I'm developing a casual game for iOS with the Unity3D engine.
Whenever my game is launched, the background music being played on the device (e.g.: Spotify, iTunes, etc.) is ducked. This is undesired because my game does not have any fancy sound effects, I' like to allow my players to keep listening to their music in the 'normal' volume.
For testing purposes I created an empty project in Unity3D, ensuring the Override iPad Music setting is unchecked in the iOS Build Settings. This is enough to reproduce the audio ducking issue.
INFO:
Unity 5.4.x (also occurs with Unity 5.3.x)
Xcode 8
iOS 9 and iOS 10
Does anyone know how disable Unity3D's default audio ducking?
Add an Audio mixer to the output of your audio source. On the Audio mixer in the project tab, click the drop down then click on master. Finally increase the attenuation volume to a level your feel satisfied with. Then you are good to go.
Are there any solutions in how iOS app switch hdmi input when starting airplay?
I want to switch HDMI-input when tap a airplay icon on my iphone app automatically,
just like google-chromecast.
I use MPMovieplayer to play my movies.
ofcourse, i can see a movie playing when switch HDMI manually.
Kind Regards.
OK, i found i can't do that.
AppleTV does not support HDMI-CEC.
So we can't have any code switch hdmi-input by Starting AirPlay.
It was not caused by codes, caused by hardware.
I'm using MPMusicPlayerController in my app and it works fine in background.
The problem is I don't want user to control the song via iPod music app while device is locked?
Thank you for any helps.
I don't have knowledge in ipod.
As on IOS, You should detect when device goes sleep/lock mode. When the device goes lock/sleep, then u can control your music in sleep mode method function.
I'm working on an IOS 6 app that's currently in development. The app has about 5-6 snippets of audio that play at various stages, currently when the device is paired with some bluetooth speakers (e.g. in a car) the audio does not play through the speakers.
Does anyone know what's involved with making this app work with paired bluetooth speakers? My initial assumption was that it wouldn't need anything extra done, it would just work. I had thought bluetooth paired speakers worked like as if you'd plugged in speakers directly into the device, all audio was routed through the speakers as long as they were paired.
This doesn't appear to be the case though.
I think you have to place an MPVolumeView somewhere in your interface, and enable the showsRouteButton property, then users can use that button to change the audio route to Bluetooth. You can also disable the showsVolumeSlider property if you don't need the volume slider.
Is there a way to tell the iOS simulator which audio device connected to your computer you want it to use?
The simulator seems to pick whatever audio device is last connected to your machine. I've got a USB audio device (fasttrack pro) I use for my main sound playback and then a USB headset I use for my skype calls. More often than not, the simulator's audio is played on the headset instead of my main speakers.
Ok, I found that both the input and output device much match in system sound settings. Often I have them set to different devices. If they don't match, the simulator seems to default to the last connected audio device selected among the input and output devices.
On a related note: if you're like me and don't like interface sounds and therefore uncheck the preference "Play user interface sound effects" (Sound > Sound Effects), you'll need to check it to get sound out of the simulator.
I doubt the simulator has a setting for that, but you can set the main output device in System Preferences > Sound.
Don't know if this will fix your issue, but it fixed mine.
I wanted the iOS simulator to output sound through a device I had connected and not the internal speakers. When I select the System Prefs Sound and selected my device as output, it would not work.
So, I selected the Sound Effects tab from the Prefs - Sound window and selected my device under Play Sound effects Through and presto it worked.
Don't know the in-outs of iphone sound, but apparently mine were being treated as sound effects.
Hope that helps, if not, I gave it a shot.
Open iOS Simulator, under Hardware toolbar you can control Audio Input, Audio Output, and volume as well!
I think it was added at Xcode 9.2, and that it's available only when running simulator with iOS 11 and above
func vibratePhone() {
if (UIDevice.current.model == "iPhone") {
AudioServicesPlaySystemSound(1352)
} else {
AudioServicesPlayAlertSound(1105)
}
}
1352 Is the system sound ID for Vibration and 1105 is for Tock.caf if the user's device is an iPad or an iPod Tock.caf will be played in place of vibration.
Working on an audio project on my studio and still didn't got it working on MOTU Hardware with everything pointing to the interface! All system sounds route properly except the iOS Sim!
Did this workaround:
iOS Sim/OS X -> SoundFlower virtual I/O -> (Any audio program like Logic/Live) -> MOTU HW
This might give you the freedom to route your audio as you please ;)