3
I am working on an application to get when input audio device is being used. Basically I want to know the application using the microphone (built-in or external)
This app runs on macOS. For Mac versions starting from Sonoma I can use this code:
int getAudioProcessPID(AudioObjectID process)
{
pid_t pid;
if (@available(macOS 14.0, *)) {
constexpr AudioObjectPropertyAddress prop {
kAudioProcessPropertyPID,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMain
};
UInt32 dataSize = sizeof(pid);
OSStatus error = AudioObjectGetPropertyData(process, &prop, 0, nullptr, &dataSize, &pid);
if (error != noErr) {
return -1;
}
} else {
// Pre sonoma code goes here
}
return pid;
}
which works.
However, kAudioProcessPropertyPID was added in macOS SDK 14.0.
Does anyone know how to achieve the same functionality on previous versions?
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Issue Description
I'm implementing a system audio capture feature using AudioHardwareCreateProcessTap and AudioHardwareCreateAggregateDevice. The app successfully creates the tap and aggregate device, but when starting the IO procedure with AudioDeviceStart, it sometimes fails with OSStatus error 1852797029. (The operation couldn’t be completed. (OSStatus error 1852797029.)) The error occurs inconsistently, which makes it particularly difficult to debug and reproduce.
Questions
Has anyone encountered this intermittent "nope" error code (0x6e6f7065) when working with system audio capture?
Are there specific conditions or system states that might trigger this error sporadically?
Are there any known workarounds for handling this intermittent failure case?
Any insights or guidance would be greatly appreciated. I'm wondering if anyone else has encountered this specific "nope" error code (0x6e6f7065) when working with system audio capture.
Hi, I believe I've found a potential error in the sample code on the documentation page for creating and using a process tap with an aggregate device. The issue is in the section explaining how to add a tap to the aggregate device. I have already filed a Feedback Assistant ticket on this (ID: FB17411663) but haven't heard back for months.
Capturing system audio with Core Audio taps
The sample code for modifying the kAudioAggregateDevicePropertyTapList incorrectly uses the tapID as the target AudioObjectID when calling AudioObjectSetPropertyData.
// (Code to get the list and potentially modify listAsArray)
if var listAsArray = list as? [CFString] {
// ... (modification logic) ...
// Set the list back on the aggregate device. <--- The comment is correct
list = listAsArray as CFArray
_ = withUnsafeMutablePointer(to: &list) { list in
// INCORRECT: This call uses tapID as the target object.
AudioObjectSetPropertyData(tapID, &propertyAddress, 0, nil, propertySize, list)
}
}
The kAudioAggregateDevicePropertyTapList is a property that belongs to the aggregate device, not the individual tap. Therefore, to set this property, the AudioObjectSetPropertyData function must target the AudioObjectID of the aggregate device itself. Using tapID as the first argument is logically incorrect for this operation and will not update the aggregate device as intended.
Furthermore, the preceding AudioObjectGetPropertyData call to fetch the list also appears to use the incorrect tapID as its target in the sample.
The AudioObjectID for both getting and setting this property should be the ID of the aggregate device.
_ = AudioObjectGetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, &propertySize, &list)
_ = AudioObjectSetPropertyData(aggregateDeviceID, &propertyAddress, 0, nil, propertySize, newList)
Thank you!
I’m facing a strange audio routing issue that seems specific to iPhone 14 Pro / Pro Max.
I’m using LiveKit (WebRTC) in a React Native app, which uses AVAudioSession internally for audio capture (VoIP / call-style usage).
🔍 What’s happening:
I’m using an external USB microphone.
On these devices:
iPhone 11 → ✅ USB mic works
iPhone 13 → ✅ USB mic works
iPhone 17 Pro → ✅ USB mic works
iPhone 14 Pro Max → ❌ USB mic does NOT work
On iPhone 14 Pro Max:
The same USB mic:
✅ Works in Voice Memos
✅ Works in Instagram Live
❌ Does NOT appear as an input option in my app
❌ Does NOT work in WhatsApp / Instagram calls
Also:
In my app on iPhone 14 Pro Max, iOS does not show the audio input selector UI
On iPhone 17 Pro, the same app and same build does show the selector and the USB mic works
⚙️ My audio session config ( LiveKit ):
await AudioSession.setAppleAudioConfiguration({
audioCategory: 'playAndRecord',
audioMode: 'default',
audioCategoryOptions: ['allowBluetooth', 'defaultToSpeaker'],
});
await AudioSession.startAudioSession();
❓ My questions:
Is this a known limitation or behavior specific to iPhone 14 Pro / Pro Max?
