Robotic voice through iphone 6s microphone - ios

I am developing an app to do live video streaming and when I recently upgraded to an iPhone 6s, all noise going through the microphone sounds robotic (or like a cricket). I can reproduce this issue only using the skype app, but no other app have this similar output. The skype support forums say that this is a problem they're seeing on iPhone 6s [1] but don't give any details as to what's causing it.
The interesting thing is it doesn't have issues when I use the microphone jack via my headphones, only when the built in microphone is used. Is there a permission or a change I need to make to my app to fix this?
[1] - http://community.skype.com/t5/iOS-iPhone-and-iPad/iPhone-6s-Distorted-sound/td-p/4138308

The 6S is apparently locked to a 48000 sample rate when using the built in microphone. Maybe you tried to set the format to 44100. I think the only way to deal with this is to query an active AVAudioSession for it's sampleRate property and set your format's sample rate to that.

This is a know issue consumer users are seeing. It might be the iOS 9 update was not working properly.
Here's a source (might not be that trusted for some but it's a start)
http://9to5mac.com/2015/09/30/iphone-6s-touch-id-3d-touch-speaker-power-issues/
You can try a different app from the App Store, or call someone on speaker, to check if the issues is reproducible.

Related

How to prevent Web-Audio on iOS from switching to mono when accessing the microphone?

we are developing a web app, that is supposed to play high quality stereo in combination with accessing the microphone input. We got this to work on all android and pc browsers, but the iphone is refusing to do this properly. We nailed the problem down to the access of the microphone input by "getUserMedia". Web audio plays stereo, until the microphone is enabled. Then, the quality drops and the output goes to mono. I have researched this problem in the internet, but only found posts that are several years old. My hope is, that things have changed in the meantime and solutions have been found. It seems like the phone is switching into some kind of "call mode". I would like to avoid this by either overriding corresponding settings or maybe by using a different way than using web-audio to play the stereo signal. I am open for any ideas. The worst case seems that we have to develop a dedicated native app for ios. If there is any workaround to make this happening in a web app, this would be highly appreciated. If desired, I can provide code snipplets, but I think, at this moment the problem should be clear.
BTW, in android we had similar problems and found that "Dolby Atmos" setting is causing strange mixing down to mono under certain circumstances. Switching it off fixed the android issues. Maybe this helps somebody else and maybe there are global settings on the iphone as well that could cure the problem..
Thank you very much in advance!
Cheers,
Chris
The worst case seems that we have to develop a dedicated native app for ios.
Unfortunately, this is the path forward most likely to yield success for you (if you haven't already figured this problem out, since I'm answering your question almost a year later).
The audio I/O device landscape is complicated, and there are several standards and factors that play into the quality of audio input and output an application yields. For instance:
Is the audio input device the same as the audio output device?
If yes, is the audio I/O device Bluetooth?
If yes, it's unlikely that the Bluetooth audio device supports stereo audio out and simultaneous audio input. Few I/O devices support that, and few host devices support that.
If yes, which Bluetooth version does the I/O device support?
Which operating system is the host device running?
Does the host device's operating system support the selection of audio input and output devices separately?
How much access to the host operating system does your application have?
For example, if your application is running in a browser, your application will have significantly less control over the host device's operating system's audio subsystem.
I have been trying to work around this problem recently, too. Another developer did a detailed investigation of this using a spectrum analyser and scope, and didn't have any luck either: testing iOS audio play/record with scope.
I think building a native app will end up being inevitable, and would also fix the myriad other problems with Safari web audio. Either that or wait until Apple fixes the bugs or implements AudioWorklets.

iOS Is it possible to play audio through speakers and headphones at the same time as of iOS 11?

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.

AudioKit crackling after connecting headphones on iPhone 8+

We have an app, that uses AudioKit to record sound from the microphone and to playback it directly to your headphones.
If you connect your headphones to an iPhone 8+ after you started the app, it starts to crackle at the end of every recorded audioframe. If you do the same thing on every device older than iPhone 7 the app will work correctly.
If you plugged in the headphones before starting the app, it will work correctly in all scenarios, also if you plug in or plug off your headphones.
For better analysis I built a test-app, which only includes the audio-related functions.
This test-app behaves exactly like the other app.
We really have to fix this issue, because we have customers depending on the feature.
Any help in fixing this would be highly appreciated. AudioKit-version is 4.1.
We setup a github repository where you can checkout the code:
https://github.com/eskarion/audio-test
Thanks in advance!

Disable audio route changes in an iOS App?

I have an audio app that plays for many hours throughout the night. Sometimes the iPhone changes routes and says the speaker is no longer available and stops playing audio. I'm not sure why but my theory is that it tried to connect to a Bluetooth device. I get the following in the log:
AVAudioSessionRouteChangeReasonCategoryChange
AVAudioSessionRouteChangeReasonOldDeviceUnavailable
And since the old device is no longer available it stops the audio. I'm playing audio through the iPhone speaker, so I'm not sure why the speaker would no longer be be available.
My question is what can I do to prevent this from happening in code? I advise people to turn on Airplane mode or disable Bluetooth which always fixes the issue. I'm wondering if something could be done in code to help solve this problem.

Turn iOS Device into AirPlay Speaker

I'm fiddling with an app, and I'm also aware that apps made by developers that allow an iOS Device to receive an audio stream from another iOS Device or iTunes. So I'd like to implement it and possibly find a method within Apple's guidelines, allowing audio to be streamed. I've tried looking for everything, but I can't find where to start. Any ideas, a place to start, maybe even a point of direction would be great.
chekout the airspeaker project on github.
https://github.com/chenkaigithub/AirSpeaker
I was able to run it on iOS simulator 6.0 and then use my iphone to stream audio.
However if I try to stream from iTunes 11 it does not work ( iTunes lists the device in airplay list but , on selection , prompts with error "airplay device is not compatible with this version of iTunes." )

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