iOS app Admob interstitial ad music started playing even if not visible - ios

In our iOS app we preload the Admob interstial ad like this
func loadInterstitialAd(){
print("loading interstitial ad...")
let request = GADRequest()
GADInterstitialAd.load(withAdUnitID:adUnitIDInterstitial,
request: request,
completionHandler: { [self] ad, error in
if let error = error {
print("Failed to load interstitial ad with error: \(error.localizedDescription)")
return
}
interstitial = ad
interstitial?.fullScreenContentDelegate = self
print("interstitial ad loaded")
})
}
It works but recently we noticed that, for some particular ads with background music, the music is audible even if the interstitial ad is just loaded and not visible yet.
How to prevent this from happening?

Related

Unable to display Google Interstitial Ads on my iOS App

I have integrated the google AdMob interstitial ads in my iOS App using the following code:-
import GoogleMobileAds
class ViewController: UIViewController, GADInterstitialDelegate {
var interstitial: GADInterstitial!
override func viewDidLoad() {
super.viewDidLoad()
interstitial = GADInterstitial(adUnitID: "")
interstitial.delegate = self
let request = GADRequest()
interstitial.load(request)
}
// Google Ads
func interstitialDidReceiveAd(_ ad: GADInterstitial) {
interstitial.present(fromRootViewController: self)
}
}
When I run test ads, I am able to see the interstitial ads! But, after replacing the test ID with my Interstitial Ad Unit ID, I cannot see the live interstitial ads on my iOS app. Could anyone please help me to resolve this issue? Thanks:)
These are the logs after running my app on my iOS Device:-
You must test your google ads with test id like below as per google documentation.
Interstitial Test id
ca-app-pub-3940256099942544/4411468910
Adding test id and try again.

How do I transition from test ads to real ads when I launch my app?

I am using a test ad and loading it through a test device. I am about to put my app on the app store so that test device won't exist. I know I need to change my ad key to the real one, but how should I change the code so that it loads on the users device and not a test device?
func createInterstitialAd() -> GADInterstitial? {
interstitial = GADInterstitial(adUnitID: "ca-app-pub-3940256099942544/4411468910")
guard let interstitial = interstitial else {
return nil
}
let request = GADRequest()
request.testDevices = [kGADSimulatorID]
interstitial.load(request)
interstitial.delegate = self
return interstitial
}
Can’t you just edit the production app ID into your function before you deploy it? As stated in the Admob interstitial docs, “Just make sure you replace it with your own ad unit ID before publishing your app.”
https://developers.google.com/admob/ios/interstitial
func createAndLoadInterstitial() -> GADInterstitial {
var interstitial = GADInterstitial(adUnitID: "ca-app-pub-3940256099942544/4411468910")
interstitial.delegate = self
interstitial.load(GADRequest())
return interstitial
}

Unable to load rewarded video ads sometimes

I've launched an iOS app, but I am having problems loading rewarded video ads using the Google Mobile Ads SDK.
When a player clicks the button to see a video ad, the player is shown a video very few times. Most of the time, the user is shown an error of Admob being unable to fill the request:
Error Domain=com.google.ads Code=1 "Request Error: No ad to show."
Sometimes it will take them several clicks before getting one, and sometimes they just can't get one no matter how many clicks. This issue happens more with my rewarded videos, but it also happens with my banner ad. Sometimes Google is unable to provide me with a banner ad. Does anyone know why this is not working?
My code for ads:
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
let scene = MainMenu(view.bounds.size, self, nil)
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
view.showsPhysics = false
GADRewardBasedVideoAd.sharedInstance().delegate = self
GADRewardBasedVideoAd.sharedInstance().load(getRequest(),
withAdUnitID: rewardAdId)
// In this case, we instantiate the banner with desired ad size.
if GameViewController.bannerView == nil {
GameViewController.bannerView = GADBannerView(adSize: kGADAdSizeBanner)
GameViewController.bannerView.adUnitID = bannerId
GameViewController.bannerView.rootViewController = self
GameViewController.bannerView.load(getRequest())
GameViewController.bannerView.isHidden = true
addBannerViewToView(GameViewController.bannerView)
}
authenticateLocalPlayer()
QuestManager().checkForRefresh()
}
}
public func getRequest() -> GADRequest {
let request = GADRequest()
return request
}
public func displayRewardedVideo() {
if GADRewardBasedVideoAd.sharedInstance().isReady {
GADRewardBasedVideoAd.sharedInstance().present(fromRootViewController: self)
} else {
GameViewController.loadVideo()
}
}
public static func loadVideo(){
if !GADRewardBasedVideoAd.sharedInstance().isReady {
GADRewardBasedVideoAd.sharedInstance().load(GADRequest(),
withAdUnitID: rewardAdId)
}
}
func rewardBasedVideoAdDidClose(_ rewardBasedVideoAd: GADRewardBasedVideoAd) {
GADRewardBasedVideoAd.sharedInstance().load(getRequest(),
withAdUnitID: rewardAdId)
if let scene = gameScene {
scene.audioManager.unmmute()
}
print("Video did close")
}
I am currently working at a certain company that provides tons of free mobile applications with Admob as a freelancer, so I'm quite adept with it.
Anyways, what I've learned from the manager of my company (they also have a Google Admob consultant there), is that the ad to be shown in an app can be dependent to the country that the user is in. For instance, I'm here in South East Asia and they're in Europe. I experience some times when I do not receive a banner ad, but in their place, they always receive all types of ads.
As long as your project is complying the the Google Admob's rules (e.g. do not display interstitial ad after the other one at a short gap of time), and you receive some ad at least once every while, then I believe you're doing fine.
I hope this helps.

