AVAudioEngine uses wrong format when bluetooth headset plugged in - ios

I have a pair of bluetooth headphones with microphone input. The microphone is not used, but when it is, both input and output is forced to 8000kHz.
My AVAudioEngine instance connects to the headset in 8000kHz mode, unless I enter the system settings and specify that I do not want to use the headset for input (which has to be done every time the headset is connected).
I have noticed that other applications can play back at the expected 44100kHz without issues. There are no input nodes in my AVAudioEngine graph.
How can I make AVAudioEngine prefer connecting at reasonable sample rates?

After my failed bounty I wrote to Apple DTS, and got a wonderful response (including the code sample below that I translated from Objective-C).
The function below will connect to the default audio device in output-only mode, instead of the inout/output mode that is the default behavior. Remember to call it before engine start!
func setOutputDeviceFor(_ engine: AVAudioEngine) -> Bool {
var addr = AudioObjectPropertyAddress(
mSelector: kAudioHardwarePropertyDefaultOutputDevice,
mScope: kAudioObjectPropertyScopeGlobal,
mElement: kAudioObjectPropertyElementMaster)
var deviceID: AudioObjectID = 0
var size = UInt32(MemoryLayout.size(ofValue: deviceID))
let err = AudioObjectGetPropertyData(
AudioObjectID(kAudioObjectSystemObject),
&addr,
0,
nil,
&size,
&deviceID)
if (noErr == err && kAudioDeviceUnknown != deviceID) {
do {
try engine.outputNode.auAudioUnit.setDeviceID(deviceID)
} catch {
print(error)
return false
}
return true
} else {
print("ERROR: couldn't get default output device, ID = \(deviceID), err = \(err)")
return false
}
}

Related

AudioKit v5: How does one choose the microphone?

I am trying to update my project to AudioKit v5, using SPM. As far as I can see in the current documentation, you instantiate the microphone by attaching it to the audio engine input.
However, I am missing what used to be AudioKit.inputDevices (and then AKManager.inputDevices). I used to be able to select my microphone of choice.
How does one select a specific microphone using AudioKit v5 on iOS?
As of November 6, 2020, you need to make sure you are using the v5-develop branch, since v5-main still does not support hardware with 48K sample rate.
Here is code that allows you to choose the microphone according to its debug description:
// AudioKit engine and node definitions
let engine = AudioEngine()
var mic : AudioEngine.InputNode!
var boost : Fader!
var mixer : Mixer!
// Choose device for microphone
if let inputs = AudioEngine.inputDevices {
// print (inputs) // Uncomment to see the possible inputs
let micSelection : String = "Front" // On a 2020 iPad pro you can also choose "Back" or "Top"
var chosenMic : Int = 0
var micTypeCounter : Int = 0
for microphones in inputs {
let micType : String = "\(microphones)"
if micType.range(of: micSelection) != nil {
chosenMic = micTypeCounter
}
// If we find a wired mic, prefer it
if micType.range(of: "Wired") != nil {
chosenMic = micTypeCounter
break
}
// If we find a USB mic (newer devices), prefer it
if micType.range(of: "USB") != nil {
chosenMic = micTypeCounter
break
}
micTypeCounter += 1
}
do {
try AudioEngine.setInputDevice(inputs[chosenMic])
} catch {
print ("Could not set audio inputs: \(error)")
}
mic = engine.input
}
Settings.sampleRate = mic.avAudioNode.inputFormat(forBus: 0).sampleRate // This is essential for 48Kbps
// Start AudioKit
if !engine.avEngine.isRunning {
do {
boost = Fader(mic)
// Set boost values here, or leave it for silence
// Connect mic or boost to any other audio nodes you need
// Set AudioKit's output
mixer = Mixer(boost) // You can add any other nodes to the mixer
engine.output = mixer
// Additional settings
Settings.audioInputEnabled = true
// Start engine
try engine.avEngine.start()
try Settings.setSession(category: .playAndRecord)
} catch {
print ("Could not start AudioKit: \(error)")
}
}
It is advisable to add a notification for audio route changes to viewDidLoad:
// Notification for monitoring audio route changes
NotificationCenter.default.addObserver(
self,
selector: #selector(audioRouteChanged(notification:)),
name: AVAudioSession.routeChangeNotification,
object: nil)
This will call
#objc func audioRouteChanged(notification:Notification) {
// Replicate the code for choosing the microphone here (the first `if let` block)
}
EDIT: To clarify, the reason for the selective use of break in the loop is to create a hierarchy of selected inputs, if more than one is present. You may change the order of the inputs detected at your discretion, or add break to other parts of the loop.
the same for audio kit 4..
Apis are changed.
Seems You should write:
guard let inputs = AKManager.inputDevices else{
print("NO AK INPUT devices")
return false
}

