I want to create an App, which can play sound received by rtp-stream and capture sound from the microphone and send it via rtp-stream. The problem is, that I have no idea how to start. Can someone tell me a library for rtp-streaming on ios devices? I took a look at Live555, but I didn't understand how it works.
Thanks
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I'm building a voice-only IOS (swift) app and Tokbox is my VoIP provider.
My app is simple: user1 is talking to user2. However, I would like to get access to the audio stream in real-time. I'm ok with both options: 1. The audio stream goes to my piece of code then I stream it back to Tokbox 2. The audio stream is forked to Tokbox and to my code in parallel.
The only way I was able to put my hand on the audio stream is by using their archiving capabilities, but that is too late (only after the session ends)
Any ideas? or maybe other providers that give me that option?
Option 1 can be done using the external/custom audio driver, take look at this example on how to use/implement it https://github.com/opentok/opentok-ios-sdk-samples/tree/master/Custom-Audio-Driver
I'm trying to receive a live RTP audio stream in my iPhone but I don't know how to start. I'm seeking some samples but I can't find them anywhere.
I have a Windows desktop app which captures audio from the selected audio interface and streams it as ยต-law or a-law. This app works as an audio server that serves any incoming connection with that streaming. I have to say that I've developed an Android app that receives that stream and it works, so I want to replicate this functionality on iOS. In Android we have "android.net.rtp" package to manage this and transmit or receive data streams over the network.
Is there any kind of equivalent package for iOS to implement this? Could you give me any kind of reference / sample to do this, or just tell me where to start?
You can see this libraryHTTPLiveStreaming, But his protocol maybe is not standard one, You can check my fork aelam/HTTPLiveStreaming-1, I'm still working on it, it can be played by ffplay. You can try
check the file rtp.c in ffmpeg, I think it will help out
So with iOS 8, we can now record the screen of iOS devices. I've searched extensively and cannot find a way to detect, let alone prevent, this recording. The app I'm working on deals with some potentially sensitive information and images and would like to prevent this if at all possible.
Thank you in advance for your responses and insights!
Anthony
Apparently, there is some way to detect whether a display or QuickTime streaming is connected, because the Netflix app will show an error when that is the case (which also means you can't just use an iOS device and stream to your computer to watch it in big). The app works perfectly if QuickTime streaming is off with the cable is plugged in.
Maybe it just detects whether an external display is connected, and screen recording behaves like that, so basically you might have some success with these APIs and notifications.
Also, you could use an encrypted HTTP Live Stream according to Apple which would be blacked out in the stream / the recording.
I can send files, messages and even video but no microphone streamming code seen to work as should.
files, messages and video have some kind of minimal structure that I can send and rebuild in the other side, but audio seems to have no structure simple to work on.
At this point already tried to use this project as base and send the AudioBuffer whith MCSession, but the code just crash when i tried to modify the buffer on the receive side.
I also tried to modify this stream program to uses the microphone but the stream of files seems different then the excepted for real-time audio input.
Have someone tried something like streaming real-time microphone data to another iOS device? or have any advice or clue that i can work on?
thank you in advance!
Hey, I'm a new developer in Objective C. I'm trying to record the audio running out of iPhone speakers. I can capture the audio by mouth speaker and record it. But I cannot record the audio producing from my iPhone. Please help me.
Unfortunately, there is no way to directly capture from the "audio bus". You can either capture the audio via the internal microphone or headset microphone, but that's it. If you are rendering the audio, you could obviously also write that audio out to a file as well at the same time. That's pretty much your only option.
yes, you only get a handle on the audio generated by your process. There is no way to get the audio generated by the rest of the system.