Hello,
I'm developing a voice communication App using Livekit SDK. Everything works fine in the foreground, AudioSession is activated and audio transmitted. However, I would like to add a feature, I would like my app to receive audio even when it's in background or terminated. I know I can run code when the App is in that state by sending a background push notification, but the only thing that is not working in that case is the AudioSession activation. It fails with error "Session activation failed", no more clues. I tried every combination of category and mode, but no success. Bacground modes in XCode have been activated:
-Audio, AirPlay, and Picture in Picture
-Background Processing
Is this a limit of Livekit?
I would be grateful if someone can point me into the right direction.
Audio
RSS for tagDive into the technical aspects of audio on your device, including codecs, format support, and customization options.
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On iOS, working with a video feed, I am getting a yellow warning that:
"'AVCaptureVideoOrientation' was deprecated in iOS 17.0: Use AVCaptureDeviceRotationCoordinator instead".
But I haven't been able to figure out how to get AVCaptureDevice.RotationCoordinator to work, and I haven't found any example of its usage in the Developer Forums or on the wider internet (the one mention of it in a WWDC session doesn't provide illustration of its use). Can anyone offer a working example using Swift?
https://developer.apple.com/videos/play/wwdc2023/10235/ - In this WWDC session,
at 3:19 - Apple has introduced **Other audio ducking ** feature
In iOS17, we can control the amount of 'other audio' ducking through the AVAudioEngine. Is this also possible on AVAudioSession ?
We are using an AVAudioSession for a VOIP call while concurrently attempting to play a video through an AVPlayer. However, the volume of the AVPlayer is considerably low.
Does anyone have any ideas on how to achieve the level of control that AVAudioEngine offers?
On a Vision Pro I load an HDR video served over HLS using AVPlayer.
Per FFMPEG the video has:
pixel format: yuv420p10le
color space / ycbcr matrix: bt2020nc
color primaries: bt2020
transfer function: smte2084
I wanted to try out letting AVFoundation do all of the color conversion instead of making my own YUV -> RGB shader.
To display a 10-bit texture in a drawable queue, the destination Metal texture format must be MTLPixelFormat.rgba16Float (no other formats above 8-bit are supported). So the pixel format I am capturing in is kCVPixelFormatType_64RGBAHalf since it's pretty close.
It's worth noting that the AVAsset shows no track information...must be because it's HLS?
I am using AVPlayerItemVideoOutput to get pixel buffers:
AVPlayerItemVideoOutput(outputSettings: [
AVVideoColorPropertiesKey: [
AVVideoColorPrimariesKey: AVVideoColorPrimaries_ITU_R_2020,
AVVideoTransferFunctionKey: AVVideoTransferFunction_SMPTE_ST_2084_PQ,
AVVideoYCbCrMatrixKey: AVVideoYCbCrMatrix_ITU_R_2020
],
kCVPixelBufferPixelFormatTypeKey as String: Int(kCVPixelFormatType_64RGBAHalf),
kCVPixelBufferMetalCompatibilityKey as String: true
])
I can change these settings in real time and see they are having an effect on my drawable queue.
The BT.2020 primaries do not look correct to me, it's very bright and washed out. When I switch to BT.709 it looks closer to the output of the AVPlayer. The AVPlayer by itself doesn't look terrible, just a little dark maybe.
When I leave out the outputSettings and let the AVPlayerItemVideoOutput choose its own color settings, it appears to choose BT.2020 also.
Is it enough to put in these outputSettings and expect an RGB pixelBuffer that perfectly matches those settings? Or do I have to just capture in YUV and do all of the conversion manually?
Am I misunderstanding something related to color settings here? I am definitely not an expert.
