I am working on a Video/Audio Call App where i need to provide four options related to the Audio Output:
Speaker, Built in mic, Any BLE Device supporting audio, No Audio output
Below functions i have used:
static func setBuiltInMic() {
let outputs = audioSession.availableInputs
for output in outputs! {
if output.portType.rawValue == AVAudioSession.Port.builtInMic.rawValue {
do {
try audioSession.setPreferredInput(output)
} catch let error {
print("Setting Built in Mic Port: \(error.localizedDescription)")
}
}
}
}
static func setAndCheckBLEAudioPort() -> Bool {
let outputs = audioSession.availableInputs
for output in outputs! {
if output.portType.rawValue == AVAudioSession.Port.bluetoothHFP.rawValue {
do {
try audioSession.setPreferredInput(output)
return true
} catch let error {
print("Setting BLE Port: \(error.localizedDescription)")
return false
}
}
}
return false
}
static func setupAudioSession(isSpeakerEnabled: Bool) {
do {
try audioSession.setCategory(.playAndRecord)
try audioSession.setMode(.voiceChat)
try audioSession.overrideOutputAudioPort(isSpeakerEnabled ? .speaker : .none)
try audioSession.setActive(true, options: [])
} catch let error as NSError {
print("Fail: \(error.localizedDescription)")
}
}
But this doesn't work Audio keeps coming from different source like speaker even if i try to mute it using setupAudioSession
Anyone has an idea or reference for me to look into it?
The code is working fine, it was an issue with a third party library used for audio and video calls prior to Twilio.
So after a lot of searching I was able to find the code block that allows background audio to play while at the same time recording video.
I have pasted said code block below.
fileprivate func setBackgroundAudioPreference() {
guard allowBackgroundAudio == true else {
return
}
guard audioEnabled == true else {
return
}
do{
if #available(iOS 10.0, *) {
try AVAudioSession.sharedInstance().setCategory(.playAndRecord, mode: .default, options: [.mixWithOthers, .allowBluetooth, .allowAirPlay, .allowBluetoothA2DP])
} else {
let options: [AVAudioSession.CategoryOptions] = [.mixWithOthers, .allowBluetooth]
let category = AVAudioSession.Category.playAndRecord
let selector = NSSelectorFromString("setCategory:withOptions:error:")
AVAudioSession.sharedInstance().perform(selector, with: category, with: options)
}
try AVAudioSession.sharedInstance().setActive(true)
session.automaticallyConfiguresApplicationAudioSession = false
}
catch {
print("[SwiftyCam]: Failed to set background audio preference")
}
}
However, I have one small issue. For some reason when the camera loads the background Audio volume is reduced. When I record a video with instagram the audio doesn't get reduced and it still records is there any way I can change my current code block to not lower the volume while recoding with video?
I read the documentation and apparently .duckOthers option should be the only option that reduces the volume. But this one does as well
Okay so I found the answer after diving further into some of the documentation.
Updated code posted below. All you have to do is set the .defaultToSpeaker option
fileprivate func setBackgroundAudioPreference() {
guard allowBackgroundAudio == true else {
return
}
guard audioEnabled == true else {
return
}
do{
if #available(iOS 10.0, *) {
try AVAudioSession.sharedInstance().setCategory(.playAndRecord, mode: .default, options: [.mixWithOthers, .allowBluetooth, .allowAirPlay, .allowBluetoothA2DP,.defaultToSpeaker])
} else {
let options: [AVAudioSession.CategoryOptions] = [.mixWithOthers, .allowBluetooth]
let category = AVAudioSession.Category.playAndRecord
let selector = NSSelectorFromString("setCategory:withOptions:error:")
AVAudioSession.sharedInstance().perform(selector, with: category, with: options)
}
try AVAudioSession.sharedInstance().setActive(true)
session.automaticallyConfiguresApplicationAudioSession = false
}
catch {
print("[SwiftyCam]: Failed to set background audio preference")
}
}
I am trying to build an audio app for apple watch. But the problem is whenever I keep my hands down , audio will stop playing.
I have turned background mode on as well.