iOS - AudioKit Crashes when receiving a phone call

AudioKit 4.9.3
iOS 11+
I am working on a project where the user is recording on the device using the microphone and it continues to record, even if the app is in the background. This works fine but when receiving a phone call I get an AudioKit error. I assume it has something to do with the phone taking over the mic or something. here is the error:
[avae] AVAEInternal.h:109
[AVAudioEngineGraph.mm:1544:Start: (err = PerformCommand(*ioNode,
kAUStartIO, NULL, 0)): error 561017449
AudioKit+StartStop.swift:restartEngineAfterRouteChange(_:):198:error
restarting engine after route change
basically everything that i have recording up until that point is lost.
here is my set up AudioKit code:
func configureAudioKit() {
AKSettings.audioInputEnabled = true
AKSettings.defaultToSpeaker = true
do {
try try audioSession.setCategory((AVAudioSession.Category.playAndRecord), options: AVAudioSession.CategoryOptions.mixWithOthers)
try audioSession.setActive(true)
audioSession.requestRecordPermission({ allowed in
DispatchQueue.main.async {
if allowed {
print("Audio recording session allowed")
self.configureAudioKitSession()
} else {
print("Audio recoding session not allowed")
}
}
})
} catch let error{
print("Audio recoding session not allowed: \(error.localizedDescription)")
}
}
func configureAudioKitSession() {
isMicPresent = AVAudioSession.sharedInstance().isInputAvailable
if !isMicPresent {
return
}
print("mic present and configuring audio session")
mic = AKMicrophone()
do{
let _ = try AKNodeRecorder(node: mic)
let recorderGain = AKBooster(mic, gain: 0)
AudioKit.output = recorderGain
//try AudioKit.start()
}
catch let error{
print("configure audioKit error: ", error)
}
}
and when tapping on the record button code:
do {
audioRecorder = try AVAudioRecorder(url: actualRecordingPath, settings: audioSettings)
audioRecorder?.record()
//print("Recording: \(isRecording)")
do{
try AudioKit.start()
}
catch let error{
print("Cannot start AudioKit", error.localizedDescription)
}
}
Current audio Settings:
private let audioSettings = [
AVFormatIDKey : Int(kAudioFormatMPEG4AAC),
AVSampleRateKey : 44100,
AVNumberOfChannelsKey : 2,
AVEncoderAudioQualityKey : AVAudioQuality.medium.rawValue
]
What can I do to ensure that I can get a proper recording, even when receiving a phone call? The error happens as soon as you receive the call - whether you choose to answer it or decline.
Any thoughts?
I've done work in this area, I'm afraid you cannot access the microphone(s) while a call or a VOIP call is in progress.
This is a basic privacy measure that is enforced by iOS for self-evident reasons.
AudioKit handles only the basic route change handling for an audio playback app. We've found that when an app becomes sufficiently complex, the framework can't effectively predestine the appropriate course of action when interruptions occur. So, I would suggest turning off AudioKit's route change handling and respond to the notifications yourself.
Also, I would putting AudioKit activation code in a button.

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"