Thanks
As the title describe, I cause a crash when call [AVCaptureSession stopRunning] on macos 14.4.1. the crash stack is as below:
Process: Nebula for Mac [31922]
Path: /Applications/Nebula for Mac.app/Contents/MacOS/Nebula for Mac
Identifier: ai.nreal.nebula.mac
Version: 0.8.0.1098 (0.8.0)
Code Type: ARM-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2024-04-11 14:12:34.6474 +0800
OS Version: macOS 14.4.1 (23E224)
Report Version: 12
Anonymous UUID: C438684A-95E7-7DA1-D063-81E1A5FBF5DC
Sleep/Wake UUID: 3EB85031-82AC-4BDB-8F28-FAF4CBD28CA1
Time Awake Since Boot: 110000 seconds
Time Since Wake: 1108 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.avfoundation.proprietarydefaults.singleton.source_queue.0x202f8b460
Exception Type: EXC_CRASH (SIGTRAP)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: Namespace SIGNAL, Code 5 Trace/BPT trap: 5
Terminating Process: Nebula for Mac [31922]
Thread 0 Crashed:: Dispatch queue: com.apple.avfoundation.proprietarydefaults.singleton.source_queue.0x202f8b460
0 libsystem_kernel.dylib 0x19c1a61f4 mach_msg2_trap + 8
1 libsystem_kernel.dylib 0x19c1b8b24 mach_msg2_internal + 80
2 libsystem_kernel.dylib 0x19c1aee34 mach_msg_overwrite + 476
3 libsystem_kernel.dylib 0x19c1a6578 mach_msg + 24
4 libdispatch.dylib 0x19c0513b0 _dispatch_mach_send_and_wait_for_reply + 544
5 libdispatch.dylib 0x19c051740 dispatch_mach_send_with_result_and_wait_for_reply + 60
6 libxpc.dylib 0x19bef2af0 xpc_connection_send_message_with_reply_sync + 288
7 AVFCapture 0x1b9e5565c -[CMIOProprietaryDefaultsSource setObject:forKey:] + 140
8 AVFCapture 0x1b9e57044 __58-[AVCaptureProprietaryDefaultsSingleton setObject:forKey:]_block_invoke + 36
9 libdispatch.dylib 0x19c0363e8 _dispatch_client_callout + 20
10 libdispatch.dylib 0x19c0458d8 _dispatch_lane_barrier_sync_invoke_and_complete + 56
11 AVFCapture 0x1b9e597e0 -[AVCaptureProprietaryDefaultsSingleton _runBlockOnProprietaryDefaultsSourceQueueSync:] + 136
12 AVFCapture 0x1b9e56fbc -[AVCaptureProprietaryDefaultsSingleton setObject:forKey:] + 180
13 AVFCapture 0x1b9e776a0 -[AVCaptureDALDevice _refreshCenterStageUnavailableReasons] + 400
14 AVFCapture 0x1b9e7d0fc -[AVCaptureDALDevice updateActivelyProvidingInputCountForActiveUseState:] + 488
15 AVFCapture 0x1b9e33474 -[AVCaptureSession_Tundra _updateNewActiveUseState:forConnection:] + 196
16 AVFCapture 0x1b9e32e4c -[AVCaptureSession_Tundra _setRunning:] + 428
17 AVFCapture 0x1b9e32a28 -[AVCaptureSession_Tundra stopRunning] + 432
18 libnr_api.dylib 0x1446d7514 0x144478000 + 2487572
19 libnr_api.dylib 0x14468a690 0x144478000 + 2172560
20 libnr_api.dylib 0x14468bcb0 0x144478000 + 2178224
21 libnr_api.dylib 0x1444d0268 0x144478000 + 361064
22 libnr_api.dylib 0x1444ecb00 0x144478000 + 477952
23 libnr_api.dylib 0x1444ec724 0x144478000 + 476964
24 libnr_api.dylib 0x144541bcc 0x144478000 + 826316
25 libnr_api.dylib 0x144543e00 0x144478000 + 835072
26 libnr_api.dylib 0x144543f88 0x144478000 + 835464
27 libnr_api.dylib 0x144542ca8 0x144478000 + 830632
28 GameAssembly.dylib 0x12117d4c4 0x120000000 + 18339012