AdMob - display real ads in debug mode

I'd like to display AdMob interstitials in my app. I manage to display test ads. As far as I understand to display test ads you should add test devices, so this is what I do. When I remove the test devices though, I don't get the real ads. I'd like to test somehow that real ads will be displayed. When I remove the test devices I get interstitial(_ ad: GADInterstitial, didFailToReceiveAdWithError error: GADRequestError) delegate method called and the error is: Request Error: No ad to show. This is my code based on the instructions here:
class MoviesViewController: UIViewController {
var interstitial: GADInterstitial!
override func viewDidLoad() {
super.viewDidLoad()
interstitial = createAndLoadInterstitial()
}
func createAndLoadInterstitial() -> GADInterstitial {
let interstitial = GADInterstitial(adUnitID: "<Ad-Unit-ID>")
interstitial.delegate = self
let request = GADRequest()
//request.testDevices = ["<Device-Test-ID>"]
interstitial.load(request)
return interstitial
}
#IBAction func didTapStartOver(_ sender: Any) {
if interstitial.isReady {
interstitial.present(fromRootViewController: self)
} else {
print("Ad wasn't ready")
interstitial = createAndLoadInterstitial()
}
}
GADInterstitialDelegate:
extension MoviesViewController : GADInterstitialDelegate {
/// Tells the delegate an ad request succeeded.
func interstitialDidReceiveAd(_ ad: GADInterstitial) {
print("interstitialDidReceiveAd")
}
/// Tells the delegate an ad request failed.
func interstitial(_ ad: GADInterstitial, didFailToReceiveAdWithError error: GADRequestError) {
print("interstitial:didFailToReceiveAdWithError: \(error.localizedDescription)")
}
/// Tells the delegate that an interstitial will be presented.
func interstitialWillPresentScreen(_ ad: GADInterstitial) {
print("interstitialWillPresentScreen")
}
/// Tells the delegate the interstitial is to be animated off the screen.
func interstitialWillDismissScreen(_ ad: GADInterstitial) {
dismiss(animated: false, completion: nil)
print("interstitialWillDismissScreen")
}
func interstitialDidDismissScreen(_ ad: GADInterstitial) {
print("interstitialDidDismissScreen")
interstitial = createAndLoadInterstitial()
}
/// Tells the delegate that a user click will open another app
/// (such as the App Store), backgrounding the current app.
func interstitialWillLeaveApplication(_ ad: GADInterstitial) {
print("interstitialWillLeaveApplication")
}
}
I added a mediation group and was able to receive one real ad. After that the issue persists (no more ads to show).
Changing the device for testing from iPad to iPhone also seems to help - the issue seems to be reproducible only on iPad.
I never used the test device feature. I always just plugged in the provided test ad id that is mentioned in their guides. When ready to test real ads, just switch to the live ad id they provide when you create the ad. Then it's good to go without changing any other code.

SpriteKit and GoogleAdMobs interstitial

I am trying to load this google interstitial ad when the game is over.
if (self.interstitial.isReady)
{
self.interstitial.presentFromRootViewController(self)
}
But I am getting an error that says "Cannot convert value of type 'GameScene' to expected argument type 'UIViewController!".
I have used the same lines of code with my other apps that don't use sprite kit, is it different with sprite kit?
Yes it's different in SpriteKit because you trying to present from a SKScene and not a UIViewController.
Try this and see if it works
if (self.interstitial.isReady) {
self.interstitial.presentFromRootViewController(self.view?.window?.rootViewController)
}
If you are getting a nil crash now than you did not init the ad property correctly. You should also have some checks to ensure this does not happen.
This is how the adMob code from my gitHub helper looks.
You should have a property like so
var interstitial: GADInterstitial?
Than in view didLoad you should preload the ad
interstitial = adMobLoadInterAd()
This is pre-loading code.
func adMobLoadInterAd() -> GADInterstitial {
Debug.print("AdMob inter loading...")
let googleInterAd = GADInterstitial(adUnitID: "Your adMob ID")
googleInterAd.delegate = self
let request = GADRequest()
request.testDevices = [kGADSimulatorID] // DEBUG only
googleInterAd.loadRequest(request)
return googleInterAd
}
Than when you want to show an ad you call this
func adMobShowInterAd() {
guard interstitial != nil && interstitial!.isReady else { // calls interDidReceiveAd
Debug.print("AdMob inter is not ready, reloading")
interstitial = adMobLoadInterAd()
return
}
Debug.print("AdMob inter showing...")
interstitial?.presentFromRootViewController(self.view?.window?.rootViewController)
}
Than finally in the delegate methods you should pre load a new ad when the current ad is dismissed.
func interstitialDidDismissScreen(ad: GADInterstitial!) {
Debug.print("AdMob inter closed")
interstitial = adMobLoadInterAd()
}

Resources