Unable to connect to React-Native Voice Call on iPhone se2
We implemented voice call and video call using Agora SDK for React-native.
However, in iPhone se2, both voice call and video call do not work. All other phones are working fine.
I wonder if agora react-native sdk has restrictions for each device. I can't find any mention of device specific or os specific restrictions on the official site.
If you have that link, please share.
thank you.
You can find the requirements in the prerequisites here.
You need iOS > 8.0, if you're facing issues you can check out the troubleshooting steps here.
Related
I am working to build the PJsip project for iOS 16(i.e Xcode 14) where I am using the “c” based library PJsua. I am able to make calls using free SIP accounts created on Antisip.com.
Problem: Not able to hear any sound on my iOS device after the call gets connected to my VoIP server(which is modified to play only the recorded message).
I have analyzed the server & mobile app logs but have not observed any errors. Also haven’t noticed any difference in server logs for calls done via old and newly built PJSip project.
I did a lot of research on it but am still stuck on this sound issue. I am not sure if I am missing anything related to audio configuration or if anything is specifically required for iOS 16.
Other details:
TransportType: TLS
OpenSSL: 1_1_1r
Server: kamailio (5.2.0 (x86_64/linux))
Kindly help if someone has any idea on this.
NOTE: Although, not facing any issues and able to hear the voice if the call is made using previously built(using iOS 11 SDK i.e Xcode 9) PJsip project.
I'm developing a flutter application for iOS and Android devices. I want to check whether USB debugging is enabled or disabled using platform channels. I found some helpful resources for android but couldn't for iOS. My app used swift for iOS.
Please help me with the proper solution.
When I start the XCode device simulator for any given device type (using iOS 12.1), I see many of the default Apps shipped with the iOS. However, I am missing the Home.app for controlling the Apple Home Kit services.
Searching through the web I find plenty of tutorials how to set up Apple Home Kit or how to install individual apps, but I did not find any hint how to get the original Apple Home.app running inside the device simulator.
Can anybody help me out?
You can't, Home App relies on Bluetooth, BLE and other technologies that are not emulated in the iOS emulator.
Xcode simulator does not support Bluetooth, its means we need to use physical ios device for run and test BLE app.
I am going to integrate chromecast SDK into iOS, but here I am bit a confuse with receiver.html and whitelist email that exactly how to go with them.
So anyone please explain me regarding same.
Also tell me if it is compatible with any iOS Simulator instead of device.
Many developers successfully use the iOS simulator. https://developers.google.com/cast/cast_2nd-screen_app_tutorial for iOS and Android.
The Receiver is the HTML5 application that you create that runs on the Chromecast device. Your iOS application talks to the Receiver, the Receiver will fetch your content from the internet based on the information that comes from your iOS application.
I'm fiddling with an app, and I'm also aware that apps made by developers that allow an iOS Device to receive an audio stream from another iOS Device or iTunes. So I'd like to implement it and possibly find a method within Apple's guidelines, allowing audio to be streamed. I've tried looking for everything, but I can't find where to start. Any ideas, a place to start, maybe even a point of direction would be great.
chekout the airspeaker project on github.
https://github.com/chenkaigithub/AirSpeaker
I was able to run it on iOS simulator 6.0 and then use my iphone to stream audio.
However if I try to stream from iTunes 11 it does not work ( iTunes lists the device in airplay list but , on selection , prompts with error "airplay device is not compatible with this version of iTunes." )