Hello,
I'm trying to receive parquet files using the example that provided in documentation. I've done all required steps but receive constantly error 500 with "Upstream Service Error". By looking into the issues list, seems this error exists for months. Is it possible to get it working?
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I have an iPadOS M-processor application with two different running configurations.
In config1, the shared AVAudioSession is configured for .videoChat mode using the built-in microphone. The input/output nodes of the AVAudioEngine are configured with voice processing enabled. The built-in mic is formatted for 1 channel at 48KHz.
In config2, the shared AVAudioSession is configured for .measurement mode using an external USB microphone. The input/output nodes of the AVAudioEngine are configured with voice processing disabled. The external mic is formatted for 2 channels at 44.1KHz
I've written a configuration manager designed to safely switch between these two configurations. It works by stopping AVAudioEngine and detaching all but the input and output nodes, updating the shared audio session for the desired mic and sample-rates, and setting the appropriate state for voice processing to either true or false as required by the configuration. Finally the new audio graph is constructed by attaching appropriate nodes, connecting them, and re-starting AVAudioEngine
I'm experiencing what I believe is a race-condition between switching voice processing on or off and then trying to re-build and start the new audio graph. Even though notifications, which are dumped to the console indicate that my requested input and sample-rate settings are in place, I crash when trying to start the audio engine because the sample-rate is wrong. Investigating further it looks like the switch from remote I/O to voice-processing I/O or vice-versa has not yet actually completed. I introduced a 100ms second delay and that seems to help but is obviously not a reliable way to build software that must work consistently.
How can I make sure that what are apparently asynchronous configuration changes to the shared audio session and the input/output nodes have completed before I go on?
I tried using route change notifications from the shared AVAudioSession but these lie. They say my preferred mic input and sample-rate setting is in place but when I dump the AVAudioEngine graph to the debugger console, I still see the wrong sample rate assigned to the input/output nodes. Also these are the wrong AU nodes. That is, VPIO is still in place when RIO should be, or vice-versa.
How can I make the switch reliable without arbitrary time delays?
Is my configuration manager approach appropriate (question for Apple engineers)?
I created a virtual audio device to capture system audio with a sample rate of 44.1 kHz. After capturing the audio, I forward it to the hardware sound card using AVAudioEngine, also with a sample rate of 44.1 kHz. However, due to the clock sources being unsynchronized, problems occur after a period of playback. How can I retrieve the clock source of the hardware device and set it for the virtual device?
According to the header file the outputVolume properties supported range is 0.0-1.0:
/*! @property outputVolume
@abstract The mixer's output volume.
@discussion
This accesses the mixer's output volume (0.0-1.0, inclusive).
@property (nonatomic) float outputVolume;
However when setting the volume to 2.0 the audio does indeed play louder. Is the header file out of date and if so, what is the supported range for outputVolume?
Thanks
Hi all,
I've developed an audio DSP application in C++ using AudioToolbox and CoreAudio on MacOS 14.4.1 with Xcode 15.
I use an AudioQueue for input and another for output. This works great.
I'm now adding real-time audio analysis eg spectral analysis. I want this to run independently of my audio processing so it can not interfere with audio playback. Taps on AudioQueues seem to be a good way of doing this...
Since the analytics won't modify the audio data, I am using a Siphon Tap by setting the AudioQueueProcessingTapFlags to
kAudioQueueProcessingTap_PreEffects | kAudioQueueProcessingTap_Siphon;
This works fine on my output queue. However, on my input queue the Tap callback is called once and then a EXC_BAD_ACCESS occurs - screen shot below.
NB: I believe that a callback should only call AudioQueueProcessingTapGetSourceAudio when not using a Siphon, so I don't call it.