Can anyone please help me with this? I am stuck at this part.
Here is the Code I have used for playing audio.
func play(url : URL) {
do {
if #available(watchOSApplicationExtension 4.0, *) {
WKExtension.shared().isFrontmostTimeoutExtended = true
} else {
// Fallback on earlier versions
}
self.player = try AVAudioPlayer(contentsOf: url)
player!.prepareToPlay()
player?.delegate = self
player?.play()
print("-----------------")
print("Playing Audio")
print("*****************\nCurrent Time \(String(describing: self.player?.currentTime))")
} catch let error as NSError {
self.player = nil
print(error.localizedDescription)
} catch {
print("*************************")
print("AVAudioPlayer init failed")
}
}
Make sure you are trying to play with Audio Data, not Audio URL and have added policy: .longFormAudio in your category setup. As per Apple documentation, these two settings have to be set for audio to play in background mode.
// Set up the session.
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(
.playback,
mode: .default,
policy: .longFormAudio
)
} catch let error {
fatalError("*** Unable to set up the audio session: \(error.localizedDescription) ***")
}
// Set up the player.
let player: AVAudioPlayer
do {
player = try AVAudioPlayer(data: audioData)
} catch let error {
print("*** Unable to set up the audio player: \(error.localizedDescription) ***")
// Handle the error here.
return
}
// Activate and request the route.
session.activate(options: []) { (success, error) in
guard error == nil else {
print("*** An error occurred: \(error!.localizedDescription) ***")
// Handle the error here.
return
}
// Play the audio file.
player.play()
}
I have tested this code and its working with only Bluetooth connectivity in Watch application not in watch speaker.
Simply turning on background mode is not enough. You also need to activate the AVAudioSession.
It's all well documented by Apple here: Playing Background Audio.
Configure and Activate the Audio Session
Before you can play audio, you need to set up and activate the audio session.
session.setCategory(AVAudioSession.Category.playback,
mode: .default,
policy: .longForm,
options: [])
Next, activate the session, by calling the activate(options:completionHandler:) method.
session.activate(options: []) { (success, error) in
// Check for an error and play audio.
}
Ref: https://developer.apple.com/documentation/watchkit/playing_background_audio
Example:
var player: AVAudioPlayer?
let session: AVAudioSession = .sharedInstance()
func prepareSession() {
do {
try session.setCategory(AVAudioSession.Category.playback,
mode: .default,
policy: .longForm,
options: [])
}
catch {
print(error)
}
}
func play(url: URL) {
do {
player = try AVAudioPlayer(contentsOf: url)
}
catch {
print(error)
return
}
session.activate(options: []) { (success, error) in
guard error == nil else {
print(error!)
return
}
// Play the audio file
self.player?.play()
}
}
Simple Test:
prepareSession()
if let url = Bundle.main.url(forResource: "test", withExtension: "mp3") {
play(url: url)
}
else {
print("test.mp3 not found in project: put any mp3 file in and name it so")
}
i have an app which should record audio when a button i pressed.
In my ViewDidLoad i preapare the recorder, the problem is that streaming audio interrupts when the line 'self.audioRecorder.prepareToRecord()' is called.
My setup :
do {
recordingSession = AVAudioSession.sharedInstance()
try recordingSession.setCategory(AVAudioSessionCategoryRecord, withOptions: [.DuckOthers, .AllowBluetooth, .MixWithOthers])
recordingSession.requestRecordPermission() { [unowned self] (allowed: Bool) -> Void in
dispatch_async(dispatch_get_main_queue()) {
do {
if allowed {
self.audioRecorder = try AVAudioRecorder(URL: self.tempAudioPath, settings: self.settings)
self.audioRecorder.delegate = self
self.audioRecorder.prepareToRecord()
//self.audioRecorder.record()
} else {
// failed to record!
print("No Access to Micro")
}
}catch{}
}
}
} catch {
print (error)
}
is there a way to preapare the audio recorder for record, and continue to play audio in background ? (duck it when recording the audio)
Per Apple's documentation for AVAudioSessionCategoryRecord, "this category silences playback audio". Have you tried setting the category to AVAudioSessionCategoryPlayAndRecord?
