Explore the integration of media technologies within your app. Discuss working with audio, video, camera, and other media functionalities.

All subtopics
Posts under Media Technologies topic

Post

Replies

Boosts

Views

Activity

ScreenCaptureKit on iPadOS 27 is capped at 60 fps on 120Hz ProMotion devices, even with minimumFrameInterval set to 1/120
On an iPad Pro 11-inch (M4) running iPadOS 27.0 (24A437), ScreenCaptureKit delivers a maximum of 60 frames per second when capturing the entire screen, even while an app is rendering at 120 fps (confirmed with the Metal Performance HUD). What I tested: Default configuration: exactly 60 fps, with every frame timestamp spaced 16.67ms apart. Setting minimumFrameInterval to 1/120 and queueDepth to 8, both before starting the stream and through updateConfiguration after it started: the values are accepted and read back correctly, but delivery stays at exactly 60 fps. Smaller output sizes (1/4 and 1/8 of native resolution): still 60 fps. ReplayKit broadcast upload extension: also exactly 60 fps. Also, minimumFrameInterval and queueDepth are documented as available on iOS/iPadOS 27, but the iOS 27 SDK marks them as unavailable. Request: please allow ScreenCaptureKit to capture at the display's full refresh rate (up to 120 fps) on ProMotion devices when minimumFrameInterval asks for it, and make minimumFrameInterval available in the iOS SDK.
0
0
213
10h
Using MusicKit to display a user’s currently playing Apple Music track
Hello, I’m evaluating a possible MusicKit integration and would like to clarify whether the following use is permitted. With the user’s explicit and revocable consent, our iOS app would read the song currently playing in Apple Music while our app is active and display the song title and artist to other users of our application. Our app would not play, stream, host, download or redistribute Apple Music audio. Music playback would remain entirely within Apple Music. When our app is closed, it would stop accessing Apple Music. The last synchronized song may remain displayed until the user opens our app again, at which point the currently playing song would be refreshed. If a displayed song is tapped, the user would be redirected to Apple Music. We are happy to follow Apple’s required formatting, attribution and linking rules. Album artwork is not required and can be omitted if necessary. The Apple Music functionality itself would remain free. Any monetization would relate only to separate features of the application. Could someone clarify: Is this use permitted under the MusicKit / Apple Music requirements? May the current song title and artist be displayed to other users in this way? Which official Apple framework/API is recommended for detecting the song currently playing in Apple Music while our app is active? Are there specific attribution or linking requirements for this use? Thank you.
0
0
236
11h
SCStreamOutputType.audio delivers correctly-formed but all-zero PCM for VoIP background audio
Is silently zeroing .audio output for communications/VoIP-category background app audio (while leaving frame delivery, timing, and format metadata intact) expected, documented behavior on iOS? Is there an SCStreamConfiguration or SCContentFilter setting that unlocks this, or is this a known gap in the current iOS ScreenCaptureKit implementation relative to macOS (where .audio is documented/known to capture other apps' audio including calls)? A pointer to relevant documentation or a radar number would be very helpful. My test app: Rabbler Rabbler main use it turning voice to text transcriptions. ie. meeting notes. It works well using the iPhone mic or AirPods. It fails when Zoom or Teams meeting is joined. Audio is paused by a well handled interruption. But that yields lost transcription text. Environment iOS 27.0, physical device iPhone 15ProMax (not simulator) Xcode 27.0 (Build 27A266a), iPhoneOS27.0 SDK App target UIBackgroundModes: audio, screen-capture Capture another app's audio via SCStream's .audio output type, using SCContentSharingPicker for source selection, per the "Capturing screen content on iOS" sample's picker pattern. Setup (trimmed to the relevant parts) var configuration = SCContentSharingPickerConfiguration() configuration.showsMicrophoneControl = true picker.defaultConfiguration = configuration picker.add(self) picker.isActive = true picker.present() // contentSharingPicker(_:didUpdateWith:for:) -> startStream(with:) let config = SCStreamConfiguration() config.capturesAudio = true let newStream = SCStream(filter: filter, configuration: config, delegate: self) try newStream.addStreamOutput(seldlerQueue: .main) if filter.isMicrophoneEnabled { try newStream.addStreamOutputsampleHandlerQueue: .main) } try await newStream.startCapture( Sample-buffer handling, convertinmeasuring amplitude: func stream(_ stream: SCStream, deBuffer: CMSampleBuffer, of type:SCStreamOutputType) { guard sampleBuffer.isValid, tmicrophone else { return } // ... (format captured once from first buffer via CMAudioFormatDescriptionGetStream let frameCount = AVAudioFrameCount(CMSampleBufferGetNumSamples(sampleBuffer)) let pcmBuffer = AVAudioPCMBufmeCapacity: frameCount)! pcmBuffer.frameLength = frameCount let status = CMSampleBufferCost( sampleBuffer, at: 0, frameCount: Int32(frameCount), into: pcmBuffer.mutableAudioBufferList ) // status == noErr every time } Amplitude check on the resulting AVAudioPCMBuffer.floatChannelData: var peak: Float = 0, sumSquares: 0 for channel in 0..