Relevant code:
AudioQueueProcessingTapCallback tap_callback) {
// Makes an audio tap for a queue
void * tap_data_ptr = NULL;
AudioQueueProcessingTapFlags tap_flags =
kAudioQueueProcessingTap_PostEffects
| kAudioQueueProcessingTap_Siphon;
uint32_t max_frames = 0;
AudioStreamBasicDescription asbd;
AudioQueueProcessingTapRef tap_ref;
OSStatus status = AudioQueueProcessingTapNew(queue_ref,
tap_callback,
tap_data_ptr,
tap_flags,
&max_frames,
&asbd,
&tap_ref);
if (status != noErr) printf("Error while making Tap\n");
else printf("Successfully made tap\n");
}
void tapper(void * tap_data,
AudioQueueProcessingTapRef tap_ref,
uint32_t number_of_frames_in,
AudioTimeStamp * ts_ptr,
AudioQueueProcessingTapFlags * tap_flags_ptr,
uint32_t * number_of_frames_out_ptr,
AudioBufferList * buf_list) {
// Callback function for audio queue tap
printf("Tap callback");
}```
Image of exception stack provided by Xcode:

What have I missed?
Appreciate any help you learned folks may be able to provide.
Best,
Geoff.
Not able to record audio in AAC format with 96 kHz sample rate using AVAudioRecorder or Extended Audio File services with 96 kHz input audio from input device. The audio recording settings used are
let settings: [String: Any] = [
AVFormatIDKey: Int(kAudioFormatMPEG4AAC),
AVSampleRateKey: sampleRate
AVNumberOfChannelsKey: 1
AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue
]
When tried using AVAudioEngine using AVAudioFile,
AVAudioFile(forWriting: fileURL, // file extension .m4a settings: fileSettings,
commonFormat: AVAudioCommonFormat.pcmFormatFloat32, interleaved: interleaved) else { return }
got error
CodecConverterFactory.cpp:977 unable to select compatible encoder sample rate
AudioConverter.cpp:1017 Failed to create a new in process converter -> from 1 ch, 96000 Hz, Float32 to 1 ch, 96000 Hz, aac (0x00000000) 0 bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame, with status 1718449215
I'm developing an iOS app that requires continuous audio recording.
Currently, when a phone call comes in, the AVAudioSession is interrupted and recording stops completely during the ringing phase.
While I understand recording should stop if the call is answered, my app needs to continue recording while the phone is merely ringing.
I've observed that Apple's Voice Memos app maintains recording during incoming call rings. This indicates the hardware and iOS are capable of supporting this functionality.
Request
Please advise on any available AVAudioSession configurations or APIs that would allow my app to:
Continue recording during an incoming call ring
Only stop recording if/when the call is actually answered
Impact
This interruption significantly impacts the user experience and core functionality of my app. Workarounds like asking users to enable airplane mode are impractical and create a poor user experience.
Questions
Is there an approved way to maintain microphone access during call rings?
If not currently possible, could this capability be considered for addition to a future iOS SDK?
Are there any interim solutions or best practices Apple recommends for this use case?
Thank you for your help.
SUPPORT INFORMATION
Did someone from Apple ask you to submit a code-level support request?
No
Do you have a focused test project that demonstrates your issue?
Yes, I have a focused test project to submit with my request
What code level support issue are you having?
Problems with an Apple framework API in my app
I’m facing a problem while trying to achieve spatial audio effects in my iOS 18 app. I have tried several approaches to get good 3D audio, but the effect never felt good enough or it didn’t work at all.
Also what mostly troubles me is I noticed that AirPods I have doesn’t recognize my app as one having spatial audio (in audio settings it shows "Spatial Audio Not Playing"). So i guess my app doesn't use spatial audio potential.
First approach uses AVAudioEnviromentNode with AVAudioEngine. Chaining position of player as well as changing listener’s doesn’t seem to change anything in how audio plays.
Here's simple how i initialize AVAudioEngine
import Foundation
import AVFoundation
class AudioManager: ObservableObject {
// important class variables
var audioEngine: AVAudioEngine!
var environmentNode: AVAudioEnvironmentNode!
var playerNode: AVAudioPlayerNode!
var audioFile: AVAudioFile?
...
