I'm recording a video with commentary, and I'm using replaykit. Everything is working fine on iPhone, but when I share to facebook, my videos has no sound at all. I've downloaded a video to my mac and it's m4v with sound. But when I'm trying to share it from my mac to facebook it doesn't has sound too. On youtube it works very good. Not sure is there any way I can fix it? Can I record a screen and commentary without replaykit and pass app review?
Start:
RPScreenRecorder.shared().isMicrophoneEnabled = true
RPScreenRecorder.shared().startRecording { (error) in
if error == nil {
//TODO: show RECORDING view
print("start recording")
}
}
Stop:
RPScreenRecorder.shared().stopRecording { (previewViewController, error) in
if let previewVC = previewViewController, error == nil {
previewVC.previewControllerDelegate = self
self.present(previewVC, animated: true, completion: nil)
}
}
Seems to be Fixed by Apple
(on the latest IOS 11 Beta's update)
Ofir Malachi I will write it as an answer, I used some parts of Spitfire library, I'm doing a screenshot of this part of the screen I want to "record" every 0.1 second. I'm merging those images to a video. In the same time I'm recording audio. At the end I've got "output.mov" and "recording.m4a". I'm using AVAssetExportSession to merge it asynchronously to the mp4 file.
Related
I am having issue with Music player, most of the songs gives Error
Error Domain=MPErrorDomain Code=4
The testing device has Apple music subscription and the tracks gives error on the app they are working fine in Apple music app!
Here is the code:
let applicationMusicPlayer = MPMusicPlayerController.systemMusicPlayer()
applicationMusicPlayer.setQueueWithStoreIDs([ID])
if #available(iOS 10.1, *)
{
applicationMusicPlayer.prepareToPlay { (error) in
if (error != nil)
{
print("[MUSIC PLAYER] Error preparing : \(String(describing: error))")
return
}else
{
self.start_timer();
self.applicationMusicPlayer.play()
}
}
}else
//Play directly ios below version 10.1
{
self.applicationMusicPlayer.play()
}
}
But what I've tried, when the track gives this error, I went to Apple music player and played it from there its worked, then I came back to my app and play it from my app its worked also fine, so I need to go to Apple music app to play tracks not playing in my app to make them work in my app! That's so weird any idea why?
PS: the testing device has Apple music subscription
I had some similar problems when adding songs to a playlist, solved it by using:
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(5)) {
// Code
}
i would play around with waiting a bit before or after preparing.
5 seconds may be too much, but you can start from there
I am testing this using iOS 10.2 on my actual iPhone 6s device.
I am playing streamed audio and am able to play/pause audio, skip tracks, etc. I also have enabled background modes and the audio plays in the background and continues through a playlist properly. The only issue I am having is getting the lock screen controls to show up. Nothing displays at all...
In viewDidLoad() of my MainViewController, right when my app launches, I call this...
func setupAudioSession(){
UIApplication.shared.beginReceivingRemoteControlEvents()
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.mixWithOthers)
self.becomeFirstResponder()
do {
try AVAudioSession.sharedInstance().setActive(true)
print("AVAudioSession is Active")
} catch let error as NSError {
print(error.localizedDescription)
}
} catch let error as NSError {
print(error.localizedDescription)
}
}
and then in my AudioPlayer class after I begin playing audio I call ...
func setupLockScreen(){
let commandCenter = MPRemoteCommandCenter.shared()
commandCenter.nextTrackCommand.isEnabled = true
commandCenter.nextTrackCommand.addTarget(self, action:#selector(skipTrack))
MPNowPlayingInfoCenter.default().nowPlayingInfo = [MPMediaItemPropertyTitle: "TESTING"]
}
When I lock my iPhone and then tap the power button again to go to the lock screen, the audio controls are not displayed at all. It is as if no audio is playing, I just see my normal background photo. Also no controls are displayed in the control panel (swiping up on home screen and then swiping left to where the music controls should be).
Is the issue because I am not using AVAudioPlayer or AVPlayer? But then how does, for example, Spotify get the lock screen controls to display using their own custom audio player? Thanks for any advice / help
The issue turned out to be this line...
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, with: AVAudioSessionCategoryOptions.duckOthers)
Once I changed it to
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, with: [])
everything worked fine. So it seems that passing in any argument for AVAudioSessionCategoryPlaybackOptions causes the lock screen controls to not display. I also tried passing in .mixWithOthers an that too caused the lock screen controls to not be displayed
In Swift 4. This example is only to show the player on the lock screen and works with iOS 11. To know how to play auidio on the device you can follow this thread https://stackoverflow.com/a/47710809/1283517
import MediaPlayer
import AVFoundation
Declare player
var player : AVPlayer?
Now create a function
func setupLockScreen(){
let commandCenter = MPRemoteCommandCenter.shared()
commandCenter.nextTrackCommand.isEnabled = true
commandCenter.togglePlayPauseCommand.addTarget(self, action: #selector(controlPause))
MPNowPlayingInfoCenter.default().nowPlayingInfo = [MPMediaItemPropertyTitle: currentStation]
}
now create a function for control play and pause event. I have created a BOOL "isPlaying" to determine the status of the player.
#objc func controlPause() {
if isPlaying == true {
player?.pause()
isPlaying = false
} else {
player?.play()
isPlaying = true
}
}
And ready. Now the player will be displayed on the lock screen
Yes, for the lock screen to work you need to use iOS APIs to play audio. Not sure how Spotify does it but they may be using a second audio session in parallel for this purpose and use the controls to control both. Your background handler (the singleton in my case) could start playing the second audio with 0 volume when it goes into background and stop it when in foreground. I haven't tested it myself but an option to try.
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"
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!
I am new in playing audio sound. I am stuck in problem where I wanted to mute other application sound when my application is playing music sound and resume back when I stop my application's sound. I searched a lot but I could not get any solution.
Below code is for playing audio sound:-
var url:NSURL = NSURL.fileURLWithPath(NSBundle.mainBundle().pathForResource("\(soundFile)", ofType: "mp3")!)!
let audioPlayer1 = AVAudioPlayer(contentsOfURL: url, error: nil)
audioPlayer1!.numberOfLoops = -1
if(audioPlayer1 == nil)
{
println("error in playing")
}
else
{
audioPlayer1!.play()
}
You need to configure the AVAudioSession category :
AVAudioSession Class Reference : http://goo.gl/rh7CX7 . Look for which fit the most for your application. You only need to set it once in your code (make sure it's called).
AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategorySoloAmbient, error: nil) // AVAudioSessionCategorySoloAmbient is default
AVAudioSession.sharedInstance().setActive(true, error: nil)
If it didn't help, please provide more information (which app isn't mute ? what have you tried ? ...).