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iPhone - Is it possible to override silent mode or have a recursive alert sound with push notification? [closed]
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Closed 4 years ago.
I want to make an application which creates sound, music, or system sound when an iPhone is in silent mode. Is it possible to play any type of sound whether music or system tones when it is silent mode?
It's not advisable, but who am I to say you can't do it. You may have a good reason to be playing sound.
If you are using Audio Sessions, then include <AVFoundation/AVFoundation.h> at the start of your file and
[[AVAudioSession sharedInstance]
setCategory: AVAudioSessionCategoryPlayback
error: nil];
should do the trick. Note if you play music or sounds, then iPod playback will be paused.
Once this has been done, probably somewhere in the initialization of one of your classes that plays the sounds, you can instantiate sounds like this:
// probably an instance variable: AVAudioPlayer *player;
NSString *path = [[NSBundle mainBundle] pathForResource...];
NSURL *url = [NSURL fileURLWithPath:path];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url];
When that's done, you can play with it any time you want with:
[player play]; // Play the sound
[player pause]; // Pause the sound halfway through playing
player.currentTime += 10 // skip forward 10 seconds
player.duration // Get the duration
And other nice stuff. Look up the AVAudioPlayer Class reference.
And for Swift 2, 3, 4.2
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
} catch {
print(error)
}
Yes you can play sound when the phone is set to vibrate.
Simply use the AVAudioPlayer class.
By default, playing an Audio Session
sound will ~not~ respect the setting
of the mute switch on the iPhone. In
other words, if you make a call to
play a sound and the silent (hardware)
switch on the iPhone is set to silent,
you’ll still hear the sound.
This is what you want. So now you know that playing an Audio Session when your phone is in silent mode will still play the sound you just need to know how to create an audio session to play the sound, like so:
taken from this website: http://iosdevelopertips.com/audio/playing-short-sounds-audio-session-services.html
SystemSoundID soundID;
NSString *path = [[NSBundle mainBundle]
pathForResource:#"RapidFire" ofType:#"wav"];
AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:path],&soundID);
AudioServicesPlaySystemSound (soundID);
For this to work, you will need to import header file, and also add the AudioToolbox.framework to your project.
And that's it.
So from this answer you now know that you can play sound while the phone is on vibrate.
You don't need extra or special code to allow you to do this functionality as it already does that by default.
Pk
Works on iOS 6 and above
NSError *setCategoryErr = nil;
NSError *activationErr = nil;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:&setCategoryErr];
[[AVAudioSession sharedInstance] setActive:YES error:&activationErr];
Just put this in your viewDidLoad:
UInt32 sessionCategory = kAudioSessionCategory_MediaPlayback;
AudioSessionSetProperty (kAudioSessionProperty_AudioCategory,
sizeof(sessionCategory), &sessionCategory);
For playing a sound in silent mode and even when it goes to background, try this:
Put this code in application:didFinishLaunchingWithOpitons:
[[AVAudioSession sharedInstance] setDelegate:self];
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
[[AVAudioSession sharedInstance] setActive:YES error:nil];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
and this code in applicationDidEnterBackground:
[[UIApplication sharedApplication] beginBackgroundTaskWithExpirationHandler:NULL];
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
Also setup a background mode of Playing Audio/Air Play and include AVFoundation header.
for Objective C, you could play system sound with following code:
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:nil];
*The system path could be modified.*
NSString *path = #"/System/Library/Audio/UISounds/begin_record.caf";
NSURL *url = [NSURL fileURLWithPath:path];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil];
[player play];
Swift - Call this function before playing your audio/video to force playback when the phone is on silent. This also silences other audio that is currently playing.
You can change .duckOthers to .mixWithOthers if you don't want to silence other audio.
func setupAudio() {
let audioSession = AVAudioSession.sharedInstance()
_ = try? audioSession.setCategory(AVAudioSessionCategoryPlayback, with: .duckOthers)
_ = try? audioSession.setActive(true)
}
Related
I need to play a video along with a small 2 sec audio play. Everything works fine in iPhone simulator but not in the Device. I am storing my audio file in the project bundle and playing the audio from there.
NSString *gotItsoundFilePath = [[NSBundle mainBundle] pathForResource:#"gotit" ofType:#"mp3"];
NSData *gotItsampleData = [[NSData alloc] initWithContentsOfFile:gotItsoundFilePath];
NSError *gotItaudioError = nil;
gotItAudioPlayer = [[AVAudioPlayer alloc] initWithData:gotItsampleData error:&gotItaudioError];
gotItAudioPlayer.numberOfLoops = 0;
This code works fine in iPhone Simulator when i use [gotItAudioPlayer play]; but the same build is not working in the device. Am i doing wrong somewhere? Can someone please help on this?
[[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayAndRecord error: nil];
UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker;
AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride);
Put this code. before you make player object.
The following code is supposed to play a sound and won't stop the music playing by iPad's Music/iPod. (on iOS 5.1, the iPod app became the Music app).
It is using AVAudioSessionCategoryAmbient instead of AVAudioSessionCategorySoloAmbient. But it actually stopped the music in either case. Is there something wrong with the use of AVAudioSessionCategoryAmbient?
NSURL *sound0URL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"0" ofType:#"aiff"]];
audioPlayer0 = [[AVAudioPlayer alloc] initWithContentsOfURL:sound0URL error:nil];
audioPlayer0.delegate = self;
[audioPlayer0 prepareToPlay];
NSError *setCategoryErr = nil;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:&setCategoryErr];
NSLog(#"%#", setCategoryErr);
audioPlayer0.currentTime = 0;
[audioPlayer0 play];
the setCategoryErr is printed as (null) so there should be no error.
