Is there a method of determining the delay in audio when playing to bluetooth (or some other device, like airplay) on iOS?
I've searched and found a few things. The advanced audio distribution spec, for example, makes several references to "delay" reporting, but I'm not clear how to access this from iOS in the more general case of audio playback to some device.
If there were a method, iOS would use that method to play videos with the audio and video in sync which it doesn't seem to do. However, I do see some references to other systems being able to compensate for this (eg apparently the android YouTube player can compensate: Detect or Approximate Bluetooth Latency on Android (Audio Playback))
I came across this issue myself. AvAudioSession provides properties for outputLatency
as well as inputLatency. I do see differences in the values when I connect to a pair of bluetooth headphones, vs the iPhone microphone and speaker, though I cannot speak to how accurate these numbers are.
Related
I'm trying to get spatial audio working using Dolby Atmos media files.
Question:
Do I need to use SceneKit, RealityKit and or CoreMotion with CMHeadphoneMotionManager to build this functionality or does it come out of the box by setting allowedAudioSpatializationFormats simply with AVPlayer?
More Info:
App I'm trying to build is a spatial music app, not a game or something using 3D objects.
The apple documentation is unclear as to how to actually achieve this.
For an example, use AirPods Pro with custom iOS app to hear the spatial audio ie. "Music" with instruments surrounding the listener.
Thanks!
I am going to make a little deduction because I haven't researched a lot yet, but according to the documentation you can choose the audio type. My deduction (you noted "use AirPods Pro with Apple TV to hear the spatial audio") is that it's hardware related. However:
If the device doesn’t support spatial audio, it falls back to mono.
You can use AVAudioEngine. Here is a reference https://developer.apple.com/library/archive/samplecode/AVAEGamingExample/Introduction/Intro.html
Is it possible to play audio through speakers and headphones at the same time as of iOS 11? As of right now I am trying to find an app on the store that can do this, so far I have had no luck. I have found a few other threads, but they don't seem to be working for me or they say you can't. Here are a few of the links,
https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
https://stackoverflow.com/a/35009801
https://apple.stackexchange.com/questions/48534/is-it-possible-to-play-sound-through-both-the-headphone-jack-and-my-internal-spe
iOS: Is it possible to send audio out both headphones and speakers at the same time?
Has anyone tried to play sounds through the speakers and headphones at the same time? Android + iOS
What is really strange is that I cannot find any official documentation saying whether this is possible only that 'The built-in speaker may be used only if no other eligible output ports (USB, HDMI, LineOut) are connected.'
If you need code let me know, but really I am just wondering if it is possible and what is the best route for doing this? The key thing is that I want to do it simultaneously. Thanks.
So after some further review, I would like to save everyone the headaches that I had to go through. Is it possible? Probably, however Apple as of right now does not supply any way to do this. There seems to be no official documentation as to if it can be done (please update this answer if you find some).
The best evidence I have to support my answer would that Apple states 'Important: The built-in speaker may be used only if no other eligible output ports (USB, HDMI, LineOut) are connected.' Also in the solutions posted here, neither method works. I have tested both with iPhone 7 on iOS 11.
NOTE* in the second method I think that the writer was confusing 'channels' with 'routes'. He is changing and selecting the channels (this would be like left, right, or middle speaker for devices that support it), whereas I was looking to change the route (play in the speaker, play in the headphones, HDMI, USB, and ect...). So, in my opinion, NO YOU CANNOT play on the headphones and the speaker at simultaneously (different sounds or the same), unless you are Apple or I am wrong.
I'm looking to create an iphone app to help people monitor whether they are experiencing hearing loss from turning up the sound too high on their earbuds for a research project.
To do this, I want to periodically poll the volume level when music is playing on the iphone and the headphones are plugged in.
I did find the following answers that indicate it is possible however I am not familiar with iphone development.
checking when the audio is playing on the phone
Can my app be notified when another application starts/stops playing audio?
check if headphones are plugged in
Are headphones plugged in? iOS7
checking the volume level on the phone
https://stackoverflow.com/a/29170927/1361960
In Apple-way you cannot make app be notified when another application starts/stops playing audio.
Since the background execution of your app was limited according to the document.
Your code will only be executed when your application was running.
I'm unable to find code online (yes, googled aplenty) that details how to discover devices that support the audio only version of Airplay. There doesn't seem to be anything on Apple's developer site either - I spent an hour scouring Google and searching through Apple's documentation. I'm clearly missing something here.
I did find this: "Using External Display", but that only describes how to discover and connect to devices that support Airplay mirroring. They essentially are recognized as another display and you just begin drawing to it.
I also found this: "Providing an AirPlay Picker", but it only describes how to create an AirPlay picker when a device is available, not how to know when a device is available in general (I'd like to do other logic in my app based on audio device availability).
My end goal here is to prevent the user from trying to use an audio-only Airplay device for my app, which requires video support. I planned to show a warning message when 1+ audio-only devices and 0 video-capable devices were detected.
I'm specifically interested in the code for audio-only devices, like the Apple TV 1st gen, AirPorts, and Airplay-enabled speakers. This is particularly important considering that Apple TVs don't look visibly different across generations, and a user might think they can use the app over Airplay when in fact they cannot.
Can someone point me towards the right resource?
Is there a way to programmatically capture what's being played on an iOS device audio output? I want to capture an audio snippet and do some data processing on it.
There is an entire library devoted to this sort of thing that Apple built in for you called AVFoundation.
It's extensive and sprawling, so be prepared to do some work, but you'll be able to sample and manipulate the bit-streams directly with all types of audio.
If you are trying to have your app run in the background and strip audio from another app (like iTunes) or from the phone itself, put on your black hat, hack into the private API's of iOS, and release your stuff over in the jailbroken app-store, because that sort of thing is explicitly designed to not be possible with legal and legitimate apps.