<Int(buffer.format.channelCount) { let samples = channelData[cha for frame in 0..<frameCount { let sample = samples[fram peak = max(peak, abs(sample)) sumSquares += sample * sa if sample != 0 { nonZeroCount += 1 } } } Result 1 — Music app selected as capture source (baseline, works correctly) Real audio content: writing the buffers straight to a .caf file via AVAudioFile produces a real, listenable ~9MB file matchihe capture duration (stereo, 48kHz, Float32). Confirmed by ear. Result 2 — Zoom call selected as capture source (fails silently) SCStream delivers buffers continuously and correctly-formed — same format every time (2 ch, 48000 Hz, Float32, deinterleaved)atus == noErr fromCMSampleBufferCopyPCMDataIntoAudioBufferList every time. But every sample is exactly zero: [2:17:19 PM] ScreenCaptureService: .audio first buffer format — <AVAudioFormat 0x12063fb60: 2ch, 48000 Hz, Float32, deinterlea [2:17:19 PM] ScreenCaptureService: .audio buffer #1 — peak=0.0 rms=0.0 nonZero=0/1920 [2:17:19 PM] ScreenCaptureService0.0 rms=0.0 nonZero=0/1920 ... [2:17:21 PM] ScreenCaptureServicek=0.0 rms=0.0 nonZero=0/1920 [2:18:27 PM] ScreenCaptureService: .audio buffer #3400 — peak=0.0 rms=0.0 nonZero=0/1920 That's peak=0.0/rms=0.0/0 nonZero samples across every single one of 3400+ consecutive buffersover ~70 seconds of an active Zoo Writing these buffers to a .caffile produces a valid, correctly-sized, completely silent audio file — not corrupted, not empty, genuinely all zeros. Control test — .microphone in theall With filter.isMicrophoneEnabled = on the same SCStream, during thesame Zoom call, correctly captures the local user's own voice (confirmed by ear from the resulting file) — even though the call is silently holding exclusive access to the mic hardware from Rabbler's own AVAudioEngine.inputNode tap (which gets interrupted, as expected). This rules out a session-wide permission failure -.micophone clearly has real access to audio in this exact session; .audio does not, specifically for this source. evidence now looks like this iOS 27 ScreenCaptureKit │ ├── SomaFM playback │ └── .audio → REAL PCM ✓ │ ├── Zoom remote audio │ └── .audio → ZERO PCM ✗ │ └── Teams remote audio └── .audio → ZERO PCM ✗
0
0
229
16h
Virtual Front Camera: Session lifecycle, MultiCam compatibility, and pipeline stability
We are very interested in the new Virtual Front Camera capability on iPhone Duo. When the physical chassis opens or closes, how does the Virtual Front Camera handle the underlying optical handoff? Specifically, does this transition occur seamlessly within an active AVCaptureSession / AVCaptureVideoDataOutput pipeline without interrupting delivery of video frames, or does it trigger reconfiguration notifications that require pausing the session? Additionally, can the Virtual Front Camera be paired with a rear capture device inside an AVCaptureMultiCamSession while maintaining real-time performance and reasonable thermal headroom?
1
0
324
1d
Testing capture workflows on the iPhone Duo Simulator: Synthetic inputs and mock feeds
In the current Xcode iPhone Duo simulator runtime, AVCaptureDevice.DiscoverySession does not expose physical or simulated camera devices, returning empty arrays and necessitating custom synthetic mock pipelines for UI and kinematic tests. Are there plans to introduce synthetic camera device emulation directly within the Duo CoreSimulator runtime? In the interim, what is Apple’s recommended architecture for verifying camera UI, preview rendering, and capture triggers on the Duo simulator target without diverging from production AVFoundation pipelines?
1
0
322
1d
Synchronizing sensor buffer rotation with articulated Duo display planes
Physical camera sensors deliver pixel buffers in native landscape orientation, requiring coordinate transformations when rendering into portrait or split viewports. What is the recommended pipeline design using AVCaptureDeviceDirectionCoordinator and AVCaptureDevice.RotationCoordinator to guarantee that live preview layers and photo captures remain upright across varying fold angles without manual Core Graphics or Core Image buffer rotation passes? Are there specific considerations when the view hierarchy bridges across the physical hinge division?
