How is the easiest way to program the AVAudioPlayer in the way that it is not playing music, while the device is muted(the physical slider on the left hand side is switched towards back of the phone)? It should just play music, if the device is unmuted.
you can have a slider that controls the volume for your AVAudioplayer, and an outlet for the slider that gets the value of the slider. When the slider value is set to zero that means when the volume is zero just use "youplayername.pause()" to pause the audio and when the volume is not zero, you can have two cases i.e. the audio is playing or the audio is paused. so you can set a boolean for condition of audio playing and code it accordingly. Use nested if else to achieve this result. I hope this answer helps you.
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I found myself in a situation where I need to simulate audio playback to trick OS controls and MPNowPlayingInfoCenter into thinking that an audio is being played. This is because I am building a player that plays multiple audio tracks, with pauses in-between creating one, continuous "audio" track. I have already everything setup inside the app itself, and the lock screen controls are working correctly but the only problem I am facing is while the actual audio stops and a pause is being "played", the lock screen info center stops the timer, and it only continues with showing correct time and overall state once another audio track starts playing.
Here is the example of my audio track built from audio files and pause items:
let items: [AudioItem] = [
.audio("part-1.mp3"),
.pause(duration: 5), // value of type: TimeInterval
.audio("part-2.mp3"),
.pause(duration: 3),
... // the list goes on
]
then in my custom player, once AVAudioPlayer finishes its job with current item, I get the next one from the array and play either a .pause with a scheduled Timer or another .audio with AVAudioPlayer.
extension Player: AVAudioPlayerDelegate {
func audioPlayerDidFinishPlaying(_ player: AVAudioPlayer, successfully flag: Bool) {
playNextItem()
}
}
And here lies the problem, once the AVAudioPlayer stops, the Now Playing info center automatically stops too, even tho I keep feeding it fresh nowPlayingInfo. Then when it hits another .audio item, it resumes correctly and shows current time, etc.
And here lies the question
how do I trick the MPNowPlayingInfoCenter into thinking that audio is being played while I "play" my .pause item?
I realise that it may still not be clear, what I am trying to achieve but I am happy to share more insight if needed. Thanks!
Some solutions I am currently thinking about:
A. Keeping 1s long empty audio track that would play on loop for as long as the pause is needed to play.
B. Creating programatically empty audio track with appropriate lenght and playing it instead of using Timer for keeping track of pause duration/progress and relying completely on AVAudioPlayer for both .audio and .pause items. Not sure this is possible though.
C. Maybe there is a way to tell the MPNowPlayingInfoCenter that the audio keeps playing without the need of using AVAudioPlayer but some API I am not familiar with?
AVAudioPlayer is probably the wrong tool here. You want AVAudioPlayerNode, which is slightly lower-level. Create an AVAudioEngine, and attach an AVAudioPlayerNode. You can then call scheduleFile(_:at:completionHandler:) to play the audio at the times you want.
Much of the Apple documentation on AVAudioEngine appears broken right this moment, but the links hopefully will be available again shortly in the links for Audio Engine Building Blocks. (If it stays down and you have trouble finding docs, leave a comment and I'll hunt down the WWDC videos and other tutorials on using AVAudioEngine. It's not particularly difficult for simple problems.)
If you know in advance how you want to compose these items (and it looks like you may), see also AVMutableComposition, which lets you glue together assets very efficiently, including adding empty segments of silence. See Media Composition and Editing for the various tools in that space.
Is it possible to do Airplay audio streaming like Spotify or Amazon Music. When i setup an Airplay stream with Audio from my App the screen (on the Apple-TV) turns black and shows only the progressbar.
Is it possible to show the small hint in the top corner with all the audio information which disappears after a few Seconds and don't block the whole Apple TV Ui?
Or is this kind of a Spotify / Amazon Music privilege?
We had this problem as well. I believe that there are some bugs here in Apple's court, but we found a decent workaround that seems to be pretty safe from side effects.
We found that setting the player's allowsExternalPlayback field to NO would sometimes correctly stream the audio without the blank video screen (along with correct display of the now playing information, correct response to volume rocker etc...). However, we found that very often it would fail to play anything at all.
Doing some runtime introspection, we found that the player would always correctly buffer from the network. But when it would hit the isPlaybackLikelyToKeepUp event, it would set the player's rate field to 1 indicating that it is playing, but more often than not, not actually play the audio. No errors were reported and so from all we could tell, the player itself thinks that it is indeed playing when it is not. We found this hangup to only occur when we had set an AirPlay device for audio output.
So we found that in certain event callbacks and other key places, if we added a simple one-liner:
if( self.avPlayer.rate == 1 ){ self.avPlayer.rate = 1; }
It would kick whatever internal hold ups were causing the player to not actually AirPlay and correctly stream the audio. If the player was already correctly playing, then no harm done.
Creating custom spinner for iOS and for each rotation change need to play sound. Sound itself is 0.5 sec. According to Apple's documentation I used SystemSound to play it but now I can't control volume with hardware buttons cause audio context is Volume(media) and as I understood SystemSound works in different context, Ringer.
I tried to use AVAudioPlayer but there is a small delay when sound is attaching to the player and this glitches UI(small delay so spinner doesn't rotate smoothly).
Any ideas how this can be solved ?
I was thinking about somehow programmaticaly change this context by triggering controls that are working with systemSound, but no luck.
EDITED:
I've made sure that have only 1 instance of AVAudioPlayer and didn;t stop playing sound but paused it and only after spinner finished rotating then stop and dispose, but still same result
I have both AVPlayer and AudioServices to play sound in my game.
I use AVPlayer for playing a background music which I do need to loop continuously, and I use AudioServices with soundID to play sound effects on button tap.
The problem is when I decrease the volume with iPhone side volume buttons it does affect on music play by AVPlayer but not on sounds which play with AudioServices.
What should I do to make them both play at the same volume and volume change affect on them both at same time?
I need to play a custom sound synthesized using AudioUnit on an iPod.
This sound shall be played after up to one hour of playing music from a playlist on the iPod (it is played using MPMusicPlayerController).
The issue is that everything works fine if the screen in on, however my custom sound doesn't play if the screen is off.
If the sound is already playing when the screen is turned off it keeps playing well. So I assume I am using the correct audio session category.
Could you give me any hint?
According to Apple's developer library:
AVAudioSessionCategoryPlayback or the equivalent
kAudioSessionCategory_MediaPlayback—Use this category for an
application whose audio playback is of primary importance. Your audio
plays even with the screen locked and with the Ring/Silent switch set
to silent.
(Also, check this table.)
It seems that setting the audio session category to AVAudioSessionCategoryPlayback or kAudioSessionCategory_MediaPlayback would automatically fix your problem.