Other audio being ducked even when device is silenced and category is ambient - ios

I would like the audio in my app to duck music being played in the background, but also not be played when the ringer/silent switch is switched to silent mode. I am able to get this behavior with the following AVAudioSession configuration, with one caveat -- when music is playing and the device is silenced, it is still ducking the music, even though my app (correctly) doesn't actually play any audio.
Is there a configuration to make this work properly? It seems strange that the system would duck others when the app doesn't actually play audio. Is it possible this is a bug in iOS?
try AVAudioSession.sharedInstance().setCategory(.ambient, mode: .default, options: [.duckOthers, .interruptSpokenAudioAndMixWithOthers])

This is what I have implemented and I just muted my iPad and it plays no sound. But I am not sure if the behaviour is same on iPhone as I generally always have my phone on mute and still hear audio...
do {
try AVAudioSession.sharedInstance().setCategory(.playback, options: .duckOthers)
} catch(let error) {
print(error.localizedDescription)
}
let utterance = AVSpeechUtterance(string: stringToSpeak)
// Set voice to male or female based on user settings
if defaults.integer(forKey: "Voice") == 1 {
utterance.voice = AVSpeechSynthesisVoice(identifier: "com.apple.ttsbundle.siri_male_ja-JP_compact")
}
else {
utterance.voice = AVSpeechSynthesisVoice(language: "ja-JP")
}
synthesizer.speak(utterance)

Related

AVAudioSession in bluetooth switches strangely when interrupting playback of other apps

I'm working on a VoIP app and i have handled the interruption of AVAudioSession in normal cases. But i find that in bluetooth mode, when i start a call, the switching process from PlayBack to PlayAndRecord will not complete instantly. There will be a short play in low quality and loud volume during the switching time. After that, the playback will not resume even though the call is over. This phenomenon appears randomly. Mostly at the beginning time, and then everything is OK. But after several times of calling, it happens again, which confuses me a lot.
I guessed at the beginning that it might be the problem of bluetooth category, so i added the options [.allowBluetooth, .allowBluetoothA2DP]. But it did not work. Here's my code.
// setting of AVAudioSession
public static let voipCall: AudioSessionScenario = {
if #available(iOS 10.0, *) {
return AudioSessionScenario("voip", category: .playAndRecord, mode: .voiceChat, options: [.allowBluetooth, .allowBluetoothA2DP])
} else {
return AudioSessionScenario("voip", category: .playAndRecord, mode: .voiceChat, options: [.allowBluetooth])
}
}()
// when user starts a call
AVAudioSession.queue.async {
AVAudioSession.entry(AudioSessionScenario.voipCall)
}
// the entry method does nothing but set the setting of sharedInstance
if #available(iOS 10.0, *) {
try session.setCategory(category, mode: scenario.mode, options: scenario.options)
} else {
AVAudioSession.sharedInstance().perform(NSSelectorFromString("setCategory:withOptions:error:"), with: category, with: scenario.options)
}
I expect that there is no strange play in the switching process and the playback will resume after the call. It works well in normal cases including speaker and wired headset. Bluetooth devices like Bose QC30 or Airpods have the unstable problem. Does anyone know the reason? Thx.

AVFoundation adding audio input mutes audio playback

I have an app that records audio and video using AVFoundation. I want any audio playback from other apps (or the system) to continue while recording audio in my app, but when adding the input to the session an already playing audio from another app gets magically muted.
The corresponding code looks like this:
// set up audio device
if(m_audioenabled) {
print("Audio enabled")
if self.m_audioDevice != nil {
do {
let audioinput = try AVCaptureDeviceInput(device: self.m_audioDevice!)
if self.m_session.canAddInput(audioinput) {
self.m_session.addInput(audioinput)
}
} catch _ {
print("failed adding audio capture device as input to capture session")
}
}
m_audioDataOutput = AVCaptureAudioDataOutput()
m_audioDataOutput?.setSampleBufferDelegate(self, queue: self.m_captureSessionQueueAudio)
if self.m_session.canAddOutput(m_audioDataOutput!){
self.m_session.addOutput(m_audioDataOutput!)
}
}
If I comment out the call to canAddInput(...) the audio keeps playing, when I call it, audio playback gets muted.
How can I disable that behavior ?
Please note the migrating to another Audio-API is not an option.
Sounds like your AVAudioSession is non-mixable (the default, I think). Try activating a mixable audio session before you set up the AVCaptureSession:
let session = AVAudioSession.sharedInstance()
try! session.setCategory(AVAudioSessionCategoryPlayAndRecord, with: [.mixWithOthers])
try! session.setActive(true)

