How to play sounds, like the ringing beep, while using Callkit? - swift

I am trying to implement VoIP using webRTC and Callkit. The audio works perfectly fine during the call, but I would like to play sounds to the user while the user is initiating a call (an outgoing call).
When the user initiates a call and waits for the recipient to answer, i would like to play the waiting beep sound (long beeps). I can manage to play the sound without using Callkit but when I inform Callkit about an outgoing call it somehow cancels the audio. My assumption is it does this because it IOS silences audio when a call is beging made.
So my question is, how can i playback an mp3 file when Callkit is active. Or is this waiting sound somehow integrated in Callkit or WebRTC?
I messed around with different categories for the audiosession but no luck so far. See below a summary of my current code.
public var audioPlayer: AVAudioPlayer?
private init() {
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: Bundle.main.path(forResource: "dialring", ofType: "mp3")!))
audioPlayer!.prepareToPlay()
audioPlayer!.numberOfLoops = -1 //loop
} catch {
print(error.localizedDescription)
}
}
func provider(_ provider: CXProvider, perform action: CXStartCallAction) {
configureAudioSession()
audioPlayer?.play()
}
func configureAudioSession() {
print("Configuring audio session")
let session = AVAudioSession.sharedInstance()
do {
try AVAudioSession.sharedInstance().setCategory(.playAndRecord, options: [.mixWithOthers])
try session.setMode(AVAudioSession.Mode.voiceChat)
} catch (let error) {
print("Error while configuring audio session: \(error)")
}
}
If anyone could point me in the right direction I would be grateful.
EDIT: I have background mode for audio enabled.

Threw around the structure a bit and now it works. I am not exactly sure what changed thought. If people face the same issue.
- Make sure you keep a strong reference to the audioplayer.
- Make sure the mode is either in .playback or .playAndRecord

Related

Using an AVPlayer returns a "non-Multipath connection" error

I'm using AVKit to play a youtube URL.
I have this code inside a button action:
#IBAction func trailerButtonAction(_ sender: Any) {
guard let youtubeUrl = youtubeURL else { return }
let player = AVPlayer(url: youtubeUrl)
let playerViewController = AVPlayerViewController()
playerViewController.player = player
present(playerViewController, animated: true) {
player.play()
}
}
The URL is valid, but when I press the button, the video doesn't stop loading and I'm getting this message on Debug area:
nw_endpoint_flow_copy_multipath_subflow_counts Called on non-Multipath connection
Edit:
I found that AVPlayer doesn't support youtube URL
I would say this log isn't necessarily relevant. I was getting this error when trying to playback on the simulator but it wasn't happening on a real device.
One workaround would be to use a 12.4.x simulator as it does not exhibit this issue. Only the 13.x simulators are showing this error. It happens to repeatedly that it slows down Simulator to a craw until all requested tracks have been buffered.
To combat this while testing, I am either not turning on AVPlayer or I am only buffering a short track.
To cut down on the number of errors try initing your AVPlayer like so:
var avPlayer : AVPlayer = AVPlayer()
This may cut down the errors by 30%.

