Play live sound from iOS app to Bluetooth speakers - ios

I have to build an iOS app for one of my client. The concept is If I blow into the iPhone mic, the sound could be come from the blue tooth speaker. For example If I say "Hi" in the mic, the app should pass that audio to the Bluetooth speaker and sound should comes from the blue tooth speaker. Till now I have done the Bluetooth pairing . I have been searching for this since last 3 days but couldn't find any solution. Please let me know any suggestions or links to start the app.
Many thanks in advance

You have to set the correct audio route. You have to do this by configuring AVAudioSession. This SO answer describes quite well how to do this.

Related

iPhone playback quiet after microphone use

I'm using an AVSpeechSynthesizer in my app to synthesise text to speech and play it back on the iPhone's speakers. All works well.
After that I want to recognise the users speech and I'm using SwiftSpeech to do so. It uses SFSpeechRecognizer under the hood. Everything is good here too.
After that the output from speech synthesis (doing it just like before with AVSpeechSynthesizer) is really quiet.
And when the iPhone is connected to a bluetooth headset and it played back via the headphones fine, after doing the speech recognition, the audio output switched from the BT headset to the iPhone (again really quiet.)
I couldn't find anything about that online.
I don't know if sample code would be any helpful, let me know tho.

Is it possible to avoid microphone voices when screen recording?

I want to record screen audio with permission for audio processing "Input.installTap" type of code definitely works for me but I want to eliminate outside voices like the human voice or background noises. I think if I stop to microphone it might be work but, I couldn't find any answer yet.
is it possible with anything?
Have you considered using ReplayKit and disabling the microphone?? (available in iOS already, and I believe macOS from 11.0+).
Check out also the WWDC Big Sur Sample Code.

ios setting to neatly bypass iphone mute

I am working on an app that, among other things, provides alarms in emergencies. I would like to add a setting that will allow users to receive alarms with sound even if their phone is muted. As far as I am aware, this could be hacked by playing an mp3 through media services, as if the app was a music player left to play in the background, but that doesn't seem extremely kosher.
Does anyone know a 'neater' way to do this? Can I somehow allow my users to prioritise my app over the mute button?
Thank you very much.

Using the TTS Synthesizer in iOS when the app is ALREADY on the background

I would like to play a sound and use the AVSpeechSynthesizer to speak out some strings. The point is that I want these to happen when the device is already locked and then some events happen which triggers them.
I've found lots of info about how to play sound on the background, but this means that playback starts when the app is active and then the playback could continue, if the screen is being locked (after the start of playback). I've done all the tricks but can't hear a sound, which is triggered when the device is locked (and app is already on the background). However this works with iOS 8.3 simulator almost out-of-the-box, but not with a device.
So how to resolve this? Should I actually use some notification stuff to produce the desired outcome? I'm not too familiar with the notifications, so is there any other workarounds or is the notifications way easier than I think?
Cheers,
Mikko

I tried to record video capture using Xcode Simulator, but the sound does not recorded

I tried to use iShowU HD to make a video capture from Xcode simulator for my app, but the sound did not recorded. The sound recorded from other applications, like youtube from browser, etc. But not from the xcode simulator?
Anyone has some suggestions how to fix the problem?
Thanks
According to this tutorial, you need to have the correct input device selected in the Macintosh's Sound Preference Pane for iShowU to be able to pick up audio.
Sounds like you should have "Soundflower (2ch)" (2 channel) selected as your input source.

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