereo pair. Problem: When playing a video from the mac on the tv via the appletv on the computers app the audio cuts out whilst the video keeps playing. Pausing and playing the video restores the video only for it to cut-out again and again. Switching audio from homepods to tv speakers there is no cut-out. Other sources play fine through the apple tv, streaming appletv, iplayer etc. The homepods work fine when watching tv with homepods using a satellite box. This only started when the TvOS was upgraded to 27, 26 was fine. It's not a problem with the Macs as I use two, one an old Mac pro and a new Mac mini, the problem is on both. I don't think it's a problem with the homepods as the play music and other sources fine. I think it's the update in TvOS from 26 to 27 that introduced the bug/problem. I'm going to submit another feedback report with the above details again.
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CABTMIDICentralViewController in SwiftUI broken on iOS 27
When wrapping CABTMIDICentralViewController in a UIViewControllerRepresentable and presenting modally, I experience layout crashes since iOS 27. Does anyone have a workaround? import SwiftUI import CoreAudioKit struct BluetoothButton: View { @State var showsBluetooth = false let title = "Check for Bluetooth MIDI Devices" var body: some View { #if os(macOS) Button { let wc = CABTLEMIDIWindowController() wc.showWindow(nil) } label: { label } #else Button { showsBluetooth = true } label: { label } .sheet(isPresented: $showsBluetooth) { BluetoothCentralView() } #endif } var label: some View { Text(title) } } #if os(iOS) struct BluetoothCentralView: UIViewControllerRepresentable { func makeUIViewController(context: Context) -> CABTMIDICentralViewController { return CABTMIDICentralViewController() } func updateUIViewController(_ uiViewController: CABTMIDICentralViewController, context: Context) { } } #endif
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