0
0
219
1d
AVCaptureDeviceDiscoverySession & stream continuity across physical hinge transitions with Virtual Front Camera
Hello team, When configuring an AVCaptureMultiCamSession or consuming the new Virtual Front Camera, what is the recommended architecture to avoid frame drops or pipeline rebuilds (AVCaptureSessionRuntimeError) during dynamic posture transitions (from folded to unfolded / half-open)? Specifically: Does the Virtual Front Camera handle the lens handover internally with continuous timestamps in CMSampleBuffer, or does the underlying device switch trigger a device disconnect/reconnect notification that requires re-attaching inputs? How are the optical intrinsics (matrix_float3x3) and lens distortion coefficients updated through the hinge motion? Can we rely on continuous metadata attachments on each frame during the transition, particularly if running real-time CoreML / Vision processing? Thanks!
3
0
72
1d
iPhone Duo: Does CameraCaptureAccessory accept touch, what counts as an active camera session, and can both front cameras run at once?
After watching "Leverage multiple displays and scenes on iPhone Duo" and "Build a great camera experience for iPhone Duo", we have four questions about the outer display while the device is open: Does a view hosted in CameraCaptureAccessory receive touch input on the outer display, or is it display-only? The accessory is described as available when the app "has an active camera session." Does that require a running preview layer or an attached output (photo, movie or data), or is a running AVCaptureSession with an input enough? Is a session whose main purpose is to host the accessory a supported use? Can AVCaptureMultiCamSession run the inner (under-display) front camera and the outer front camera at the same time on iPhone Duo? If so, which device-type combinations are supported, and are there thermal or power limits? Is CameraCaptureAccessory the only way for an app to show content on the outer display while the inner display is live, or are scene accessories that don't depend on the camera planned? Our use case is not photography. We're exploring a companion view for a second person sitting across from the device owner, so we want to understand whether the camera accessory is the right tool before designing around it.
4
0
48
1d
New download progress "banner" on iOS27
We are using AVAssetDownloadURLSession to download videos. On iOS27, when building with the iOS27 SDK, there is a new progress banner showing the file name and download progress. The user can also cancel the download from there. I have not seen this mentioned anywhere and I am wondering if there are any APIs related to this new feature? Reason: For example, we show a user notification when a download has finished but if there already was a banner displaying the status that notification is unnecessary.
2
0
312
1d
Camera direction and rotation in the half-folded pose on iPhone Duo
"Build a great camera experience for iPhone Duo" covers the device open and the device closed, including reconfiguring the session from AVCaptureDeviceDirectionCoordinator's change handler when the forward-facing camera changes. It does not cover the partially open pose, which "Leverage multiple displays and scenes on iPhone Duo" treats as a first-class hinge state with a continuous angle. Consider a camera app that keeps a live preview on screen and adopts AVCaptureDevice.RotationCoordinator — the documented remedy for cases like the square front sensor on iPhone 17, where a hard-coded 90° leaves the preview tilted — applying videoRotationAngleForHorizonLevelPreview to both the preview and the capture connection. In the partially open pose the two halves are at different physical attitudes: one stands up, the other lies flat. Which camera does AVCaptureDeviceDirectionCoordinator report as forward-facing while the hinge status is partially open? Does the hinge angle affect that decision? RotationCoordinator derives its angle from device attitude. With the two halves at different attitudes, which one does videoRotationAngleForHorizonLevelPreview reflect — the half carrying the active camera, the half hosting the preview layer, or a single device-level reference? If an app deliberately keeps the rear camera on the scene while its preview is drawn on the half facing the user, is that a supported configuration, or is the coordinator expected to override that choice? Is any of this modelled in the iPhone Duo simulator, or does the partially open pose require real hardware to test? Question 4 matters for planning: building against a rotation value that only appears on device would be worth knowing about before the hardware ships.
4
0
76
1d
Is the inner under-display camera going to be usable for real-time 2D body-pose analysis?
