play sound while app in call and speaker is occupied by call - iphone

My app is a calling app and I want to play a mp3 file during the call (call in my app not the iphone voice call). AvAudioPlayer play return YES so it means sound is played but I do not hear the sound played.
the mp3 file I want to play is a simple small beep sound which I want to play to inform the caller during the call.
Any idea why I can not hear the sound or is there a way for this.
thanks a lot.

Related

Recording audio and playing iPod at the same time?

I am trying to be able to record audio through the iPhone's microphone while simultaneously playing music from the iPod.
The recording and playback work separately, but if I try to playback from the iPod and record at the same time the recording stops.
By the way, I am not actually recording the audio to save the sound file, but merely analyzing it. It's for my app that flashes to the beat of the music you play.
Does Apple just not allow record and playback at the same time?
You should be able to do this by setting the Audio Session to AVAudioSessionCategoryPlayAndRecord. Information on this is in the Apple docs, although admittedly the Core Audio documentation is (and has always been) lacking in clarity.
AVSession Class Reference
Also, it's worth noting that AVAudioRecorder and AVAudioPlayer automatically set the session for you. You can wrestle control and set the session manually using the key I highlighted above.
the problem may be you are recording audio to the same path where the playing file is saved.
try to play an audio from a url with AVAudioPlayer and you can record with AVAudioRecorder at the same time.
Cheers :) :)

AVAudioPlayer lag when calling play

I have set up an AVAudioPlayer object in viewDidLoad, as per the Apple guidelines, calling prepareToPlay as the last line in viewDidLoad (i have tried in awakeFromNib also).
When i press my play button, there is a pause, as it would appear to load the file, then it plays.
In audioPlayerDidFinishPlaying, i reload the player with a different sound, and when clicking play for a second time, the file plays instantly.
What would cause the player to lag on the first play?
Thanks.
The delay is due to AVAudioPlayer being initialised. Please see this answer.
The audio system runs on several asynchronous software processes (audio units, OS drivers, etc.) and hardware systems (DMA, DACs, audio amp power supplies, etc.) that never really all completely finish initialization until some sound is actually played all the way out the speakers or earphones.
Here's one method to do that: Create a sound file containing a half second of silence. On app start up, while your app and view controller are still loading, use AVAudioPlayer to play this file of silence. Now when your view finishes loading, AVAudioPlayer should be ready to play subsequent non-silent sounds much faster, since some audio (silence) has already already gone all the way out to the speakers.
What kind of sound are you playing? Alerts, something longer? If alerts, I did go this way and it's much better with lags ...
create system sound with AudioServicesCreateSystemSoundID
play system sound with AudioServicesPlaySystemSound
dispose system sound with AudioServicesDisposeSystemSoundID
... you only need to store SystemSoundID for each sound you would like to play.

background music stops after 3/4 runs in iphone app

I am playing sounds in loop in my app. So it should continue playing through out the app. but sometimes it stops after playing sound for 3/4 times.I don't understand whats happening.
I am using audio-toolbox framework for playing sound. creating audio queue and then playing sounds in loop. I am also playing sound from ipod library using mediaplayer. Same thing happening with song from ipod.
I have set [musicPlayer setRepeatMode: MPMusicRepeatModeOne]; but still it stops after 3/4 times.
How exactly are you playing the sound? Show us the code. Do you use System Sound Services? They are not meant to play longer sounds, quote Audio Toolbox Reference:
You can use System Sound Services to
play short (30 seconds or less)
sounds.
This could be the source of your problem. But until you show us the code we can’t but guess.

playing ipod library songs in audio queues , not with mpmusicplayer controller

i need to play songs from my music library in the background , while playing video..
Both audio and video will play at the same time... first i tried using mpmusicplayercontroller to play music , but when i play video , its stops playing song in background. after that i tried to play music using audiotoolbox."Audio Queues". now i can play audio and video at the same time ,but the song i am playing is static. i want to play song from ipod library and i need to provide the file path there, so is there any way to get the library song path? or any other idea? please suggest..!
While it may be possible, Apple doesn't want you to know how. They don't want people to be able to programmatically access the song data. It can lead to music sharing, which Apple tries not to make easy.
Maybe the way to do this is to have your videos be the thing that is static and get your songs through MPMusicPlayer. Of course, you'll have to play them with a different mechanism than MPMediaPlayer.

iPhone (SDK 2.2): adusting playback volume while NOT actively playing music w/ AVFoundation?

So I have an app which plays many short sound clips. I need to know when the sounds are finished playing, and I need to use mp3s, so I'm using AVFoundation for the sound playback.
When a sound is actively playing, and the user uses the hardware volume buttons, the playback volume changes. Problem is, the app is NOT constantly playing sounds, and when it's not, and the hardware buttons are used, the RINGER volume gets adjusted instead.
How do I set it up so, as long as the app is running, the user can adjust the playback volume?
Thanks!
Turns out this can be accomplished by allocating an AVAudioPlayer with any valid sound file and calling the prepareToPlay method, without ever calling the play method.
Works perfectly.
Start an AudioSession and don't stop it when you're not playing sounds.
so you want to disable ringer playback volume as long as the app is running? therefore the hardware controls will only adjust the app playback sounds?
i dont think this is possible unless you are "always playing sound" for example, many games are always playing background music or what have you.
You might be able to accomplish this by constantly playing a 0 volume sound as long as your app is running. You could then play your sound clips over it.
How do I play multiple sounds simultaneously?