Does iPhone 14 Pro have different audio routing rules for call / VoIP mode compared to other devices?
Why does the same USB mic work in recording apps (Voice Memos, Instagram Live) but not in call-style apps (LiveKit, WhatsApp, Instagram call)?
Is there any documented difference in AVAudioSession behavior on iPhone 14 Pro regarding external USB audio inputs?
hi,
Is there an Audio Unit logo I can show on my website? I would love to show that my application is able to host Audio Unit plugins.
regards, Joël
I have a memory leak, when using AVAudioPlayer. I managed to narrow down the issue into a very simple app, which code I paste in at the end.
The memory leak start immediately when I start playing sound, but only in the emylator. On the real iPhone there is no memory leak.
The memory leak on the Simulator looks like this:
import SwiftUI
import AVFoundation
struct ContentView_Audio: View {
var sound: AVAudioPlayer?
init() {
guard let path = Bundle.main.path(forResource: "cd201", ofType: "mp3") else { return }
let url = URL(fileURLWithPath: path)
do {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: [.mixWithOthers])
} catch {
return
}
do {
try AVAudioSession.sharedInstance().setActive(true)
} catch {
return
}
do {
sound = try AVAudioPlayer(contentsOf: url)
} catch {
return
}
}
var body: some View {
HStack {
Button {
playSound()
} label: {
ZStack {
Circle()
.fill(.mint.opacity(0.3))
.frame(width: 44, height: 44)
.shadow(radius: 8)
Image(systemName: "play.fill")
.resizable()
.frame(width: 20, height: 20)
}
}
.padding()
Button {
stopSound()
} label: {
ZStack {
Circle()
.fill(.mint.opacity(0.3))
.frame(width: 44, height: 44)
.shadow(radius: 8)
Image(systemName: "stop.fill")
.resizable()
.frame(width: 20, height: 20)
}
}
.padding()
}
}
private func playSound() {
guard sound != nil else { return }
sound?.volume = 1
// sound?.numberOfLoops = -1
sound?.play()
}
func stopSound() {
sound?.stop()
}
}
Hello,
I'm trying to determine the best/recommended AVAudioSession configuration (i.e category, mode, and options) for the following use-case.
Essentially, I'd like to switch between periods of playing an audio file and then recognizing speech. The audio file is typically speech and I don't intend for playback and speech recognition to occur simultaneously. I'd like for the user to sill be able to interact with Siri and I'd like for it to work with CarPlay where navigation prompts can occur.
I would assume the category to use is 'playAndRecord', but I'm not sure if it's better to just set that once for the entire lifecycle, or set to 'playback' for audio file playback and then switch to 'playAndRecord' for speech recognition . I'm also not sure on the best 'mode' and 'options' to set. Any suggestions would be appreciated.
Thanks.
When trying to load an ambisonics file using this project: https://github.com/robertncoomber/NativeiOSAmbisonicPlayback/
I get "Unexpected Ambisonics format".
Interestingly, loading a 3rd order ambisonics file works fine:
let ambisonicLayoutTag = kAudioChannelLayoutTag_HOA_ACN_SN3D | 16
let AmbisonicLayout = AVAudioChannelLayout(layoutTag: ambisonicLayoutTag)
let StereoLayout = AVAudioChannelLayout(layoutTag: kAudioChannelLayoutTag_Stereo)
So it's purely related to the kAudioChannelLayoutTag_Ambisonic_B_Format
We are developing an apple music app on phone, the developed web works fine on chrome, but when i load it on webivew on my phone, i can't play the first song,
We doubt that the drm init, key exchange, session creation was on the music.play() function, while we trigger the play, the drm or session was not ok for play a real song, so it got an error
so we may wanna know:
what about the realative process of drm, key, session, etc in the play() function?
are there some state detect function to show weather the drm is ok?
Topic:
Media Technologies
SubTopic:
Audio
Tags:
Apple Music API
MusicKit
MusicKit JS
Apple Music Feed
Recently, after the update of 26.3 Mac OS (Tahoe), the ordering of my music app has been horrible at best - music disappearing, tracks not aligning with albums (even if the albums are different years).