Hi! We run continuous 2D human body-pose estimation on a front-facing camera feed: one person, full body in frame, standing a meter or two away, 30-60fps. With iPhone Duo open, the camera that faces the person looking at the inner display is the under-display inner camera (builtInInnerUltraWideCamera). Published specs cap it at 1080p at 30 or 60 fps, and it is presented as the FaceTime camera. Two things are unclear from the camera tech talk and the specs: Is that 1080p format a native readout we can feed to Vision body pose, or a preview-oriented stream whose effective detail is too low for full-body pose at that distance? Is third-party use of this camera supported for a long-running analysis session, or is it intended only for video calls and live previews? Thanks
1
0
44
1d
About photo wallpaper on iPhone Duo
For a user-selected photo wallpaper on iPhone Duo, does iOS use one source image and automatically adapt or crop it for the outer and inner displays, or can users assign separate images to the outer and inner displays? If one image is used, is the crop or focal position shared between both displays, or can the user adjust them independently?
1
1
63
1d
Under-display camera behavior during FaceTime
When a persistent camera session such as FaceTime is active on the inner display, the under-display camera becomes visible. What is the behavior when such a session is active and the user switches to my app, where some content, such as Navigation titles, normally sits in the region of the camera? Will the camera become hidden again and show in FaceTime that the call participant's camera is unavailable, or is there some other behavior of which I as an app developer should be aware? Thank you!
1
0
51
1d
ARKit AR View on both screens
Hello everyone! Does the ARKit ARSession qualify for an active camera session? Reading through the documentation, I understand that showing content on both iPhone Duo screens at the same time is only possible by using CameraCaptureAccessory. ARSession drives the camera but doesn't vend an AVCaptureSession that the app owns, so it isn't clear whether the availability check keys off app-owned AVCaptureSession state specifically, or off the camera actively streaming for the app. If it is currently not possible, do you see any way or workaround to show the camera stream on the outside display while the inner display is displaying an AR view? Best regards, André N.
4
1
88
1d
Shutter button
Any tips on positioning a shutter button on camera screen (fullscreen preview) when device is in half-open state? As well as other centred controls (camera mode, etc)? How to handle hinge area updates? Thanks
2
0
47
1d
CameraCaptureAccessory: orientation of the accessory scene in the partially folded (laptop) pose
We present custom content on the outer display through CameraCaptureAccessory while a capture session runs (iOS 27.1). Our app is used in the partially folded "laptop" pose: the inner display is portrait with a horizontal fold, controls below the fold, content above it. The person in front of the outer camera sits opposite the device, so for them the outer display's long edge is horizontal. In Simulator (iPhone Duo, iOS 27.1) the accessory scene is always laid out as 466×678 pt — portrait — regardless of the pose, and regardless of the app's UISupportedInterfaceOrientations. Our landscape content is therefore letterboxed into a narrow band instead of filling the display. On device, what interface orientation does the accessory scene get in the partially folded pose? Does the system rotate it to match the physical orientation of the outer display, or is it always the outer display's portrait orientation? Is Simulator's behaviour here representative, or is accessory-scene orientation one of the things that only behaves correctly on device? If we have to compensate ourselves, is there a supported way to learn the outer display's physical orientation from inside the accessory scene — reserved regions, the scene's interfaceOrientation, something else? We would rather not hardcode a rotation. Does UIRequiresFullScreen (deprecated in iOS 26) or the app's supported interface orientations constrain the accessory scene in any way?
1
0
47
1d
ARKit behaviour across the fold
Hi, Can you talk about what happens with ARKit by default when the unfolding occurs in a normal ARWorldTrackingConfiguration - does the ARSession pause at all or is tracking completely uninterrupted? Does it swap cameras when using ARFaceTrackingConfiguration! Thanks.
1
1
58
1d
Is the inner under-display camera a supported source for real-time 2D body-pose analysis?
Hi! We run continuous 2D human body-pose estimation on a front-facing camera feed: one person, full body in frame, standing a few meters away, about 30 fps. With iPhone Duo open, the camera that faces the person looking at the inner display is the under-display inner camera (builtInInnerUltraWideCamera). Published specs cap it at 1080p at 30 or 60 fps, and it is presented as the FaceTime camera. Two things are unclear from the camera tech talk and the specs: Is that 1080p format a native readout we can feed to Vision body pose, or a preview-oriented stream whose effective detail is too low for full-body pose at that distance? Is third-party use of this camera supported for a long-running analysis session, or is it intended only for video calls and live previews? Thanks
1
0
44
1d
ScreenCaptureKit on iPadOS 27 is capped at 60 fps on 120Hz ProMotion devices, even with minimumFrameInterval set to 1/120
On an iPad Pro 11-inch (M4) running iPadOS 27.0 (24A437), ScreenCaptureKit delivers a maximum of 60 frames per second when capturing the entire screen, even while an app is rendering at 120 fps (confirmed with the Metal Performance HUD). What I tested: Default configuration: exactly 60 fps, with every frame timestamp spaced 16.67ms apart. Setting minimumFrameInterval to 1/120 and queueDepth to 8, both before starting the stream and through updateConfiguration after it started: the values are accepted and read back correctly, but delivery stays at exactly 60 fps. Smaller output sizes (1/4 and 1/8 of native resolution): still 60 fps. ReplayKit broadcast upload extension: also exactly 60 fps. Also, minimumFrameInterval and queueDepth are documented as available on iOS/iPadOS 27, but the iOS 27 SDK marks them as unavailable. Request: please allow ScreenCaptureKit to capture at the display's full refresh rate (up to 120 fps) on ProMotion devices when minimumFrameInterval asks for it, and make minimumFrameInterval available in the iOS SDK.