setting sharedInstance of audiosessions category options not working

I'm building an App where I want to play music from the local library AND use the AVQueuePlayer, to play a list of tracks, where once in a while there's a break between the track. The music works totally fine, now, Since I want everything to work in the background, my only option when playing the AVQueuePlayer and want a break, is to play a silent AVPlayerItem (an empty audiofile.) I want the Music to play normally when silent AVPlayerItems are playing, I achieved that by setting AVAudioSession category to .playback and with options: .mixWithOthers, and when a regular track (not silent) is played by the AVQueuePlayer, I want the music to be dimmed a little.
I've tried changing the the audio session like this: AVAudioSession.sharedInstance().setCategory(.playback, options: [.mixWithOthers, .duckOthers])
but it doesn't change anything. When I check if it's changed like this: if AVAudioSession.sharedInstance().categoryOptions == .mixWithOthers {
print("Music mixing with silence")
}
the session category options seem to have changed, but it doesn't affect the audio in the end.
#objc func playerDidFinishPlaying() {
print("Player finished!")
guard let queuePlayer = queuePlayer else { return }
if let index = queuePlayer.items().lastIndex(where: { (playerItem) -> Bool in
return playerItem == queuePlayer.currentItem
}) {
if let nextItem = queuePlayer.items()[index + 1].asset as? AVURLAsset {
if nextItem.url.absoluteString != oneSecondSilenceUrl?.absoluteString {
try? AVAudioSession.sharedInstance().setCategory(.playback, options: [.mixWithOthers, .duckOthers])
//When narrator is speaking
} else {
try? AVAudioSession.sharedInstance().setCategory(.playback, options: .mixWithOthers)
AVAudioSession.sharedInstance()
//When there's silence and only music should be playing
}
}
}
if AVAudioSession.sharedInstance().categoryOptions == .mixWithOthers {
print("Music mixing with silence")
}
try? AVAudioSession.sharedInstance().setActive(true)
}
enter code here
This method runs whenever the the AVQueuePlayer has finished playing one of its items. I use it to check and see if the NEXT item is a silent track or not. If its a silent track, I want .mixWithOthers, If its a track that is NOT silent and the track actually plays audio, I want category options: .duckOthers :)
Any help, response or answer is very much appreciated! :)
Switching to main thread seemed to fix the problem. Weird.
DispatchQueue.main.async {
if AVAudioSession.sharedInstance().categoryOptions != .duckOthers {
try? AVAudioSession.sharedInstance().setActive(false)
try? AVAudioSession.sharedInstance().setCategory(.playback, options: [ .duckOthers])
}
}

Convert Audio call speaker to mic

i'm developing an app in which i'm making a video call using twilio. Now when i make a a video call it runs properly. But the voice of both parties is on speaker, i want to give user flexibility that it can either speak using speaker or mic, how can i do this using swift? I have searched for it, it shows me this function in this function speaker get enable and disable but don't convert to mic. How i can convert speaker voice to mic or mic to speaker?
#IBAction func speakerBtnTapped(_ sender: Any) {
if (self.localAudioTrack != nil) {
//MARK:- Usage for Enable
self.setAudioOutputSpeaker(enabled: true)
}
else
{
//MARK:- Usage for Disable
self.setAudioOutputSpeaker(enabled: false)
}
}
//MARK:- Manual Speaker Enagle and Disable
func setAudioOutputSpeaker(enabled: Bool)
{
let session = AVAudioSession.sharedInstance()
var _: Error?
try? session.setCategory(AVAudioSessionCategoryPlayAndRecord)
try? session.setMode(AVAudioSessionModeVoiceChat)
if enabled {
try? session.overrideOutputAudioPort(AVAudioSessionPortOverride.speaker)
} else {
try? session.overrideOutputAudioPort(AVAudioSessionPortOverride.none)
}
try? session.setActive(true)
}
If I understand you correctly then you would like to provide a feature, where user can select the way for input of voice, either Speaker or Microphone then, that functionalities is not available in existing iOS Technologies.
There is no method to overrideIutputAudioPort, only you can overrideOutputAudioPort and send the incoming voice to Speaker or Microphone based on your choice.
For now, if overrideOutputAudioPort is speaker then input is speaker and vice versa
You can also refer the most popular apps, like WhatsApp, Google Duo, there doesn't exists such options.
Hope it helps
Swift 5 - use below code snippet
// Change the audio route after connecting to a Room.
func moveToMic() {
audioDevice.block = {
DefaultAudioDevice.DefaultAVAudioSessionConfigurationBlock()
do {
try AVAudioSession.sharedInstance().setMode(.voiceChat)
try AVAudioSession.sharedInstance().overrideOutputAudioPort(.none)
} catch {
print(error)
}
}
audioDevice.block();
}