//Sound set up
func setupAudio() {
do {
let session = AVAudioSession.sharedInstance()
try session.setCategory(.playback, mode: .default, options: [])
try session.setActive(true)
} catch {
print("Failed to configure AVAudioSession: \(error.localizedDescription)")
}
audioEngine = AVAudioEngine()
environmentNode = AVAudioEnvironmentNode()
playerNode = AVAudioPlayerNode()
audioEngine.attach(environmentNode)
audioEngine.attach(playerNode)
audioEngine.connect(playerNode, to: environmentNode, format: nil)
audioEngine.connect(environmentNode, to: audioEngine.mainMixerNode, format: nil)
environmentNode.listenerPosition = AVAudio3DPoint(x: 0, y: 0, z: 0)
environmentNode.listenerAngularOrientation = AVAudio3DAngularOrientation(yaw: 0, pitch: 0, roll: 0)
environmentNode.distanceAttenuationParameters.referenceDistance = 1.0 environmentNode.distanceAttenuationParameters.maximumDistance = 100.0
environmentNode.distanceAttenuationParameters.rolloffFactor = 2.0
// example.mp3 is mono sound
guard let audioURL = Bundle.main.url(forResource: "example", withExtension: "mp3") else {
print("Audio file not found")
return
}
do {
audioFile = try AVAudioFile(forReading: audioURL)
} catch {
print("Failed to load audio file: \(error)")
}
}
...
//Playing sound
func playSpatialAudio(pan: Float ) {
guard let audioFile = audioFile else { return }
// left side
playerNode.position = AVAudio3DPoint(x: pan, y: 0, z: 0)
playerNode.scheduleFile(audioFile, at: nil, completionHandler: nil)
do {
try audioEngine.start()
playerNode.play()
} catch {
print("Failed to start audio engine: \(error)")
}
...
}
Second more complex approach using PHASE did better. I’ve made an exemplary app that allows players to move audio player in 3D space. I have added reverb, and sliders changing audio position up to 10 meters each direction from listener but audio seems to only really change left to right (x axis) - again I think it might be trouble with the app not being recognized as spatial.
//Crucial class Variables:
class PHASEAudioController: ObservableObject{
private var soundSourcePosition: simd_float4x4 = matrix_identity_float4x4
private var audioAsset: PHASESoundAsset!
private let phaseEngine: PHASEEngine
private let params = PHASEMixerParameters()
private var soundSource: PHASESource
private var phaseListener: PHASEListener!
private var soundEventAsset: PHASESoundEventNodeAsset?
// Initialization of PHASE
init{
do {
let session = AVAudioSession.sharedInstance()
try session.setCategory(.playback, mode: .default, options: [])
try session.setActive(true)
} catch {
print("Failed to configure AVAudioSession: \(error.localizedDescription)")
}
// Init PHASE Engine
phaseEngine = PHASEEngine(updateMode: .automatic)
phaseEngine.defaultReverbPreset = .mediumHall
phaseEngine.outputSpatializationMode = .automatic //nothing helps
// Set listener position to (0,0,0) in World space
let origin: simd_float4x4 = matrix_identity_float4x4
phaseListener = PHASEListener(engine: phaseEngine)
phaseListener.transform = origin
phaseListener.automaticHeadTrackingFlags = .orientation
try! self.phaseEngine.rootObject.addChild(self.phaseListener)
do{
try self.phaseEngine.start();
}
catch {
print("Could not start PHASE engine")
}
audioAsset = loadAudioAsset()
// Create sound Source
// Sphere
soundSourcePosition.translate(z:3.0)
let sphere = MDLMesh.newEllipsoid(withRadii: vector_float3(0.1,0.1,0.1), radialSegments: 14, verticalSegments: 14, geometryType: MDLGeometryType.triangles, inwardNormals: false, hemisphere: false, allocator: nil)
let shape = PHASEShape(engine: phaseEngine, mesh: sphere)
soundSource = PHASESource(engine: phaseEngine, shapes: [shape])
soundSource.transform = soundSourcePosition
print(soundSourcePosition)
do {
try phaseEngine.rootObject.addChild(soundSource)
}
catch {
print ("Failed to add a child object to the scene.")