It's created quite a problem, because the disappearing tracks issue seems to be replicating to iOS devices as well (although track numbering and album association seem to be stable). Has anyone else heard of this issue?
Topic:
Media Technologies
SubTopic:
Audio
I have some tried-and-tested code that records and plays back audio via AUHAL which breaks on Tahoe on Intel. The same code works fine on Sequioa and also works on Tahoe on Apple Silicon.
To start with something simple, the following code to request access to the Microphone doesn't work as it should:
bool RequestMicrophoneAccess ()
{
__block AVAuthorizationStatus status =
[AVCaptureDevice authorizationStatusForMediaType: AVMediaTypeAudio];
if (status == AVAuthorizationStatusAuthorized)
return true;
__block bool done = false;
[AVCaptureDevice requestAccessForMediaType: AVMediaTypeAudio completionHandler: ^ (BOOL granted)
{
status = (granted) ? AVAuthorizationStatusAuthorized : AVAuthorizationStatusDenied;
done = true;
}];
while (!done)
CFRunLoopRunInMode (kCFRunLoopDefaultMode, 2.0, true);
return status == AVAuthorizationStatusAuthorized;
}
On Tahoe on Intel, the code runs to completion but granted is always returned as NO. Tellingly, the popup to ask the user to grant microphone access is never displayed, even though the app is not present in the Privacy pane and never appears there. On Apple Silicon, everything works fine.
There are some other problems, but I'm hoping they have a common underlying cause and that the Apple guys can figure out what's wrong from the information in this post. I'd be happy to test any potential fix. Thanks.
Topic:
Media Technologies
SubTopic:
Audio
I've filed this as FB21446798 but figured I'd post here too.
In the first build of macOS 26.3, playback via ApplicationMusicPlayer is completely broken. When starting playback of anything at all, the console shows the following error:
applicationController: xpc service connection interrupted
Failed to obtain remoteObject: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated from this process." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.}
Failed to prepareToPlay with error: Error Domain=MPMusicPlayerControllerErrorDomain Code=10 "(null)" UserInfo={NSUnderlyingError=0xc92910ff0 {Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated from this process." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.}}}
In addition, several crash logs for RemotePlayerService are generated, showing my app as the parent process.
This issue is 100% repeatable. No matter how I load the queue, whether it’s catalog or library content, any variation I can think of all fails like this.
I really hope this can be fixed before 26.3 comes out, otherwise my app will be totally unusable. 😅
Is there a way to destroy MIDIUMPMutableEndpoint again?
In my app, the user has a setting to enable and disable MIDI 2.0. If MIDI 2.0 should not be supported (or if iOS version < 18), it creates a virtual destination and a virtual source. And if MIDI 2.0 should be enabled, it instead creates a MIDIUMPMutableEndpoint, which itself creates the virtual destination and source automatically.
So here is my problem: I didn't find any way to destroy the MIDIUMPMutableEndpoint again. There is a method to disable it (setEnabled:NO), but that doesn't destroy or hide the virtual destination and source. So when the user turns MIDI 2.0 support off, I will have two virtual destinations and sources, and cannot get rid of the 2.0 ones.
What is the correct way to get rid of the MIDIUMPMutableEndpoint once it is created?
I'm using MusicKit for DRM track playback in my iOS app and a third party library to play local user-owned music on the file system and from the music library.
This app is also supporting accessory devices that offer Bluetooth remote media control.
The wish is to achieve parity between how the remote interacts with user owned music and the DRM / cloud / Apple Music tracks in my application music player.
Track navigation, app volume (rather than system volume), and scrubbing need to work consistently on a mix of tracks which could alternate DRM and cloud status within one album or playlist.
Apple Music queue and track pickers are not useful tools in my app.
How can I support playing DRM and Apple Music tracks while not surrendering the remote control features to the system?
I'm working on adding Spatial Audio support to a game on the Mac. I'm looking at the SpatialAudioRenderer sample but having some issues.
It's unclear to me when a device is compatible with Spatial Audio and when I should attempt to render Spatial Audio. There is no property that I can find on the Mac that advertises Spatial Audio compatibility on a device.
The sample crashes when the output device is a USB device. This includes the Apple Studio Display.
The Apple Studio Display is supposed to be capable of rendering Spatial Audio. The device doesn't work with the sample - do I still need to render down the 7.1.4 source on this device? The sample always renders down to Stereo, but the Apple Studio Display is not a Stereo device.
