iPhone Bluetooth Pairing: Order of Precedence [closed] - iphone

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If I have several bluetooth headsets paired to my iPhone and only one headset can be used at a time, how does the phone decide which one to use? For example, here is the ordered list of devices currently paired to my iPhone:
BlueBuds
Car Audio
Logitech Headset
Jabra Wave
If all 4 are turned on and in range, how does my iPhone decide which one to use? Is there any way to change the order without repairing the devices? Does the first device paired stay at the top of the list and have highest precedence, or is it the other way around?

Just to answer my question:
It looks like the order they are listed on my settings screen doesn't matter. Nor does the order they are paired. What determines precedence is the order they are connected for that session. The last connected device has the highest precedence and is the one used.
For example, if all devices are off it uses the phone speakers. When I turn on the Logitech Headset, music and calls are routed through that device. If I then turn on the BlueBuds, the Logitech goes silent and now the Buds take over. If I move to my car, the music gets redirected to the car audio. The order of precedence rolls back in reverse as I shut down the audio devices.

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Is it possible to communicate between device via generated sound? [closed]

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Closed 10 months ago.
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There's a digital card app called "Bumpp" that enables app to app communications when both devices brought near (akin to NFC, but this does not need the device to be put back to back). One device continuously broadcasting the sound, and other device continuously listen for any sound emitted. The app claims to emit ultrasound audio, but I guess audio in any frequency is good enough for me.
Is it possible to achieve the same via Flutter?
The sound emitted must be distinguishable from other audio, so my app doesn't accidentally pick up and translating sound from other audio picked up.
I just need to transmit a simple thing, like an integer or something. No need to transfer things like file.
Both app I presume will need some kind of agreed protocol, on what sound pattern to emit, and what sound pattern to listen.
Is there any good place where I can start reading about this?
I don't think there is a Flutter-specific library to achieve this, but since Flutter apps can use any native API via MethodChannel, there is no way it can't be achieved because it is Flutter.
Here's the working solution I found: qrtone
Unfortunately, it seems to have dead before reaching version 1.0, but the minimum requirements are already in place.
It has a Web demo and an Android demo. It also has a C port according to the readme (see bottom) which may be necessary for use on iOS.
As mentioned in the readme, the communication method itself is very similar to traditional communication methods such as dial-up connections or barcodes (not QR). If you want to implement from scratch, I suggest you start looking into that area.

How many iphone devices can be connected to a Bluetooth device simultaneously? [closed]

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I found a lot of answers to similar questions as this but all the answer are different. I want to know how many iPhone devices can be connected to a Bluetooth device simultaneously? And in which versions are available this functionality.
It may depend on the type of device. I believe you can connect as many as you have in your collection, but using each and every one of those devices will depend on the type.
For instance, we are working with BLE devices and I have connected up to 10 to our app and they all work simultaneously, where as I've read you can only connect 2 legacy BT devices such as keyboards or head sets and are only able to use 1 at a time.
I'm pretty sure though that you can pair with as many devices as you can (though I dont have a specific number like max of 20).
EDIT
If the iPhone is Master, then you can only connect 1 iPhone to a Slave BT peripheral.
UPDATE
I just read from the Apple Bluetooth mailing list that either 7 - 8 devices are supported and even at that number you will have limitations such as bandwidth. So that's something to keep in mind.

Demistifying Firmware [closed]

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Firmware - What exactly is this? I know that it isn't a piece of code which just helps in communicating with the hardware since it is the device driver's function.
I guess it is something more complex than that. All the time I see firmware updates for my mp3 players and smartphone. In smartphones I see that after a firmware update the OS's version is bumped up e.g., from Ice Cream Sandwich it goes to Jelly Bean (Android). Does this mean that firmware is an alias to OS?
Firmware is just software that is programmed into a device. In the example you used, the OS would qualify being called firmware. In other devices, it could be less sophisticated than iOS or Android, for example, a lot of DVD players and Blueray players have a firmware component, so do smart TV that are Internet enabled and routers, for instance.

Is legal using iMac garageband sound for my iphone game effect and sound? [closed]

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Hi i am indy developer .
as you know many of indy developer had tiny resources to use.
so i decide using garage band for my app
but i was frustrated what is this right thing ?
if i make sound and effect using garageband and it's preset or resources
it's legal to use?
Yes, it is. Apple's sounds effects are royalty-free.
i. GarageBand/Jam Pack Software. You may use the Apple and third party audio loop content
("Audio Content"), contained in or otherwise included with the GarageBand/Jam Pack Software, on a
royalty-free basis, to create your own original soundtracks for your video and audio projects. You may
broadcast and/or distribute your own soundtracks that were created using the Audio Content,
however, individual samples, sound sets, or audio loops may not be commercially or otherwise
distributed on a standalone basis, nor may they be repackaged in whole or in part as audio samples,
sound libraries, sound effects or music beds.
(from the iLife SLA - Software License Agreement)

iOS4: Multitasking and measuring audio output [closed]

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I need to develop an iPhone/iPod application which runs in the background and can measure audio output. It is part of a research project to measure how loud people have their music. Unfortunately I am unfamiliar with the iOS 4 SDK.
Ideally, the application would have to know if headphones are plugged in, be able to measure the volume of the audio signal being outputted (and calculate some data) and then be able to, at some point, update data to a central database.
Taking into account the multitasking capabilities, is it possible to develop such an application for the iOS 4?
I am aware that multitasking on this platform is quite limited, however I also noticed that audio processing seems to be possible (only to an extent perhaps?)
Here's a question which shows how it can done, but unfortunately, you can only do it for your app (or more correctly, I should say only when your app is active), you can't add a global hook to be notified in the background when the volume is changed by another app.
iOS (4) doesn't have background services like Android which is what I believe you're looking to do.