Replies
0
Boosts
0
Views
213
Activity
10h
Using MusicKit to display a user’s currently playing Apple Music track
Hello, I’m evaluating a possible MusicKit integration and would like to clarify whether the following use is permitted. With the user’s explicit and revocable consent, our iOS app would read the song currently playing in Apple Music while our app is active and display the song title and artist to other users of our application. Our app would not play, stream, host, download or redistribute Apple Music audio. Music playback would remain entirely within Apple Music. When our app is closed, it would stop accessing Apple Music. The last synchronized song may remain displayed until the user opens our app again, at which point the currently playing song would be refreshed. If a displayed song is tapped, the user would be redirected to Apple Music. We are happy to follow Apple’s required formatting, attribution and linking rules. Album artwork is not required and can be omitted if necessary. The Apple Music functionality itself would remain free. Any monetization would relate only to separate features of the application. Could someone clarify: Is this use permitted under the MusicKit / Apple Music requirements? May the current song title and artist be displayed to other users in this way? Which official Apple framework/API is recommended for detecting the song currently playing in Apple Music while our app is active? Are there specific attribution or linking requirements for this use? Thank you.
Replies
0
Boosts
0
Views
236
Activity
11h
SCStreamOutputType.audio delivers correctly-formed but all-zero PCM for VoIP background audio
Is silently zeroing .audio output for communications/VoIP-category background app audio (while leaving frame delivery, timing, and format metadata intact) expected, documented behavior on iOS? Is there an SCStreamConfiguration or SCContentFilter setting that unlocks this, or is this a known gap in the current iOS ScreenCaptureKit implementation relative to macOS (where .audio is documented/known to capture other apps' audio including calls)? A pointer to relevant documentation or a radar number would be very helpful. My test app: Rabbler Rabbler main use it turning voice to text transcriptions. ie. meeting notes. It works well using the iPhone mic or AirPods. It fails when Zoom or Teams meeting is joined. Audio is paused by a well handled interruption. But that yields lost transcription text. Environment iOS 27.0, physical device iPhone 15ProMax (not simulator) Xcode 27.0 (Build 27A266a), iPhoneOS27.0 SDK App target UIBackgroundModes: audio, screen-capture Capture another app's audio via SCStream's .audio output type, using SCContentSharingPicker for source selection, per the "Capturing screen content on iOS" sample's picker pattern. Setup (trimmed to the relevant parts) var configuration = SCContentSharingPickerConfiguration() configuration.showsMicrophoneControl = true picker.defaultConfiguration = configuration picker.add(self) picker.isActive = true picker.present() // contentSharingPicker(_:didUpdateWith:for:) -> startStream(with:) let config = SCStreamConfiguration() config.capturesAudio = true let newStream = SCStream(filter: filter, configuration: config, delegate: self) try newStream.addStreamOutput(seldlerQueue: .main) if filter.isMicrophoneEnabled { try newStream.addStreamOutputsampleHandlerQueue: .main) } try await newStream.startCapture( Sample-buffer handling, convertinmeasuring amplitude: func stream(_ stream: SCStream, deBuffer: CMSampleBuffer, of type:SCStreamOutputType) { guard sampleBuffer.isValid, tmicrophone else { return } // ... (format captured once from first buffer via CMAudioFormatDescriptionGetStream let frameCount = AVAudioFrameCount(CMSampleBufferGetNumSamples(sampleBuffer)) let pcmBuffer = AVAudioPCMBufmeCapacity: frameCount)! pcmBuffer.frameLength = frameCount let status = CMSampleBufferCost( sampleBuffer, at: 0, frameCount: Int32(frameCount), into: pcmBuffer.mutableAudioBufferList ) // status == noErr every time } Amplitude check on the resulting AVAudioPCMBuffer.floatChannelData: var peak: Float = 0, sumSquares: 0 for channel in 0..<Int(buffer.format.channelCount) { let samples = channelData[cha for frame in 0..