29 GameAssembly.dylib 0x1211894e0 0x120000000 + 18388192
30 GameAssembly.dylib 0x121165fe4 0x120000000 + 18243556
31 GameAssembly.dylib 0x1202e4248 0x120000000 + 3031624
32 GameAssembly.dylib 0x12116931c 0x120000000 + 18256668
33 GameAssembly.dylib 0x1201dcdf0 0x120000000 + 1953264
34 GameAssembly.dylib 0x1201dcd2c 0x120000000 + 1953068
35 UnityPlayer.dylib 0x10428dc60 0x103c38000 + 6642784
36 UnityPlayer.dylib 0x104295170 0x103c38000 + 6672752
37 UnityPlayer.dylib 0x1042b1620 0x103c38000 + 6788640
38 UnityPlayer.dylib 0x103f788d0 0x103c38000 + 3410128
39 UnityPlayer.dylib 0x1040d8c4c 0x103c38000 + 4852812
40 UnityPlayer.dylib 0x1040d8c98 0x103c38000 + 4852888
41 UnityPlayer.dylib 0x1040d8f2c 0x103c38000 + 4853548
42 UnityPlayer.dylib 0x104b104b8 0x103c38000 + 15566008
43 UnityPlayer.dylib 0x104b10304 0x103c38000 + 15565572
44 Foundation 0x19d430224 __NSFireTimer + 104
45 CoreFoundation 0x19c2e1f90 CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION + 32
46 CoreFoundation 0x19c2e1c34 __CFRunLoopDoTimer + 972
47 CoreFoundation 0x19c2e176c __CFRunLoopDoTimers + 356
48 CoreFoundation 0x19c2c4ba4 __CFRunLoopRun + 1856
49 CoreFoundation 0x19c2c3e0c CFRunLoopRunSpecific + 608
50 HIToolbox 0x1a6a5f000 RunCurrentEventLoopInMode + 292
51 HIToolbox 0x1a6a5ec90 ReceiveNextEventCommon + 220
52 HIToolbox 0x1a6a5eb94 _BlockUntilNextEventMatchingListInModeWithFilter + 76
53 AppKit 0x19fb1c970 _DPSNextEvent + 660
54 AppKit 0x1a030edec -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 700
55 AppKit 0x19fb0fcb8 -[NSApplication run] + 476
56 AppKit 0x19fae6f54 NSApplicationMain + 880
57 UnityPlayer.dylib 0x104b0ffe4 PlayerMain(int, char const**) + 944
58 dyld 0x19be5e0e0 start + 2360
I'm doing random access sampling from AVAsset of local h264 video file
let track = asset.tracks(withMediaType: .video)[0]
let assetReader = try! AVAssetReader(asset: asset)
let trackOutput = AVAssetReaderTrackOutput(track: track, outputSettings: nil)
trackOutput.supportsRandomAccess = true
assetReader.add(trackOutput)
assetReader.startReading()
...
let targetFrameDTS = CMTime(value: 56, timescale: 30)
let timeRange = CMTimeRange(
start: CMTimeAdd(time, CMTime(value: -1, timescale: 30)),
duration: CMTime(value: 2, timescale: 30)
)
// reset output to be near target frame decoding time
trackOutput.reset(forReadingTimeRanges: [NSValue(timeRange: timeRange)])
while assetReader.status == .reading {
guard let sample = trackOutput.copyNextSampleBuffer() else { break }
let dts = CMSampleBufferGetDecodeTimeStamp(sample)
print("\(dts.value)/\(dts.timescale)")
}
for some reason with some targetFrameDTS assetReader copyNextSampleBuffer will skip samples.
in my particular case the output is
...
47/30
48/30
50/30
51/30
54/30
55/30
57/30
why is it so?
I am using Lidar to measure the distance between the target point and the iPhone Pro. I am getting the correct distance only if I am greater than 70 cm away from the target point. I need that value to be accurate for distances below 70 cm as well.
Is there any coding level issue or It's Lidar's limitations?
