AVAudioSession in bluetooth switches strangely when interrupting playback of other apps - ios

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.

Related

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

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)

AVAudioSession - How to switch between speaker and headphones output

I'm trying to mimic behaviour as in Phone app during calling. You can easily switch output sources from/to speaker or headphones.
I know I can force speaker as an output when headphones are connected by calling:
try! audioSession.setCategory(AVAudioSessionCategoryPlayAndRecord)
try! audioSession.overrideOutputAudioPort(.speaker)
However, when I do that, I don't see any way to detect if headphones are still connected to the device.
I initially thought outputDataSources on AVAudioSession would return all posible outputs but it always returns nil.
Is there something I'm missing
You need to change the outputDataSources, as when you overrode it,
now it contains only the .Speaker option
in the Documentation you can find the solution to this,
If your app uses the playAndRecord category, calling this method with the AVAudioSession.PortOverride.speaker option causes audio to be routed to the built-in speaker and microphone regardless of other settings. This change remains in effect only until the current route changes or you call this method again with the AVAudioSession.PortOverride.none option.
Therefore the audio is routed to the built-in speaker, This change remains in effect only untill the current route changes or you call this method again with .noneOption.
it's not possible to forcefully direct sound to headphone unless an accessory is plugged to headphone jack (which activates a physical switch to direct voice to headphone).
So when you want to switch back to headphone, this should work.
And if there is no headphone connected will switch the output device to the small speaker output on the top of the device instead of the big speaker.
let session: AVAudioSession = AVAudioSession.sharedInstance()
do {
try session.setCategory(AVAudioSessionCategoryPlayAndRecord)
try session.overrideOutputAudioPort(AVAudioSession.PortOverride.none)
try session.setActive(true)
} catch {
print("Couldn't override output audio port")
}
Read about this AVAdioSession/OverrideOutputAudioPort Here.
You can check if headset connected adding this extension,
extension AVAudioSession {
static var isHeadphonesConnected: Bool {
return sharedInstance().isHeadphonesConnected
}
var isHeadphonesConnected: Bool {
return !currentRoute.outputs.filter { $0.isHeadphones }.isEmpty
}
}
extension AVAudioSessionPortDescription {
var isHeadphones: Bool {
return portType == AVAudioSessionPortHeadphones
}
}
And simply use this line of code
session.isHeadphonesConnected

AVAudioSession: Some Bluetooth devices are not working properly on my App

I'm developing a swift audio/video and text chat iOS App using AVAudioSession.
Whenever I select to use some Bluetooth devices the sound played on the device is not the App audio stream. They play only the system sound sent by text chat library whenever messages are sent/received instead. It doesn't happen on all Bluetooth devices, on some of them everything works fine. On Builtin Mic and Speaker the App works fine too.
Here are the most important methods from my class to manage the device:
class MyAudioSession
{
private var mAudioSession: AVAudioSession;
init!()
{
self.mAudioSession = AVAudioSession.sharedInstance();
do {
try self.mAudioSession.setActive(false);
try self.mAudioSession.setCategory(AVAudioSessionCategoryPlayAndRecord, withOptions: .AllowBluetooth);
try self.mAudioSession.setMode(AVAudioSessionModeVideoChat);
try self.mAudioSession.setActive(true);
}
catch {
return nil;
}
}
func switchToDevice(device: AVAudioSessionPortDescription!) -> Bool
{
var ret = false;
if (device != nil) {
do {
try self.mAudioSession.setPreferredInput(device);
ret = true;
}
catch {
self.logSwitch(device, error: error);
}
}
return ret;
}
}
I'd like to understand why my App is not working fine on just SOME Bluetooth devices. These same devices work properly on the other Apps on my Cel.
I did another test: I changed all of this for MPVolumeView, and exactly the same issue occurred, so the problem seems to be on audio player.
Could anybody give me a suggestion to fix this ?
Thx.
Jorg,
While this might not be the best answer I have been able to overcome the weird Bluetooth issues. My problem seems to be similar to yours as I too was using:
AVAudioSessionCategoryPlayAndRecord
This was causing issues for me on some Bluetooth devices (not all but some).
What I wound up doing was setting the Category to:
AVAudioSessionCategoryPlayback
Then when ever I needed to record I would switch the Category over to:
AVAudioSessionCategoryRecord
Then back to Playback after completing my recording.
This was the only way at this time I could get a consistent result from switching between the different outputs (Speaker, Headphones, Bluetooth).
Hope that helps some. Guessing this is a bug in the "AVAudioSessionCategoryPlayAndRecord"

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)
}
}

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