Audio playback lock screen controls not displaying on iPhone

I am testing this using iOS 10.2 on my actual iPhone 6s device.
I am playing streamed audio and am able to play/pause audio, skip tracks, etc. I also have enabled background modes and the audio plays in the background and continues through a playlist properly. The only issue I am having is getting the lock screen controls to show up. Nothing displays at all...
In viewDidLoad() of my MainViewController, right when my app launches, I call this...
func setupAudioSession(){
UIApplication.shared.beginReceivingRemoteControlEvents()
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.mixWithOthers)
self.becomeFirstResponder()
do {
try AVAudioSession.sharedInstance().setActive(true)
print("AVAudioSession is Active")
} catch let error as NSError {
print(error.localizedDescription)
}
} catch let error as NSError {
print(error.localizedDescription)
}
}
and then in my AudioPlayer class after I begin playing audio I call ...
func setupLockScreen(){
let commandCenter = MPRemoteCommandCenter.shared()
commandCenter.nextTrackCommand.isEnabled = true
commandCenter.nextTrackCommand.addTarget(self, action:#selector(skipTrack))
MPNowPlayingInfoCenter.default().nowPlayingInfo = [MPMediaItemPropertyTitle: "TESTING"]
}
When I lock my iPhone and then tap the power button again to go to the lock screen, the audio controls are not displayed at all. It is as if no audio is playing, I just see my normal background photo. Also no controls are displayed in the control panel (swiping up on home screen and then swiping left to where the music controls should be).
Is the issue because I am not using AVAudioPlayer or AVPlayer? But then how does, for example, Spotify get the lock screen controls to display using their own custom audio player? Thanks for any advice / help
The issue turned out to be this line...
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.duckOthers)
Once I changed it to
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, with: [])
everything worked fine. So it seems that passing in any argument for AVAudioSessionCategoryPlaybackOptions causes the lock screen controls to not display. I also tried passing in .mixWithOthers an that too caused the lock screen controls to not be displayed
In Swift 4. This example is only to show the player on the lock screen and works with iOS 11. To know how to play auidio on the device you can follow this thread https://stackoverflow.com/a/47710809/1283517
import MediaPlayer
import AVFoundation
Declare player
var player : AVPlayer?
Now create a function
func setupLockScreen(){
let commandCenter = MPRemoteCommandCenter.shared()
commandCenter.nextTrackCommand.isEnabled = true
commandCenter.togglePlayPauseCommand.addTarget(self, action: #selector(controlPause))
MPNowPlayingInfoCenter.default().nowPlayingInfo = [MPMediaItemPropertyTitle: currentStation]
}
now create a function for control play and pause event. I have created a BOOL "isPlaying" to determine the status of the player.
#objc func controlPause() {
if isPlaying == true {
player?.pause()
isPlaying = false
} else {
player?.play()
isPlaying = true
}
}
And ready. Now the player will be displayed on the lock screen
Yes, for the lock screen to work you need to use iOS APIs to play audio. Not sure how Spotify does it but they may be using a second audio session in parallel for this purpose and use the controls to control both. Your background handler (the singleton in my case) could start playing the second audio with 0 volume when it goes into background and stop it when in foreground. I haven't tested it myself but an option to try.