My app is trying to continuously record audio from the background. Due to user feedback, I'm setting the AVAudioSession to use the .multiRoute category and .mixWithOthers options. This is because otherwise, if the device is connected to a car with CarPlay, output from the car's radio is muted.
The only drawback seems to be that in this setup, controlling the phone's volume using the hardware volume buttons doesn't work anymore. This, of course, is also disliked by users.
I've searched the docs and this and other forums for any documentation of this and if there's anything I can do to either setup the session to handle volume changes again or if and how I'm expected to receive notifications of these button presses and how to forward them to the right spot. Unfortunately, I didn't find anything.
Can offer any ideas?
Hi! I have a music app using AVAudioEngine. Right now, I have set it up to play multi channel tracks and show "Multichannel" in the volume controls. However, I am unable to figure out how to get it to use Dolby Atmos.
Is there something that needs to be enabled? Is it even possible for AVAudioEngine? I saw some apps that are able of playing with Dolby Atmos, but they do not have EQ feature, so I'm guessing that they are not using AVAudioEngine.
Hi, does anyone know how to capture audio input in vision os? I tried the sample code from official examples https://developer.apple.com/documentation/avfoundation/avcapturesession , but it did work.
The device listing core-audio API kAudioHardwarePropertyDevices does not list Airplay device if virtual-audio-driver is selected as sound output device in System settings. This virtual audio driver is developed by us and is named as BoomAudio.
We need to select BoomAudio in System Settings Sound output so that we can get system audio and apply Boom effects/enhancement. But whenever BoomAudio is selected as sound output, we cannot get Airplay device in device-list API and hence cannot play-through to AirPlay sound output device.
Steps:
Select BoomAudio as Sound output in System Settings. (The issue occurs if any other sound output device like Headphone/Internal Speakers is selected)
If AppleTV is connected then we should not AirPlay the system-display. Only Sound output of System should be Airplayed.
Build and run the sample project that we have attached “SampleAirplayAudio
Click on the button “Sound Output Device List”.
Output: In the console of Xcode, Airplay device does not get listed.
BoomAudio can be installed from the following path:
https://d3jbf8nvvpx3fh.cloudfront.net/gdassets/airplaydts/Boom+2+Installer.zip
The sample project 'SampleAirplayAudio' is available at this path:
https://d3jbf8nvvpx3fh.cloudfront.net/gdassets/airplaydts/SampleAirplayAudio.zip
We have already raised Bug report at Feedback Assistant Apple and the bug id is:
FB7543204
Is it possible to find IDR frame (CMSampleBuffer) in AVAsset h264 video file?
Hello,
I'm using CallKit to manage the AudioSession. When I deactivate it with the notifyOthersOnDeactivation option, interruptions don't seem to be working correctly when checking other apps. Can anyone assist me? This issue is unique to my app. Should I follow a specific timing for deactivation?
Dear Apple Developer Forum,
we have customers here complaining about not being able to play live streams (HLS FairPlay) with ou application anymore since having upgraded their phone to iOS 17.4.1.
We can't reproduce this problem in-house but the error code sent to ou analytics platform is CoreMediaErrorDomain error -12852 .
Would it be possible to get more information on this error especially the potential cause of this and if the app is not responsible how we can help our customers ?
Kind regards
Cédric
Does anyone have a ready-made script/shortcut like the one shown in the video?
Other than the big name HLS, anything else?
I'm trying to read meta information from MXF files without success. I get an empty AVAsset array.
I saw that there are mentions of "MTRegisterProfessionalVideoWorkflowFormatReaders". But there is absolutely no documentation. I don't know where to look. Has anyone encountered this? Please help with any information
I am implementing pan and zoom features for an app using a custom USB camera device, in iPadOS. I am using an update function (shown below) to apply transforms for scale and translation but they are not working. By re-enabling the animation I can see that the scale translation seems to initially take effect but then the image animates back to its original scale. This all happens in a fraction of a second but I can see it. The translation transform seems to have no effect at all. Printing out the value of AVCaptureVideoPreviewLayer.transform before and after does show that my values have been applied.
private func updateTransform() {
#if false
// Disable default animation.