I created an app and I am attempting to allow the user to continue to listen to their music while playing my game, but whenever they hit "play" and the ingame sounds occur it will stop the background music. I am developing on iOS using Swift. Here is a piece of the code that initiates the ingame sounds.
func playSpawnedDot() {
var alertSound: NSURL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("spawnDot", ofType: "mp3")!)!
var error:NSError?
audioPlayer = AVAudioPlayer(contentsOfURL: alertSound, error: &error)
audioPlayer.prepareToPlay()
if volumeBool {
audioPlayer.play()
}
}
You need to set the AVAudioSession category, with one of the following value: https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVAudioSession_ClassReference/index.html (AVAudioSession Class Reference).
The default value is set to AVAudioSessionCategorySoloAmbient. As you can read :
[...] using this category implies that your app’s audio is nonmixable—activating your session will interrupt any other audio sessions which are also nonmixable. To allow mixing, use the AVAudioSessionCategoryAmbient category instead.
You have to change the category, before you play your sound. To do so :
AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient, error: nil)
AVAudioSession.sharedInstance().setActive(true, error: nil)
You don't need to call those line each time you play the sound. You might want to do it only once.
Swift 4 version:
try? AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient)
try? AVAudioSession.sharedInstance().setActive(true)
This is how I do it in Swift 3.0
var songPlayer : AVAudioPlayer?
func SetUpSound() {
if let path = Bundle.main.path(forResource: "TestSound", ofType: "wav") {
let filePath = NSURL(fileURLWithPath:path)
songPlayer = try! AVAudioPlayer.init(contentsOf: filePath as URL)
songPlayer?.numberOfLoops = -1 //logic for infinite loop
songPlayer?.prepareToPlay()
songPlayer?.play()
}
let audioSession = AVAudioSession.sharedInstance()
try!audioSession.setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.duckOthers) //Causes audio from other sessions to be ducked (reduced in volume) while audio from this session plays
}
You can see more of AVAudioSessionCategoryOptions here: https://developer.apple.com/reference/avfoundation/avaudiosessioncategoryoptions
Here's what I am using for Swift 2.0:
let sess = AVAudioSession.sharedInstance()
if sess.otherAudioPlaying {
_ = try? sess.setCategory(AVAudioSessionCategoryAmbient, withOptions: .DuckOthers)
_ = try? sess.setActive(true, withOptions: [])
}
Please note that you can replace .DuckOthers with [] if you don't want to lower background music and instead play on top to it.
Since they can't seem to make up their minds from version to version. Here it is in Swift 5.0
do{
try AVAudioSession.sharedInstance().setCategory(.ambient)
try AVAudioSession.sharedInstance().setActive(true, options: .notifyOthersOnDeactivation)
} catch {
NSLog(error.localizedDescription)
}
lchamp's solution worked perfectly for me, adapted for Objective-C:
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:nil];
[[AVAudioSession sharedInstance] setActive:YES error:nil];
**
Updated for Swift 3.0
**
The name of the sound I am playing is shatter.wav
func shatterSound() {
if let soundURL = Bundle.main.url(forResource: "shatter", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
}
Then where ever you want to play the sound call
shatterSound()
If you want to play an alert sound:
public func playSound(withFileName fileName: String) {
if let soundUrl = Bundle.main.url(forResource: fileName, withExtension: "wav") {
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient, with:[.duckOthers])
try AVAudioSession.sharedInstance().setActive(true)
var soundId: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundUrl as CFURL, &soundId)
AudioServicesAddSystemSoundCompletion(soundId, nil, nil, { (soundId, clientData) -> Void in
AudioServicesDisposeSystemSoundID(soundId)
do {
// This is to unduck others, make other playing sounds go back up in volume
try AVAudioSession.sharedInstance().setActive(false)
} catch {
DDLogWarn("Failed to set AVAudioSession to inactive. error=\(error)")
}
}, nil)
AudioServicesPlaySystemSound(soundId)
} catch {
DDLogWarn("Failed to create audio player. soundUrl=\(soundUrl) error=\(error)")
}
} else {
DDLogWarn("Sound file not found in app bundle. fileName=\(fileName)")
}
}
And if you want to play music:
import AVFoundation
var audioPlayer:AVAudioPlayer?