As I said in my comment, it seems the solution is to set the AVAudioSession category BEFORE calling prepareToPlay on the AVAudioPlayer.
I am trying to make the audio record and play back at the same time. Here is the code. It will only record and play back later. I want it to play back simultaneously over the speakers. Any help. I am not even sure I am using the right classes.
AVAudioSession * audioSession = [AVAudioSession sharedInstance];
[audioSession setCategory:AVAudioSessionCategoryPlayAndRecord error:nil];
[audioSession setActive:YES error:nil];
temporaryRecFile = [NSURL fileURLWithPath:[NSTemporaryDirectory() stringByAppendingPathComponent:[NSString stringWithString:#"VoiceFile"]]];
recorder = [[AVAudioRecorder alloc] initWithURL:temporaryRecFile settings:nil error:nil];
[recorder setDelegate:self];
[recorder prepareToRecord];
[recorder record];
AVAudioPlayer * player = [[AVAudioPlayer alloc] initWithContentsOfURL:temporaryRecFile error:nil];
player.volume = 1;
[player play];
Are you recording from the iPhone microphone? Chances are you'll get feedback if you try to play the recording back while recording it. The microphone will hear what the speakers are playing and rerecord it at a slight delay. This would snowball until your recording sounds like a train wreck.
You are using correct classes but I think you must add AutioUnits also.
Apple has a sample code aurioTouch2 and I think it contains what you need.
I have an iphone design question regarding downloading and playing an audio file. Thanks to Matt Gallagher's AudioStreamer sample I can stream audio and play it back, bu that does not save it locally on the phone for later. Using an NSURLConnection I can download and save the audio files, but I have to wait until I have downloaded them to init my AVAudioPlayer given the data property is read only. I can not add to the buffer.
My question is how can I start the download, but then start playing the file after "enough" of it is downloaded, but before it is finished? Is there another audio player other then AVAudioPlayer that I can feed data into as it is being downloaded.
The only way I can see to do it now would be to do both in different threads, but then of course I would be pulling down the data twice.
Thoughts?
I thought you could do it with AVAudioPlayer but I havent tested it. I believe I have played audio without it loading fully with AVPlayer like so:
self.player = [AVPlayer playerWithURL:assetUrl];
[player play];
I would use an AVAudioSession along with a MPMoviePlayerViewController.
/**
* Play audio session
*
* #version $Revision: 0.1
*/
- (void)playAudioWithURL:(NSString *)audioURL {
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
NSError *setCategoryError = nil;
[audioSession setCategory:AVAudioSessionCategoryPlayback error:&setCategoryError];
if (setCategoryError) {
}
NSError *activationError = nil;
[audioSession setActive:YES error:&activationError];
if (activationError) {
}
MPMoviePlayerViewController *tempPlayer = [[MPMoviePlayerViewController alloc]initWithContentURL:[NSURL URLWithString:[audioURL stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]]];
// Make sure we have airplay
if([tempPlayer.moviePlayer respondsToSelector:#selector(setAllowsAirPlay:)]) {
tempPlayer.moviePlayer.allowsAirPlay = YES;
}
tempPlayer.moviePlayer.shouldAutoplay = YES;
tempPlayer.moviePlayer.useApplicationAudioSession = NO;
[self presentMoviePlayerViewControllerAnimated:tempPlayer];
[tempPlayer.moviePlayer play];
[tempPlayer release];
}//end
I am trying to play an in app audio with ipod the code I am using to play the audio file is:
Code:
[[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayback error: nil];
UInt32 doSetProperty = 1;
AudioSessionSetProperty (kAudioSessionProperty_OverrideCategoryMixWithOthers, sizeof(doSetProperty), &doSetProperty);
[[AVAudioSession sharedInstance] setActive: YES error: nil];
if(error)
{
NSLog(#"Some error happened");
}
NSString *path = [[NSBundle mainBundle] pathForResource:effect ofType:type];
myPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
myPlayer.delegate = self;
myPlayer.numberOfLoops = -2;
myPlayer.volume = 1.0f;
[myPlayer play];
and to play the ipod music I am using
Code:
player = [MPMusicPlayerController iPodMusicPlayer];
My ipod plays fine until the audio starts playing but once the audio stops I am not able to get back to the ipod to play. I am using
Code:
NSString *value = [[NSUserDefaults standardUserDefaults] stringForKey:#"sound"];
if([value compare:#"ON"] == NSOrderedSame && myPlayer != nil)
{
[myPlayer stop];
[myPlayer release];
myPlayer = nil;
}
NSError *error = nil;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:&error];
if(error)
{
NSLog(#"Some error happened");
}
to stop the audio and then just call
Code:
[player play];
to play the ipod music but it does not play the music, it says the title to be null.
I would really appreciate if some one could help me with this.
Regards,
Ankur
I suggest moving the audio session setup (including the Ambient category) to your application delegate's didFinishLaunchingWithOptions and not using the Playback category at all. You can still play AVAudio sounds just fine with the Ambient setting.
If you want to kill iPod music whenever you play AV sounds, then you should only be using the Playback category. (I'm not exactly sure what you're trying to do.)
The error that you're getting when you try to resume the iPod music suggests that your MPMusicPlayerController object resets its song queue when it is stopped by the AVAudio sounds, and that you'll have to set up the MP player again. "Title is null" definitely sounds like a dangling pointer or the like in the MP player.
It's not possible to play iPod audio in AVAudioPlayer. You need to convert the library Asset link from ipod, using *AVURLAsset to an mp3 or wav and save it to the documents library. IOS.5 currently has a bug in the conversion (AudioExportSession) from ipod to mp3 file, so it's NOT POSSIBLE. Sorry.
You need to resume iPod player after myPlayer finish playing.
-(void) audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
[player play];
}