}
let simpleModel = PHASEGeometricSpreadingDistanceModelParameters()
simpleModel.rolloffFactor = rolloffFactor
soundPipeline.distanceModelParameters = simpleModel
let samplerNode = PHASESamplerNodeDefinition(
soundAssetIdentifier: audioAsset.identifier,
mixerDefinition: soundPipeline,
identifier: audioAsset.identifier + "_SamplerNode")
samplerNode.playbackMode = .looping
do {soundEventAsset = try
phaseEngine.assetRegistry.registerSoundEventAsset(
rootNode: samplerNode,
identifier: audioAsset.identifier + "_SoundEventAsset")
} catch {
print("Failed to register a sound event asset.")
soundEventAsset = nil
}
}
//Playing sound
func playSound(){
// Fire new sound event with currently set properties
guard let soundEventAsset else { return }
params.addSpatialMixerParameters(
identifier: soundPipeline.identifier,
source: soundSource,
listener: phaseListener)
let soundEvent = try! PHASESoundEvent(engine: phaseEngine,
assetIdentifier: soundEventAsset.identifier,
mixerParameters: params)
soundEvent.start(completion: nil)
}
...
}
Also worth mentioning might be that I only own personal team account
I have integrated the ShazamKit SDK into my iOS app and would like to implement the same functionality in my Android app.
My question is: Can I use the Android version of the ShazamKit SDK for commercial purposes?
After extensive research, I could not find any official information regarding the license of the Android version of the ShazamKit SDK.
Could you please provide a formal license statement?
My app Balletrax is a music player for people to use while they teach ballet. Used to be you could silence notifications during use, but now the customer seems to have to know how to use Focus mode, remember to turn it on and off, and have to check the notifications one does and doesn't want to use. Is there no way to silence all notifications when the app is in use?
When multiple identical songs are added to a playlist, Playlist.Entry.id uses a suffix-based identifier (e.g. songID_0, songID_1, etc.). Removing one entry causes others to shift, changing their .id values. This leads to diffing errors and collection view crashes in SwiftUI or UIKit when entries are updated.
Steps to Reproduce:
Add the same song to a playlist multiple times.
Observe .id.rawValue of entries (e.g. i.SONGID_0, i.SONGID_1).
Remove one entry.
Fetch playlist again — note the other IDs have shifted.
FB18879062
The device is connected to Bluetooth A and Bluetooth B, currently the audio is played through Bluetooth A, click the interface button, how to realize the code to switch to Bluetooth B?
Many Apple users own both Bluetooth earphones (AirPods) and traditional wired earphones. While Bluetooth audio provides freedom of movement, some users still prefer wired earphones for comfort, sound profile, or personal preference. However, plugging wired earphones directly into an iPhone can feel restrictive and inconvenient during daily use.
This proposal suggests a hybrid audio approach where wired earphones can be connected to a Bluetooth-enabled AirPods charging case (or a similar Apple-designed module), allowing users to enjoy wired earphones without a physical connection to the iPhone.
#Problem Statement
*Wired earphones offer consistent audio quality and zero latency
*Bluetooth earphones provide freedom from cables
*Users must currently choose one or the other
*Plugging wired earphones into an iPhone limits movement and can feel intrusive in daily scenarios (walking, commuting, working)
There is no native Apple solution that allows wired earphones to function wirelessly while maintaining Apple’s audio experience standards.
#Proposed Solution
Introduce a Wired-to-Wireless Audio Mode through the AirPods charging case or a dedicated Apple Bluetooth audio bridge.
How it works:
User plugs wired earphones into the AirPods case (or a future AirPods accessory port)
The case acts as a Bluetooth audio transmitter
Audio is streamed wirelessly from iPhone to the case
The case outputs audio to the wired earphones
#User experiences:
No cable connected to the iPhone
Familiar wired earphone sound
Freedom of movement similar to Bluetooth earbuds
User Experience (UX Flow)
Plug wired earphones into the AirPods case
iPhone automatically detects:
“Wired Earphones via AirPods Case”
Seamless pairing using existing AirPods framework
Audio controls, volume, and switching handled through iOS
No additional apps required
#Key Benefits
Combines wired sound reliability with wireless convenience
Reduces physical cable disturbance during use
Extends usefulness of existing wired earphones
Minimal learning curve for users
Fits naturally into Apple’s ecosystem and design philosophy
#Privacy & Performance Considerations
On-device audio processing only
No cloud involvement
Low-latency audio using Apple’s proprietary Bluetooth codecs
Power-efficient usage leveraging AirPods case battery
#Target Users
Users who prefer wired earphones but want wireless freedom
Commuters and walkers
Developers and professionals who multitask
Users sensitive to Bluetooth earbud fit or comfort
#Ecosystem Fit
Builds on existing AirPods pairing and audio stack
Aligns with Apple’s focus on seamless UX
Could be implemented via:
New AirPods hardware
Firmware update + accessory
Dedicated Apple audio bridge
Hi team,
With regards to Call (Live) Translations on VOIP:
Is it possible to invoke live translations within the app? (without going into the Call System UI)
Is it possible to navigate users from app to Call System UI via an API? (and also invoking the new live translations directly)
Will Apple support more languages apart from the current ones? (Currently I see 4 supported languages)
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction.
Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio.
Specifically, I would like to understand:
What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones?
When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture?
Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)?
For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful.
Thank you in advance!
Best regards.
Hello!
I'm experiencing an issue with iOS's audio routing system when trying to use Bluetooth headphones for audio output while also recording environmental audio from the built-in microphone.
Desired behavior:
Play audio through Bluetooth headset (AirPods)
Record unprocessed environmental audio from the iPhone's built-in microphone
Actual behavior:
When explicitly selecting the built-in microphone, iOS reports it's using it (in currentRoute.inputs)
However, the actual audio data received is clearly still coming from the AirPods microphone
The audio is heavily processed with voice isolation/noise cancellation, removing environmental sounds
Environment Details
Device: iPhone 12 Pro Max
iOS Version: 18.4.1
Hardware: AirPods
Audio Framework: AVAudioEngine (also tried AudioQueue)
Code Attempted
I've tried multiple approaches to force the correct routing:
func configureAudioSession() {
let session = AVAudioSession.sharedInstance()
// Configure to allow Bluetooth output but use built-in mic
try? session.setCategory(.playAndRecord,
options: [.allowBluetoothA2DP, .defaultToSpeaker])
try? session.setActive(true)
// Explicitly select built-in microphone
if let inputs = session.availableInputs,
let builtInMic = inputs.first(where: { $0.portType == .builtInMic }) {
try? session.setPreferredInput(builtInMic)
print("Selected input: \(builtInMic.portName)")
}
// Log the current route
let route = session.currentRoute
print("Current input: \(route.inputs.first?.portName ?? "None")")
// Configure audio engine with native format
let inputNode = audioEngine.inputNode
let nativeFormat = inputNode.inputFormat(forBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: nativeFormat) { buffer, time in
// Process audio buffer
// Despite showing "Built-in Microphone" in route, audio appears to be
// coming from AirPods with voice isolation applied - welp!
}
try? audioEngine.start()
}
I've also tried various combinations of:
Different audio session modes (.default, .measurement, .voiceChat)
Different option combinations (with/without .allowBluetooth, .allowBluetoothA2DP)
Setting session.setPreferredInput() both before and after activation
Diagnostic Observations
When AirPods are connected:
AVAudioSession.currentRoute.inputs correctly shows "Built-in Microphone" after setPreferredInput()
The actual audio data received shows clear signs of AirPods' voice isolation processing
Background/environmental sounds are actively filtered out...
When recording a test audio played near the phone (not through the app), the recording is nearly silent. Only headset voice goes through.
Questions
Is there a workaround to force iOS to actually use the built-in microphone while maintaining Bluetooth output?
Are there any lower-level configurations that might resolve this issue?
Any insights, workarounds, or suggestions would be greatly appreciated. This is blocking a critical feature in my application that requires environmental audio recording while providing audio feedback through headphones 😅
I prefer to use the album fetched from the library instead of the catalog since this is faster. If doing so, how can I check if all tracks of an album are added to the library. In this case I'd like to fetch the catalog version or throw an error (for example when offline).
Using .with(.tracks) on the library album fetches the tracks added to the library.
The trackCount property is referring to the tracks that can be fetched from the library.
The isComplete property is always nil when fetching from the library.
One possible way is checking the trackNumber and discCount properties. However this only detects that not all tracks of an album are added to the library if there is a song not added ahead of one that is. I'd like to be able to handle this edge case as well.
Is there currently a way to do this? I'd prefer to not rely on the apple music catalog for this since this is supposed to work offline as well. Fetching and storing all trackIDs when connected and later comparing against these would work, but this would potentially mean storing tens of thousands of track ids.