<frameCount { let sample = samples[fram peak = max(peak, abs(sample)) sumSquares += sample * sa if sample != 0 { nonZeroCount += 1 } } } Result 1 — Music app selected as capture source (baseline, works correctly) Real audio content: writing the buffers straight to a .caf file via AVAudioFile produces a real, listenable ~9MB file matchihe capture duration (stereo, 48kHz, Float32). Confirmed by ear. Result 2 — Zoom call selected as capture source (fails silently) SCStream delivers buffers continuously and correctly-formed — same format every time (2 ch, 48000 Hz, Float32, deinterleaved)atus == noErr fromCMSampleBufferCopyPCMDataIntoAudioBufferList every time. But every sample is exactly zero: [2:17:19 PM] ScreenCaptureService: .audio first buffer format — <AVAudioFormat 0x12063fb60: 2ch, 48000 Hz, Float32, deinterlea [2:17:19 PM] ScreenCaptureService: .audio buffer #1 — peak=0.0 rms=0.0 nonZero=0/1920 [2:17:19 PM] ScreenCaptureService0.0 rms=0.0 nonZero=0/1920 ... [2:17:21 PM] ScreenCaptureServicek=0.0 rms=0.0 nonZero=0/1920 [2:18:27 PM] ScreenCaptureService: .audio buffer #3400 — peak=0.0 rms=0.0 nonZero=0/1920 That's peak=0.0/rms=0.0/0 nonZero samples across every single one of 3400+ consecutive buffersover ~70 seconds of an active Zoo Writing these buffers to a .caffile produces a valid, correctly-sized, completely silent audio file — not corrupted, not empty, genuinely all zeros. Control test — .microphone in theall With filter.isMicrophoneEnabled = on the same SCStream, during thesame Zoom call, correctly captures the local user's own voice (confirmed by ear from the resulting file) — even though the call is silently holding exclusive access to the mic hardware from Rabbler's own AVAudioEngine.inputNode tap (which gets interrupted, as expected). This rules out a session-wide permission failure -.micophone clearly has real access to audio in this exact session; .audio does not, specifically for this source. evidence now looks like this iOS 27 ScreenCaptureKit │ ├── SomaFM playback │ └── .audio → REAL PCM ✓ │ ├── Zoom remote audio │ └── .audio → ZERO PCM ✗ │ └── Teams remote audio └── .audio → ZERO PCM ✗
Replies
0
Boosts
0
Views
229
Activity
16h
Virtual Front Camera: Session lifecycle, MultiCam compatibility, and pipeline stability
We are very interested in the new Virtual Front Camera capability on iPhone Duo. When the physical chassis opens or closes, how does the Virtual Front Camera handle the underlying optical handoff? Specifically, does this transition occur seamlessly within an active AVCaptureSession / AVCaptureVideoDataOutput pipeline without interrupting delivery of video frames, or does it trigger reconfiguration notifications that require pausing the session? Additionally, can the Virtual Front Camera be paired with a rear capture device inside an AVCaptureMultiCamSession while maintaining real-time performance and reasonable thermal headroom?
Replies
1
Boosts
0
Views
324
Activity
1d
Testing capture workflows on the iPhone Duo Simulator: Synthetic inputs and mock feeds
In the current Xcode iPhone Duo simulator runtime, AVCaptureDevice.DiscoverySession does not expose physical or simulated camera devices, returning empty arrays and necessitating custom synthetic mock pipelines for UI and kinematic tests. Are there plans to introduce synthetic camera device emulation directly within the Duo CoreSimulator runtime? In the interim, what is Apple’s recommended architecture for verifying camera UI, preview rendering, and capture triggers on the Duo simulator target without diverging from production AVFoundation pipelines?
Replies
1
Boosts
0
Views
322
Activity
1d
Synchronizing sensor buffer rotation with articulated Duo display planes
Physical camera sensors deliver pixel buffers in native landscape orientation, requiring coordinate transformations when rendering into portrait or split viewports. What is the recommended pipeline design using AVCaptureDeviceDirectionCoordinator and AVCaptureDevice.RotationCoordinator to guarantee that live preview layers and photo captures remain upright across varying fold angles without manual Core Graphics or Core Image buffer rotation passes? Are there specific considerations when the view hierarchy bridges across the physical hinge division?