Two-channel recording on the iPhone/iPad: headset + built-in mic

For an app, we have a requirement to record from two different audio sources. One mic is a special (throat) mic and it comes with the same connector that the iPhone headset with mic uses.
On a second channel, we would like to record the ambient sounds and the best thing would be if we could just record from the iPhone's/iPad's built-in mic at the same time as we record from the throat mic headset.
Is there any way this is possible? Any other tips?
The OS currently only allows an app to connect to one audio source route at a time. The only way to record 2-channels on a stock iOS device is by using an Apple USB to Lightning connector (Camera Connection kit on older models) with a standard USB stereo ADC or an audio mixing panel which has multiple mic inputs.
I have found some FAQ on Apple library about how to choose data source from different microphone port, maybe these will be helpful:
https://developer.apple.com/library/ios/qa/qa1799/_index.html
iOS 7 offers developers more flexibility in terms of selecting specific built-in microphones.
Using APIs introduced in iOS 7, developers can perform tasks such as locating a port description that represents the built-in microphone, locating specific microphones like the "front", "back" or "bottom", setting your choice of microphone as the preferred data source, setting the built-in microphone port as the preferred input and even selecting a preferred microphone polar pattern if the hardware supports it. See AVAudioSession.h.
Listing 1 demonstrates how applications can find the AVAudioSessionPortDescription that represents the built-in microphone, locate the front microphone (on iPhone 5 or another device that has a front facing microphone), set the front microphone as the preferred data source and set the built-in microphone port as the preferred input.
Listing 1  Demonstrate Input Selection.
#import <AVFoundation/AVAudioSession.h>
- (void) demonstrateInputSelection
{
NSError* theError = nil;
BOOL result = YES;
AVAudioSession* myAudioSession = [AVAudioSession sharedInstance];
result = [myAudioSession setCategory:AVAudioSessionCategoryPlayAndRecord error:&theError];
if (!result)
{
NSLog(#"setCategory failed");
}
result = [myAudioSession setActive:YES error:&theError];
if (!result)
{
NSLog(#"setActive failed");
}
// Get the set of available inputs. If there are no audio accessories attached, there will be
// only one available input -- the built in microphone.
NSArray* inputs = [myAudioSession availableInputs];
// Locate the Port corresponding to the built-in microphone.
AVAudioSessionPortDescription* builtInMicPort = nil;
for (AVAudioSessionPortDescription* port in inputs)
{
if ([port.portType isEqualToString:AVAudioSessionPortBuiltInMic])
{
builtInMicPort = port;
break;
}
}
// Print out a description of the data sources for the built-in microphone
NSLog(#"There are %u data sources for port :\"%#\"", (unsigned)[builtInMicPort.dataSources count], builtInMicPort);
NSLog(#"%#", builtInMicPort.dataSources);
// loop over the built-in mic's data sources and attempt to locate the front microphone
AVAudioSessionDataSourceDescription* frontDataSource = nil;
for (AVAudioSessionDataSourceDescription* source in builtInMicPort.dataSources)
{
if ([source.orientation isEqual:AVAudioSessionOrientationFront])
{
frontDataSource = source;
break;
}
} // end data source iteration
if (frontDataSource)
{
NSLog(#"Currently selected source is \"%#\" for port \"%#\"", builtInMicPort.selectedDataSource.dataSourceName, builtInMicPort.portName);
NSLog(#"Attempting to select source \"%#\" on port \"%#\"", frontDataSource, builtInMicPort.portName);
// Set a preference for the front data source.
theError = nil;
result = [builtInMicPort setPreferredDataSource:frontDataSource error:&theError];
if (!result)
{
// an error occurred. Handle it!
NSLog(#"setPreferredDataSource failed");
}
}
// Make sure the built-in mic is selected for input. This will be a no-op if the built-in mic is
// already the current input Port.
theError = nil;
result = [myAudioSession setPreferredInput:builtInMicPort error:&theError];
if (!result)
{
// an error occurred. Handle it!
NSLog(#"setPreferredInput failed");
}
}
Listing 1 will produce the following console output when run on an iPhone 5:
There are 3 data sources for port :"<AVAudioSessionPortDescription: 0x14d935a0, type = MicrophoneBuiltIn; name = iPhone Microphone; UID = Built-In Microphone; selectedDataSource = Bottom>"
(
"<AVAudioSessionDataSourceDescription: 0x14d93800, ID = 1835216945; name = Bottom>",
"<AVAudioSessionDataSourceDescription: 0x14d938d0, ID = 1835216946; name = Front>",
"<AVAudioSessionDataSourceDescription: 0x14d93a10, ID = 1835216947; name = Back>"
)
Currently selected source is "Bottom" for port "iPhone Microphone"
Attempting to select source "<AVAudioSessionDataSourceDescription: 0x14d938d0, ID = 1835216946; name = Front>" on port "iPhone Microphone”
UPDATE 14 Nov
Use the code in the front I can set the specific built-in mic on iPhone to record sound, now I’m trying to change the specific mic on iPhone frequently to simulate a stereo record.

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