I'm a bit confused by the sample and when/how I should configure the mixing unit.
Topic:
Media Technologies
SubTopic:
Audio
Currently, I have successfully used ChannelMap to map hardware input channels and obtained audio data from the hardware device's MIC and OTG inputs. Additionally, I have used ChannelMap to map output channels to freely feed data for playback to each output channel. However, I now have a problem.
I have a hardware device that only has output channels (no input channels), and the system has set this hardware device as the default playback device. In this case, how can I obtain the audio data being played to the output channels for modification?
Hi there,
I recently launched a dj app to the mac app store, and was wondering how I could access songs for mixing purposes via Apple Music just like how serato, rekordbox, djay, and other DJ apps do?
Thanks,
Gunek
Environment
Device: iPhone 16e
iOS Version: 18.4.1 - 18.7.1
Framework: AVFoundation (AVAudioEngine)
Problem Summary
On iPhone 16e (iOS 18.4.1-18.7.1), the installTap callback stops being invoked after resuming from a phone call interruption. This issue is specific to phone call interruptions and does not occur on iPhone 14, iPhone SE 3, or earlier devices.
Expected Behavior
After a phone call interruption ends and audioEngine.start() is called, the previously installed tap should continue receiving audio buffers.
Actual Behavior
After resuming from phone call interruption:
Tap callback is no longer invoked
No audio data is captured
No errors are thrown
Engine appears to be running normally
Note: Normal pause/resume (without phone call interruption) works correctly.
Steps to Reproduce
Start audio recording on iPhone 16e
Receive or make a phone call (triggers AVAudioSession interruption)
End the phone call
Resume recording with audioEngine.start()
Result: Tap callback is not invoked
Tested devices:
iPhone 16e (iOS 18.4.1-18.7.1): Issue reproduces ✗
iPhone 14 (iOS 18.x): Works correctly ✓
iPhone SE 3 (iOS 18.x): Works correctly ✓
Code
Initial Setup (Works)
let inputNode = audioEngine.inputNode
inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in
self.processAudioBuffer(buffer, at: time)
}
audioEngine.prepare()
try audioEngine.start()
Interruption Handling
NotificationCenter.default.addObserver(
forName: AVAudioSession.interruptionNotification,
object: AVAudioSession.sharedInstance(),
queue: nil
) { notification in
guard let userInfo = notification.userInfo,
let typeValue = userInfo[AVAudioSessionInterruptionTypeKey] as? UInt,
let type = AVAudioSession.InterruptionType(rawValue: typeValue) else {
return
}
if type == .began {
self.audioEngine.pause()
} else if type == .ended {
try? self.audioSession.setActive(true)
try? self.audioEngine.start()
// Tap callback doesn't work after this on iPhone 16e
}
}
Workaround
Full engine restart is required on iPhone 16e:
func resumeAfterInterruption() {
audioEngine.stop()
inputNode.removeTap(onBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in
self.processAudioBuffer(buffer, at: time)
}
audioEngine.prepare()
try audioSession.setActive(true)
try audioEngine.start()
}
This works but adds latency and complexity compared to simple resume.
Questions
Is this expected behavior on iPhone 16e?
What is the recommended way to handle phone call interruptions?
Why does this only affect iPhone 16e and not iPhone 14 or SE 3?
Any guidance would be appreciated!
hi,
i need to read wether the transport is playing or stopped but my current method that works for vst does not work for au.
is there a lpx resource available for developers anywhere?
if (auto* playHead = processor->getPlayHead())
{
juce::AudioPlayHead::CurrentPositionInfo posInfo;
if (playHead->getCurrentPosition(posInfo))
{
bool isCurrentlyPlaying = posInfo.isPlaying;
if (isCurrentlyPlaying != wasTransportPlaying)
{
if (isCurrentlyPlaying)
{
wasTransportPlaying = isCurrentlyPlaying;
startAllTimers();
}
else
{
wasTransportPlaying = isCurrentlyPlaying;
stopAllTimers();
}
}
}
}
thanks :)
Here is the demo from Apple's site
This issues is specific to iOS 18.
When running this demo, we are getting new text when we have a gap in speaking, the recognitionTask(with:resultHandler:) provides new text which is only spoken after the gap and not the concatenation of old text and the new spoken text.