Using Spotify/background music with camera open

I have an app that needs to have:
Background music playing while using the app (eg. spotify)
Background music playing while watching movie from AVPlayer
Stop the music when recording a video
Like Snapchat, the camera-viewcontroller is part of a "swipeview" and therefore always on.
However, when opening and closing the app, the music makes a short "crack" noise/sound that ruins the music.
I recorded it here:
https://soundcloud.com/morten-stulen/hacky-sound-ios
(3 occurrences)
I use these settings for changing the AVAudiosession in the appdelegate didFinishLaunchingWithOptions:
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayAndRecord,withOptions:
[AVAudioSessionCategoryOptions.MixWithOthers,
AVAudioSessionCategoryOptions.DefaultToSpeaker])
try AVAudioSession.sharedInstance().setActive(true)
} catch {
print("error")
}
I use the LLSimpleCamera control for video recording and I've set the session there to:
_session.automaticallyConfiguresApplicationAudioSession = NO;
It seems others have the same problem with other camera libraries as well:
https://github.com/rFlex/SCRecorder/issues/127
https://github.com/rFlex/SCRecorder/issues/224
This guy removed the audioDeviceInput, but I kinda need that for recording video.
https://github.com/omergul123/LLSimpleCamera/issues/48
I also tried with Apple's code "AvCam", and I still have the same issue. How does Snapchat do this?!
Any help would be greatly appreciated, and I'll gladly provide more info or code!
I do something similar to what you're wanting, but without the camera aspect, but I think this will do what you want. My app allows background audio that will mix with non-fullscreen video/audio. When the user plays an audio file or a full screen video file, I stop the background audio completely.
The reason I do SoloAmbient then Playback is because I allow my audio to be played in the background when the device is locked. Going SoloAmbient will stop all background music playing and then switching to Playback lets my audio play in the app as well as in the background.
This is why you see a call to a method that sets the lock screen information in the Unload method. In this case, it is nulling it out so that there is no lock screen info.
In AppDelegate.swift
//MARK: Audio Session Mixing
func allowBackgroundAudio()
{
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, withOptions: .MixWithOthers)
} catch {
NSLog("AVAudioSession SetCategory - Playback:MixWithOthers failed")
}
}
func preventBackgroundAudio()
{
do {
//Ask for Solo Ambient to prevent any background audio playing, then change to normal Playback so we can play while locked
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategorySoloAmbient)
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
} catch {
NSLog("AVAudioSession SetCategory - SoloAmbient failed")
}
}
When I want to stop background audio, for example when playing an audio track that should be alone, I do the following:
In MyAudioPlayer.swift
func playUrl(url: NSURL?, backgroundImageUrl: NSURL?, title: String, subtitle: String)
{
ForgeHelper.appDelegate().preventBackgroundAudio()
if _mediaPlayer == nil {
self._mediaPlayer = MediaPlayer()
_mediaPlayer!.delegate = self
}
//... Code removed for brevity
}
And when I'm done with my media playing, I do this:
private func unloadMediaPlayer()
{
if _mediaPlayer != nil {
_mediaPlayer!.unload()
self._mediaPlayer = nil
}
_controlView.updateForProgress(0, duration: 0, animate: false)
ForgeHelper.appDelegate().allowBackgroundAudio()
setLockScreenInfo()
}
Hope this helps you out!

AVAudioEngine stops device's background audio

I am using an AVAudioEngine object, that has many AVAudioPlayerNodes attached to it. The audio all works fine, except it stops any audio that the iPhone is playing in the background (i. e. from iTunes or another music app).
When my app is opened, it stops any other background audio. Is there a way to allow background audio to continue to play? Even when my app is using AVAudioPlayerNodes to play audio itself?
Music App has it's own audioSession, that makes audio engine stops, i had that problem too, please restart after music app.
func stepB_startEngine(){
if engine.running == false {
do { try engine.start() }
catch let error {
print(error)
}
}
}
setup audioSettion also:
func setUpAudioSession(){
do {
try AVAudioSession.sharedInstance().setCategory(.ambient, options: .mixWithOthers)
try AVAudioSession.sharedInstance().setActive(true, options: .notifyOthersOnDeactivation)
} catch let error {
print(error)
}
}

Resources