Replies
0
Boosts
0
Views
219
Activity
1d
AVCaptureDeviceDiscoverySession & stream continuity across physical hinge transitions with Virtual Front Camera
Hello team, When configuring an AVCaptureMultiCamSession or consuming the new Virtual Front Camera, what is the recommended architecture to avoid frame drops or pipeline rebuilds (AVCaptureSessionRuntimeError) during dynamic posture transitions (from folded to unfolded / half-open)? Specifically: Does the Virtual Front Camera handle the lens handover internally with continuous timestamps in CMSampleBuffer, or does the underlying device switch trigger a device disconnect/reconnect notification that requires re-attaching inputs? How are the optical intrinsics (matrix_float3x3) and lens distortion coefficients updated through the hinge motion? Can we rely on continuous metadata attachments on each frame during the transition, particularly if running real-time CoreML / Vision processing? Thanks!
Replies
3
Boosts
0
Views
72
Activity
1d
iPhone Duo: Does CameraCaptureAccessory accept touch, what counts as an active camera session, and can both front cameras run at once?
After watching "Leverage multiple displays and scenes on iPhone Duo" and "Build a great camera experience for iPhone Duo", we have four questions about the outer display while the device is open: Does a view hosted in CameraCaptureAccessory receive touch input on the outer display, or is it display-only? The accessory is described as available when the app "has an active camera session." Does that require a running preview layer or an attached output (photo, movie or data), or is a running AVCaptureSession with an input enough? Is a session whose main purpose is to host the accessory a supported use? Can AVCaptureMultiCamSession run the inner (under-display) front camera and the outer front camera at the same time on iPhone Duo? If so, which device-type combinations are supported, and are there thermal or power limits? Is CameraCaptureAccessory the only way for an app to show content on the outer display while the inner display is live, or are scene accessories that don't depend on the camera planned? Our use case is not photography. We're exploring a companion view for a second person sitting across from the device owner, so we want to understand whether the camera accessory is the right tool before designing around it.
Replies
4
Boosts
0
Views
48
Activity
1d
New download progress "banner" on iOS27
We are using AVAssetDownloadURLSession to download videos. On iOS27, when building with the iOS27 SDK, there is a new progress banner showing the file name and download progress. The user can also cancel the download from there. I have not seen this mentioned anywhere and I am wondering if there are any APIs related to this new feature? Reason: For example, we show a user notification when a download has finished but if there already was a banner displaying the status that notification is unnecessary.
Replies
2
Boosts
0
Views
312
Activity
1d
Camera direction and rotation in the half-folded pose on iPhone Duo
"Build a great camera experience for iPhone Duo" covers the device open and the device closed, including reconfiguring the session from AVCaptureDeviceDirectionCoordinator's change handler when the forward-facing camera changes. It does not cover the partially open pose, which "Leverage multiple displays and scenes on iPhone Duo" treats as a first-class hinge state with a continuous angle. Consider a camera app that keeps a live preview on screen and adopts AVCaptureDevice.RotationCoordinator — the documented remedy for cases like the square front sensor on iPhone 17, where a hard-coded 90° leaves the preview tilted — applying videoRotationAngleForHorizonLevelPreview to both the preview and the capture connection. In the partially open pose the two halves are at different physical attitudes: one stands up, the other lies flat. Which camera does AVCaptureDeviceDirectionCoordinator report as forward-facing while the hinge status is partially open? Does the hinge angle affect that decision? RotationCoordinator derives its angle from device attitude. With the two halves at different attitudes, which one does videoRotationAngleForHorizonLevelPreview reflect — the half carrying the active camera, the half hosting the preview layer, or a single device-level reference? If an app deliberately keeps the rear camera on the scene while its preview is drawn on the half facing the user, is that a supported configuration, or is the coordinator expected to override that choice? Is any of this modelled in the iPhone Duo simulator, or does the partially open pose require real hardware to test? Question 4 matters for planning: building against a rotation value that only appears on device would be worth knowing about before the hardware ships.
Replies
4
Boosts
0
Views
76
Activity
1d
Is the inner under-display camera going to be usable for real-time 2D body-pose analysis?
Hi! We run continuous 2D human body-pose estimation on a front-facing camera feed: one person, full body in frame, standing a meter or two away, 30-60fps. With iPhone Duo open, the camera that faces the person looking at the inner display is the under-display inner camera (builtInInnerUltraWideCamera). Published specs cap it at 1080p at 30 or 60 fps, and it is presented as the FaceTime camera. Two things are unclear from the camera tech talk and the specs: Is that 1080p format a native readout we can feed to Vision body pose, or a preview-oriented stream whose effective detail is too low for full-body pose at that distance? Is third-party use of this camera supported for a long-running analysis session, or is it intended only for video calls and live previews? Thanks
Replies
1
Boosts
0
Views
44
Activity
1d
About photo wallpaper on iPhone Duo
For a user-selected photo wallpaper on iPhone Duo, does iOS use one source image and automatically adapt or crop it for the outer and inner displays, or can users assign separate images to the outer and inner displays? If one image is used, is the crop or focal position shared between both displays, or can the user adjust them independently?