Thank you
I'm working in Swift/SwiftUI, running XCode 16.3 on macOS 15.4 and I've seen this when running in the iOS simulator and in a macOS app run from XCode. I've also seen this behaviour with 3 different audio files.
Nothing in the documentation says that the speechRecognitionMetadata property on an SFSpeechRecognitionResult will be nil until isFinal, but that's the behaviour I'm seeing.
I've stripped my class down to the following:
private var isAuthed = false
// I call this in a .task {} in my SwiftUI View
public func requestSpeechRecognizerPermission() {
SFSpeechRecognizer.requestAuthorization { authStatus in
Task {
self.isAuthed = authStatus == .authorized
}
}
}
public func transcribe(from url: URL) {
guard isAuthed else { return }
let locale = Locale(identifier: "en-US")
let recognizer = SFSpeechRecognizer(locale: locale)
let recognitionRequest = SFSpeechURLRecognitionRequest(url: url)
// the behaviour occurs whether I set this to true or not, I recently set
// it to true to see if it made a difference
recognizer?.supportsOnDeviceRecognition = true
recognitionRequest.shouldReportPartialResults = true
recognitionRequest.addsPunctuation = true
recognizer?.recognitionTask(with: recognitionRequest) { (result, error) in
guard result != nil else { return }
if result!.isFinal {
//speechRecognitionMetadata is not nil
} else {
//speechRecognitionMetadata is nil
}
}
}
}
Further, and this isn't documented either, the SFTranscriptionSegment values don't have correct timestamp and duration values until isFinal. The values aren't all zero, but they don't align with the timing in the audio and they change to accurate values when isFinal is true.
The transcription otherwise "works", in that I get transcription text before isFinal and if I wait for isFinal the segments are correct and speechRecognitionMetadata is filled with values.
The context here is I'm trying to generate a transcription that I can then highlight the spoken sections of as audio plays and I'm thinking I must be just trying to use the Speech framework in a way it does not work. I got my concept working if I pre-process the audio (i.e. run it through until isFinal and save the results I need to json), but being able to do even a rougher version of it 'on the fly' - which requires segments to have the right timestamp/duration before isFinal - is perhaps impossible?
FaceTime’s screen-share audio balance is insanely absurd right now. Whenever I share media, the system audio that gets sent through FaceTime is a tiny whisper even at full volume (or even when connected to my speaker or headphones). The moment anyone on the call makes any noise at all, the shared audio ducks so hard it disappears, while the voice (or rustling or air conditioning noise) spikes to painful levels. It’s impossible to watch or listen to anything together. Also, the feature where FaceTime would shrink to a square during screen-sharing has been completely removed. That was a good feature and I'm really confused why it's gone. Now, the FaceTime window stays as a long rectangle that covers part of the content I'm trying to share (unless I do full screen tile, but then I can't pull up any other windows during the call) and can't be made smaller than about a third of the screen. You can't resize the window or adjust its dimensions, so it ends up blocking the actual media you're trying to watch.
Here are some feature requests/fixes that would greatly improve the FaceTime screen-share experience:
Option to adjust the shared media volume independently of call audio.
Disable/toggle the extreme automatic audio docking while screen-sharing
Reintroduce the minimized “floating square” mode or allow full manual resizing and repositioning of the FaceTime window during screen-share sessions.
Overall, this setup makes FaceTime screen-sharing basically unusable. The audio balance is so inconsistent that it’s easier to switch to Zoom or Google Meet, which both handle shared sound correctly and let you move the call window out of the way. Until these issues are fixed, there’s no practical reason to use FaceTime for shared viewing at all.
I have both apple devices, AirPods Pro 3 is up to date and Ultra 3 is on watch os 26.1 latest public beta.
Each morning when I would go on my mindfulness app and start a meditation or listen to Apple Music on my watch and AirPods Pro 3, it will play for a few seconds then disconnects. My bluetooth settings on my watch says my AirPods is connected to my watch. I also have removed the tick about connecting automatically to iPhone on the AirPods setting in my iPhone.
To fix this I invariably turn off my Apple Watch Ultra 3 and turn it on again. Then the connection becomes stable. I am not sure why I have to do this each morning. It is frustrating. I am not sure why this fix does not last long? Is there something wrong with my AirPods?
Has anyone encountered this before?