public func playSound(withFileName fileName: String) {
if let soundUrl = Bundle.main.url(forResource: fileName, withExtension: "wav") {
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient, with:[.duckOthers])
try AVAudioSession.sharedInstance().setActive(true)
let player = try AVAudioPlayer(contentsOf: soundUrl)
player.delegate = self
player.prepareToPlay()
DDLogInfo("Playing sound. soundUrl=\(soundUrl)")
player.play()
// ensure the player does not get deleted while playing the sound
self.audioPlayer = player
} catch {
DDLogWarn("Failed to create audio player. soundUrl=\(soundUrl) error=\(error)")
}
} else {
DDLogWarn("Sound file not found in app bundle. fileName=\(fileName)")
}
}
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
self.audioPlayer?.stop()
do {
// This is to unduck others, make other playing sounds go back up in volume
try AVAudioSession.sharedInstance().setActive(false)
} catch {
DDLogWarn("Failed to set AVAudioSession inactive. error=\(error)")
}
}
For Swift (Objective-C like this too)
you can use this link for best answer and if you don't have any time for watching 10 minutes the best action is that you just copy below code in your AppDelegate in didFinishLaunchingWithOptions and then select your project's target then go to Capabilities and at last in Background modes check on Audio, AirPlay and Picture in Picture
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(AVAudioSessionCategoryPlayback)
}
catch {
}
}
I didn't think that just setting the AVAudioSession to AVAudioSessionCategoryOptions.duckOthers would work, but it did. Here is my full code to help the rookies like myself.
Swift 4 - Full Example:
var audioPlayer = AVAudioPlayer()
func playSound(sound: String){
let path = Bundle.main.path(forResource: sound, ofType: nil)!
let url = URL(fileURLWithPath: path)
let audioSession = AVAudioSession.sharedInstance()
try!audioSession.setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.duckOthers)
do {
audioPlayer = try AVAudioPlayer(contentsOf: url)
audioPlayer.play()
} catch {
print("couldn't load the file")
}
}
I still need to figure out setActive (I was looking at this blog post) but the audio stops ducking when I leave the app, so it works for my app.
Swift 5 Version based on lchamp`s answer.
try? AVAudioSession.sharedInstance().setCategory(AVAudioSession.Category.ambient)
try? AVAudioSession.sharedInstance().setActive(true)
This works perfectly for me on iOS 14.4 and Swift 5. It's a bit different answer from others by using the .duckOthers option (and you can also mix directly with sound if you'd like with .mixWithOthers), but it works perfectly while music plays. It will lower the volume of the music, play the "beep" sound, and then raise the music volume back up to normal. It also captures error data using Google Firebase Crashlytics if there is an issue, and tries to raise the volume to normal even on an error.
This code will also work perfectly on the first, and all other, plays of your sound without it stopping the music ever.
func playSound() {
do {
if let path = Bundle.main.path(forResource: "beep", ofType: "mp3") {
try AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: .duckOthers)
try AVAudioSession.sharedInstance().setActive(true)
let filePath = NSURL(fileURLWithPath:path)
songPlayer = try AVAudioPlayer.init(contentsOf: filePath as URL)
songPlayer?.numberOfLoops = 0
songPlayer?.prepareToPlay()
songPlayer?.play()
try AVAudioSession.sharedInstance().setActive(false)
}
} catch (let error) {
try? AVAudioSession.sharedInstance().setActive(false)
Crashlytics.crashlytics().setCustomValue(error.localizedDescription, forKey: "audio_playback_error")
}
}
An important thing the others answers do not have is that you need to call false with the .notifyOthers flag when deactivating:
try AVAudioSession.sharedInstance().setActive(false, options: .notifyOthersOnDeactivation)
The reason for this is that other apps playing music in the background will know when to turn their audio back on when you deactivate yours. Otherwise your background music won't turn back on if you turned off your session.