CATransaction.begin()
CATransaction.setDisableActions(true)
defer { CATransaction.commit() }
#endif
// Apply the transform.
logger.debug("\(String(describing: self.videoPreviewLayer.transform))")
let transform = CATransform3DIdentity
let translate = CATransform3DTranslate(transform, translationX, translationY, 0)
let scale = CATransform3DScale(transform, scale, scale, 1)
videoPreviewLayer.transform = CATransform3DConcat(translate, scale)
logger.debug("\(String(describing: self.videoPreviewLayer.transform))")
}
My question is this, how can I properly implement pan/zoom for an AVCaptureVideoPreviewLayer? Or even better, if you see a problem with my current approach or understand why the transforms I am applying do not work, please share that information.
Sometimes when I call AudioWorkIntervalCreate the call hangs with the following stacktrace. The call is made on the main thread.
mach_msg2_trap 0x00007ff801f0b3ce
mach_msg2_internal 0x00007ff801f19d80
mach_msg_overwrite 0x00007ff801f12510
mach_msg 0x00007ff801f0b6bd
HALC_Object_AddPropertyListener 0x00007ff8049ea43e
HALC_ProxyObject::HALC_ProxyObject(unsigned int, unsigned int, unsigned int, unsigned int) 0x00007ff8047f97f2
HALC_ProxyObjectMap::_CreateObject(unsigned int, unsigned int, unsigned int, unsigned int) 0x00007ff80490f69c
HALC_ProxyObjectMap::CopyObjectByObjectID(unsigned int) 0x00007ff80490ecd6
HALC_ShellPlugIn::_ReconcileDeviceList(bool, bool, std::__1::vector<unsigned int, std::__1::allocator<unsigned int>>&, std::__1::vector<unsigned int, std::__1::allocator<unsigned int>>&) 0x00007ff8045d68cf
HALB_CommandGate::ExecuteCommand(void () block_pointer) const 0x00007ff80492ed14
HALC_ShellObject::ExecuteCommand(void () block_pointer) const 0x00007ff80470f554
HALC_ShellPlugIn::ReconcileDeviceList(bool, bool) 0x00007ff8045d6414
HALC_ShellPlugIn::ConnectToServer() 0x00007ff8045d74a4
HAL_HardwarePlugIn_InitializeWithObjectID(AudioHardwarePlugInInterface**, unsigned int) 0x00007ff8045da256
HALPlugInManagement::CreateHALPlugIn(HALCFPlugIn const*) 0x00007ff80442f828
HALSystem::InitializeDevices() 0x00007ff80442ebc3
HALSystem::CheckOutInstance() 0x00007ff80442b696
AudioObjectAddPropertyListener_mac_imp 0x00007ff80469b431
auoop::WorkgroupManager_macOS::WorkgroupManager_macOS() 0x00007ff8040fc3d5
auoop::gWorkgroupManager() 0x00007ff8040fc245
AudioWorkIntervalCreate 0x00007ff804034a33
I am using AVFoundation to capture a photo. This was all working fine, then I realized all the photos were saving to the photo library in portrait mode. I wanted them to save in the orientation the device was in when the camera took the picture, much as the built in camera app does on iOS. So I added this code:
if let videoConnection = photoOutput.connection(with: .video),
videoConnection.isVideoOrientationSupported {
// From() is just a helper to get video orientations from the device orientation.
videoConnection.videoOrientation = .from(UIDevice.current.orientation)
print("Photo orientation set to \(videoConnection.videoOrientation).")
}
With this addition, the first photo taken after a device rotation logs this error in the debugger:
<<<< FigCaptureSessionRemote >>>> Fig assert: "err == 0 " at bail (FigCaptureSessionRemote.m:866) - (err=-12784)
Subsequent photos will not repeat the error. Once you rotate the device again, same behavior. Photos taken after the app loads, but before any rotations have been made, do not produce this error.
I have tried many things, no dice. If I comment this code out it works without error, but of course the photos are all saved in portrait mode again.