Replies
1
Boosts
1
Views
63
Activity
1d
Shutter button
Hello. Any recommendations on approach to placing a camera shutter button in half-open state? Also, other controls, like capture modes, etc. Camera preview is fullscreen.
Replies
1
Boosts
1
Views
56
Activity
1d
Under-display camera behavior during FaceTime
When a persistent camera session such as FaceTime is active on the inner display, the under-display camera becomes visible. What is the behavior when such a session is active and the user switches to my app, where some content, such as Navigation titles, normally sits in the region of the camera? Will the camera become hidden again and show in FaceTime that the call participant's camera is unavailable, or is there some other behavior of which I as an app developer should be aware? Thank you!
Replies
1
Boosts
0
Views
51
Activity
1d
ARKit AR View on both screens
Hello everyone! Does the ARKit ARSession qualify for an active camera session? Reading through the documentation, I understand that showing content on both iPhone Duo screens at the same time is only possible by using CameraCaptureAccessory. ARSession drives the camera but doesn't vend an AVCaptureSession that the app owns, so it isn't clear whether the availability check keys off app-owned AVCaptureSession state specifically, or off the camera actively streaming for the app. If it is currently not possible, do you see any way or workaround to show the camera stream on the outside display while the inner display is displaying an AR view? Best regards, André N.
Replies
4
Boosts
1
Views
88
Activity
1d
Half-open
Any tips on designing for half-open pose? Also how to detect that pose.
Replies
4
Boosts
0
Views
130
Activity
1d
Shutter button
Any tips on positioning a shutter button on camera screen (fullscreen preview) when device is in half-open state? As well as other centred controls (camera mode, etc)? How to handle hinge area updates? Thanks
Replies
2
Boosts
0
Views
47
Activity
1d
CameraCaptureAccessory: orientation of the accessory scene in the partially folded (laptop) pose
We present custom content on the outer display through CameraCaptureAccessory while a capture session runs (iOS 27.1). Our app is used in the partially folded "laptop" pose: the inner display is portrait with a horizontal fold, controls below the fold, content above it. The person in front of the outer camera sits opposite the device, so for them the outer display's long edge is horizontal. In Simulator (iPhone Duo, iOS 27.1) the accessory scene is always laid out as 466×678 pt — portrait — regardless of the pose, and regardless of the app's UISupportedInterfaceOrientations. Our landscape content is therefore letterboxed into a narrow band instead of filling the display. On device, what interface orientation does the accessory scene get in the partially folded pose? Does the system rotate it to match the physical orientation of the outer display, or is it always the outer display's portrait orientation? Is Simulator's behaviour here representative, or is accessory-scene orientation one of the things that only behaves correctly on device? If we have to compensate ourselves, is there a supported way to learn the outer display's physical orientation from inside the accessory scene — reserved regions, the scene's interfaceOrientation, something else? We would rather not hardcode a rotation. Does UIRequiresFullScreen (deprecated in iOS 26) or the app's supported interface orientations constrain the accessory scene in any way?
Replies
1
Boosts
0
Views
47
Activity
1d
ARKit behaviour across the fold
Hi, Can you talk about what happens with ARKit by default when the unfolding occurs in a normal ARWorldTrackingConfiguration - does the ARSession pause at all or is tracking completely uninterrupted? Does it swap cameras when using ARFaceTrackingConfiguration! Thanks.
Replies
1
Boosts
1
Views
58
Activity
1d
Is the inner under-display camera a supported source for real-time 2D body-pose analysis?
Hi! We run continuous 2D human body-pose estimation on a front-facing camera feed: one person, full body in frame, standing a few meters away, about 30 fps. With iPhone Duo open, the camera that faces the person looking at the inner display is the under-display inner camera (builtInInnerUltraWideCamera). Published specs cap it at 1080p at 30 or 60 fps, and it is presented as the FaceTime camera. Two things are unclear from the camera tech talk and the specs: Is that 1080p format a native readout we can feed to Vision body pose, or a preview-oriented stream whose effective detail is too low for full-body pose at that distance? Is third-party use of this camera supported for a long-running analysis session, or is it intended only for video calls and live previews? Thanks
Replies
1
Boosts
0
Views
44
Activity
1d