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Potential bug with `AVCaptureSession`
In this page - https://developer.apple.com/documentation/avfoundation/avcapturedevice at the note at the bottom of the page it says: Directly configuring a capture device’s activeFormat property changes the capture session’s preset to inputPriority. This is not true, I have to set the capture session's preset to input priority for the captured device's configuration to take place. Take a look at the following snippet: import SwiftUI import AVFoundation struct CustomCameraView: UIViewRepresentable {   func makeUIView(context: Context) -> some UIView {     let previewView = UIImageView()     func configureCameraForHighestFrameRate(device: AVCaptureDevice) {               var bestFormat: AVCaptureDevice.Format?       var bestFrameRateRange: AVFrameRateRange?               for format in device.formats {         for range in format.videoSupportedFrameRateRanges {           if range.maxFrameRate > bestFrameRateRange?.maxFrameRate ?? 0 {             bestFormat = format             bestFrameRateRange = range           }         }       }               if let bestFormat = bestFormat,         let bestFrameRateRange = bestFrameRateRange {         do {           try device.lockForConfiguration()                       // Set the device's active format.           device.activeFormat = bestFormat                       // Set the device's min/max frame duration.           let duration = bestFrameRateRange.minFrameDuration           device.activeVideoMinFrameDuration = duration           device.activeVideoMaxFrameDuration = duration                       device.unlockForConfiguration()         } catch {           print("error getting max framerate")           // Handle error.         }       }     }           func setupLivePreview() {       videoPreviewLayer = AVCaptureVideoPreviewLayer(session: captureSession)       videoPreviewLayer.videoGravity = .resizeAspect       videoPreviewLayer.connection?.videoOrientation = .portrait       previewView.layer.addSublayer(videoPreviewLayer)       captureSession.commitConfiguration()       DispatchQueue.global(qos: .userInitiated).async {         captureSession.startRunning()         DispatchQueue.main.async {           videoPreviewLayer.frame = previewView.bounds         }       }     }               var captureSession: AVCaptureSession! //    var videoOutput: AVCaptureVideoDataOutput!     var videoPreviewLayer: AVCaptureVideoPreviewLayer!           captureSession = AVCaptureSession()     captureSession.beginConfiguration()     captureSession.sessionPreset = .inputPriority           guard let backCamera = AVCaptureDevice.default(for: AVMediaType.video) else {       print("Unable to access back camera!")       return UIImageView()     }           configureCameraForHighestFrameRate(device: backCamera)           do {       let input = try AVCaptureDeviceInput(device: backCamera) //      videoOutput = AVCaptureVideoDataOutput()       print("max frame duration on input", input.device.activeVideoMaxFrameDuration)         //      if captureSession.canAddInput(input) && captureSession.canAddOutput(videoOutput) {       if captureSession.canAddInput(input) {         captureSession.addInput(input)         setupLivePreview()       }     }     catch let error {       print("Error Unable to initialize back camera: \(error.localizedDescription)")     }           return previewView   }   func updateUIView(_ uiView: UIViewType, context: Context) {   } } If I don't manually set the captureSession.sessionPreset to .inputPriority, my captured FPS will be the default, and setting device.activeVideoMinFrameDuration and device.activeVideoMaxFrameDuration won't have any effects. Looks like the documentation on this is wrong.
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1.6k
Oct ’20
XCode can't find SpriteKit?
This seems to be a pretty weird issue. I'm following along with a SpriteKit tutorial, and while I can build my project and run it on my phone, I keep getting this error in the IDE: Cannot load underlying module for SpriteKit It says it cannot load the module but that's weird because SpriteKit should be a native framework that must've been installed with my XCode. It is pretty annoying because XCode is not context-aware, and code completion doesn't work for any object that's derived from SpriteKit. Here's my system info: XCode version: Version 12.0 (12A7209) MacOS version: MacOS Catalina 10.15.7 (19H2) Is this a bug in XCode?
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0
2.1k
Sep ’20