Completely delete SKSpriteNode variable

I have a subclass of SKSpriteNode called 'backgroundMusic' that consists of a SKSpriteNode and a AVAudioPlayer file. The objective is to completely delete 'backgroundMusic' after i instantiate it. I try to do :
backgroundMusic.removeFromParent()
but it only removes the SKSpriteNode and not the AVAudioPlayer.
The main issue is that inside of this subclass, I call a bunch of functions within other functions, and when i try to empty the subclass by:
backgroundMusic = nil
the process of calling all the functions still is occurring and causes issues when i re-instantiate it. What i believe will work is if I delete 'backgroundMusic' completely, which will stop the function calling process, and then later re-instantiate it when i need to, it should work fine with no issues. How can I do this?
EDIT I tried:
self.delete(backgroundMusic)
and it crashed the application. Should I use this? If so how?
This happened because you havent configure Audio Session
Some code for playing:
import AVFoundation
var audioPlayer = AVAudioPlayer()
func playAudio() {
// Set the sound file name & extension
let alertSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Flip 02", ofType: "wav")!)
// Preperation
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, withOptions: AVAudioSessionCategoryOptions.MixWithOthers)
try! AVAudioSession.sharedInstance().setActive(true)
// Play the sound
do {
try audioPlayer = AVAudioPlayer(contentsOfURL: alertSound)
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch {
print("there is \(error)")
}
}
Details from the docs:
AVAudioSessionCategoryOptionMixWithOthers
Mixes audio from this session with audio from other active sessions.
Valid only if the session category is
AVAudioSessionCategoryPlayAndRecord or AVAudioSessionCategoryPlayback.
(Implicit if the session category is AVAudioSessionCategoryAmbient.)
If you activate your session while using this option, your app’s audio
will not interrupt audio from other apps (such as the Music app). If
not using this option (or a category that is implicitly mixable),
activating your session will interrupt other nonmixable sessions.
To stop you can do:
do {
try AVAudioSession.sharedInstance().setActive(false)
} catch let error as NSError {
print(error.localizedDescription)
}

Can play a sound effect on apple watch simulator now?

I want to play a sound when user press on the button on WKInterfaceController. Here is how I did in my project:
- Add a AVFoundation frame work to my watchkit app.
- Import AVFoundation on my WKInterfaceController
- Create 2 variable for audio session and player:
var audioSession:AVAudioSession!
var player:AVAudioPlayer!
- make 2 function for configure an audio session and configure Audio Player:
func configureAudioSession() {
self.audioSession = AVAudioSession.sharedInstance()
var categoryError:NSError?
var activeError:NSError?
// set category cho audio session
self.audioSession.setCategory(AVAudioSessionCategoryPlayback, error: &categoryError)
println("error: \(categoryError)")
// set active cho audio session
var success = self.audioSession.setActive(true, error: &activeError)
if !success {
println("error making audio session active :\(activeError)")
}
}
func configureAudioPlayer() {
// Lay song path
var songPath = NSBundle.mainBundle().pathForResource("Open Source - Sending My Signal", ofType: "mp3")
// Chuyen thanh URL
println("songpath: \(songPath)")
var songURL = NSURL(fileURLWithPath: songPath!)
println("songURL: \(songURL)")
//
var songError:NSError?
// Tao audioplayer
self.player = AVAudioPlayer(contentsOfURL: songURL!, error: &songError)
println("songerror:\(songError)")
self.player.numberOfLoops = 0
}
After that i finish my button press function like this:
#IBAction func startGameButtonPressed() {
self.configureAudioSession()
self.configureAudioPlayer()
self.player.play()
}
Every thing's working fine , I can saw the southPath although my button is working but I cannot hear the sound. I still use these steps on IOS app and it's working fine. May be we can't play a sound effect on Watchkit at this time? If we can, please help me to do that.
No. It is not possible to play sounds with WatchKit on the Apple Watch.
- Apple's WatchKit Evangelist
It is not currently possible to play sounds using the latest build of WatchKit.
I would suggest submitting a feature request.
YEs its possible to play a sound file in apple watch application.You need to add the sound file separately in apple watch application extension and the call the AVAudioPlayer to play the sound file.
e.g:
let path = NSBundle.mainBundle().pathForResource("coinFlip", ofType:"caf")
let fileURL = NSURL(fileURLWithPath: path!)
player = AVAudioPlayer(contentsOfURL: fileURL, error: nil)
player.prepareToPlay()
player.delegate = self
player.play()