I am writing an app that uses both AVAudioPlayer to play local mp3 files and MPMusicPlayerController to play system / Apple music / iTunes music.
I am maintaining a custom nowPlayingMP3Item that is being set after I play the song using AVAudioPlayer.
I could check the playback state of the MusicController, but I'd need to reload the UI if it changed from mp3 to system music...
Is there any way to observe (maybe the audio session) or something and determine whether mp3 or system music is playing and update the UI accordingly?
Thanks for any help
When there is an interruption,the audio will be paused and your audio session will been deactivated. If your app contains playing interface, you will need to update the interface. When the interruption ends, you can activate audio session and resume playback of the audio.
NotificationCenter.default.addObserver( forName: .AVAudioSessionInterruption, object: nil, queue: nil) { n in
let why = AVAudioSessionInterruptionType( rawValue: n.userInfo![ AVAudioSessionInterruptionTypeKey] as! UInt)!
if why = = .began {
// began
}
else {
// ended
}
}
Related
Is there a way of pausing background music (such as Spotify) then play a sound file, then play the background music again in an ios application?
I've tried to use AVAudioPlayer and AVAudioSession. I tried this:
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, mode: AVAudioSessionModeDefault, options: [AVAudioSessionCategoryOptions.duckOthers])
But it doesn't seem to work.
I really appreciate any tips!
You can play and pause Apple's music app songs with this code:
import MediaPlayer
let musicPlayer = MPMusicPlayerApplicationController.systemMusicPlayer
musicPlayer.playbackState == .paused || musicPlayer.playbackState == .stopped ? musicPlayer.play() : musicPlayer.stop()
So, you can sandwich the code that plays your audio file between 2 calls to the above code.
import MediaPlayer
let musicPlayer = MPMusicPlayerApplicationController.systemMusicPlayer
if (self.musicPlayer.playbackState == .playing) {
musicPlayer.stop()
}
//Play your audio file
self.musicPlayer.play()
You might want to use this code to set a playing queue if no song was playing initially.
musicPlayer.setQueue(with: .songs())
I am creating an music player iOS app and getting data from firebase. I can able to control play, pause, next and previous in simulator or iPhone. While headset is connect to device play, next and previous functionalities are not working properly.
Here is the code which i've used;
func setupRemoteCommandCenter() {
// Get the shared MPRemoteCommandCenter
let commandCenter = MPRemoteCommandCenter.shared()
// Add handler for Play Command
commandCenter.playCommand.addTarget { event in
player?.play()
print("headset play")
return .success
}
// Add handler for Pause Command
commandCenter.pauseCommand.addTarget { event in
player?.pause()
print("headset pause")
return .success
}
// Add handler for Next Command
commandCenter.nextTrackCommand.addTarget { event in
return .success
}
// Add handler for Previous Command
commandCenter.previousTrackCommand.addTarget { event in
return .success
}
}
And calling setupRemoteCommandCenter function in viewdidload
This document says that to receive player event notifications you need to
begin playing audio
be the "Now playing app"
The definition of "Now playing app" is hard to pin down, but it seems to be any app that has an active, non-mixable audio session and is playing audio (or has very recently played audio, there seems to be a brief grace period here) . One possible non-mixable audio session is:
let session = AVAudioSession.sharedInstance()
do {
try session.setCategory(AVAudioSessionCategoryPlayback)
try session.setActive(true)
} catch let err as NSError {
print("Error setting up non mixable audio session \(err)")
}
p.s. if you want the headset controls to work while the screen is locked (or if you want the lockscreen controls to work for that matter), you will need to add audio to Background Modes, because technically, if the screen is locked then your app has been backgrounded:
I Have an app that uses AVPlayer() to play a music stream from the web. I have everything setup to play in background but when a call comes in (or any other interrupt) the playback will not resume after the interrupt is over. To be specific if the interrupt is dissmised pretty quickly playback will resume but if I have a long phone call for example playback will not resume.
This only happens if my app is in the background as well. If my app is in the foreground when an interrupt comes in everything works.
I have my interrupt notification set up as:
func playInterrupt(notification: NSNotification) {
var info = notification.userInfo!
var intValue: UInt = 0
(info[AVAudioSessionInterruptionTypeKey] as! NSValue).getValue(&intValue)
if let type = AVAudioSessionInterruptionType(rawValue: intValue) {
switch type {
case .began:
print("began")
pause()
case .ended:
print("ended")
play()
}
}
Using
AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.mixWithOthers )
Fixes the problem but then if I start playing from another audio source, they both overlay each other. Ideally I need my app to stop playback in that situation.
Any suggestions on how to achieve this?
Thanks in advance
I am doing live speech recognition with the new iOS10 framework. I use AVCaptureSession to get to audio.
I have a "listening" beep sound to notify the user he can begin talking. The best way to put that sound is at the 1st call to captureOutput(:didOutputSampleBuffer..), but if I try to play a sound after starting the session the sound just won't play. And no error is thrown.. it just silently fail to play...
What I tried:
Playing through a system sound (AudioServicesPlaySystemSound...())
Play an asset with AVPlayer
Also tried both above solutions async/sync on main queue
It seems like regardless of what I am doing, it is impossible to trigger playing any kind of audio after triggering the recognition (not sure if it's specifically the AVCaptureSession or the SFSpeechAudioBufferRecognitionRequest / SFSpeechRecognitionTask...)
Any ideas? Apple even recommends playing a "listening" sound effect (and do it themselves with Siri) but I couldn't find any reference/example showing how to actually do it... (their "SpeakToMe" example doesn't play sound)
I can play the sound before triggering the session, and it does work (when starting the session at the completion of playing the sound) but sometimes theres a lag in actually staring the recognition (mostly when using BT headphones and switching from a different AudioSession category - for which I do not have a completion event...) - because of that I need a way to play the sound when the recording actually starts, and not before it triggers and cross fingers it won't lag starting it...
Well, apparently there are a bunch of "rules" one must follow in order to successfully begin a speech recognition session and play a "listening" effect only when (after) the recognition really began.
The session setup & triggering must be called on main queue. So:
DispatchQueue.main.async {
speechRequest = SFSpeechAudioBufferRecognitionRequest()
task = recognizer.recognitionTask(with: speechRequest, delegate: self)
capture = AVCaptureSession()
//.....
shouldHandleRecordingBegan = true
capture?.startRunning()
}
The "listening" effect should be player via AVPlayer, not as a system sound.
The safest place to know we are definitely recording, is in the delegate call of AVCaptureAudioDataOutputSampleBufferDelegate, when we get our first sampleBuffer callback:
func captureOutput(_ captureOutput: AVCaptureOutput!, didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, from connection: AVCaptureConnection!) {
//only once per recognition session
if shouldHandleRecordingBegan {
shouldHandleRecordingBegan = false
player = AVPlayer(url: Bundle.main.url(forResource: "listening", withExtension: "aiff")!)
player.play()
DispatchQueue.main.async {
//call delegate/handler closure/post notification etc...
}
}
// append buffer to speech recognition
speechRequest?.appendAudioSampleBuffer(sampleBuffer)
}
End of recognition effect is hell of a lot easier:
var ended = false
if task?.state == .running || task?.state == .starting {
task?.finish() // or task?.cancel() to cancel and not get results.
ended = true
}
if true == capture?.isRunning {
capture?.stopRunning()
}
if ended {
player = AVPlayer(url: Bundle.main.url(forResource: "done", withExtension: "aiff")!)
player.play()
}
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!