Turn off HDCP copyright flag for the purposes of recording trailer - iphone

I've just acquired a HDMI recorder card, and I'm trying to digitally capture the output from my game using the HDMI out from a iPhone 4S.
Problem is software keeps complaining that the content is copyrighted and cannot record.
Is there a way I can setup the HDMI stream so that inside my game the HDCP copy flag isn't on ?
Even looking forward letting my costumers record their gaming sessions seems like a good idea, I think that's something that I would like to permit.

I'm pretty sure you can't turn off HDCP. That protection standard was founded on the basis that anything with HDCP enabled should never be recorded.
I have a monitor (a new samsung) at home I can't use because its not HDCP compatible, and newer video cards require it :(

Related

how to control camera retake in ziggeo for Ionic 3 framework

How to control the camera retake in Ziggeo for Ionic3. Ziggeo is taking the user to the camera and according to the device option, their user can take a lot of retakes. is it possible to stop the camera retakes or user may reflect back to ionic app as soon as user take video (Stop recording button).
I tried to found this on Ziggeo documentation but didn't got succeed.
Let me first mention that I work at Ziggeo. Now with that being said, lets get cracking :)
When camera is requested on the desktop systems the browsers talk to OS and OS talks to the drivers. The drivers talk with the camera and provide the video data. On the mobile devices this is slightly different.
The mobile browser will ask the system, which will reply by activating the camera app. The camera app is different for different versions of system and system itself, however in general they refuse to listen for any parameters that are sent to them from browser.
This is why you might see the option to retake the recording on the mobile devices.
The purpose of Ziggeo is to however provide a way to use camera and mic in many ways. As such there is a way to actually skip the native app and go to a new way of recording videos.
This is accomplished by adding the webrtc_on_mobile parameter when you are creating your app.
var ziggeoApp = new ZiggeoApi.V2.Application({
token:"APPLICATION_TOKEN",
webrtc_streaming_if_necessary: true,
webrtc_on_mobile: true
});
Now the above is just the HTML version of it. The Ionic is a bit different. Currently it is not possible, however it will be possible in the next update.
Edit 2020:
To support iOS webrtc_streaming_if_necessary: true was created. This is because the WebRTC implementation of WebRTC on those systems is for streaming, not the standard WebRTC. By using it, you make sure that you are not using the WebRTC Streaming unless it is actually necessary to do so.
Added the way you would use it in the above code.
You can always check and find the latest on the header building page on Ziggeo here: https://ziggeo.com/docs/sdks/javascript/browser-integration/header

Headphone jack changes and pauses songs

I shake my iphone headphone jack and it changes the song on my nano iPod 7th gen and I move it in circles and it also changes the song or pauses it I take out lint get still does it I don't understand is it programmed to act this way I use any other headphones doesnt act the same way I've already used two iPhone head phones still does it if the headphones aren't Apple related it won't do it
Are your headphones the kind with a build in mic/controller? I had a similar issue happen to me with my iPhone recently - it was to do with a poor connection or fraying within the headphones themselves. After trying a new set, the problem stopped. If as you say it only happens with one set of headphones - the issue is likely the headphones, rather than the iPod/iPhone.
Check also that the headphones you have are designed for use with Apple devices - it seems a bit much, but recently with more functionality being allowed via a simple interface, different manufacturers (ie: Samsung/Apple) have different standards for how they treat different events from this controller.
Finally - note that this is a community site for developers - aspiring and professional alike (I fall into the former at the moment!). your question perhaps may be better suited to the Apple website forums, rather than here. Hope this helps all the same.

Best practice for volume control iOS?

Hardware Volume Control
I'm trying to understand what is best practice for apps that are mostly silent but occasionally produce sound. Such apps can take advantage of the side volume control on iOS devices and avoid the need to design in a NSVolume control widget, which I believe is not as convenient as the hardware side volume control. The approach would apply to apps like MapQuest 4 mobile where you get occasional audio prompts that blend well with other music players (using audio ducking) but are silent for the most part. I'm wondering how others are addressing this same issue.
I have developed such a system that works rather nicely. In my approach I query the audio APIs to determine if other music is playing (iPod, AOL Radio, Pandora, etc.) then start an audio session only if no other audio is playing. This ties the hardware side volume control to the app instead of the ringer (for iPhones). The challenge comes when you go to the background. My approach kills (deactivates) the session in the background only if the app is not using audio. If there is audio playing the session is deactivated at the conclusion of the playback.
The idea behind killing the playback is to restore the user's ability to adjust the ringer volume to their liking should my app continue to run in the background.
This question originates from issues I faced when developing the voice navigation feature on MapQuest 4 mobile on iOS in 2008-2009. In this app we wanted the side volume switch to control the volume of the turn advice at all times while the app was running. I later realized that I could not control my ringer volume after arriving at my destination and sending the app to the background. This was years ago but I believe the app was continuing to run in the background which lead to the problem. It is an interesting case, when the user is navigating but sends the app to the background should you continue the audio session? Is is more likely that the user would like to change the app volume or the ringer volume while the app runs in the background?
My general use case (when I posted this question) involved navigating in the background while running another app in the foreground (commonly a music player). However it is also common for the navigation app to be sent to the background while the user sits on the home screen. This is when it would make sense to deactivate the audio session.
It is not as straight forward as it seems but my approach works for most cases. Still I am wondering if there are other more viable solutions to the problem. What are other people doing? Would it make more sense to just include the volume control in a view that auto slides in/out of place? Are there things that I have not considered? How have you approached the problem? Do you have any general suggestions?

system sounds aren't affected by device volume for some users

I have a universal app that uses a combination of SystemSounds and AVAudioPlayer sounds. Everything works fine on all of my devices. However, I've had a couple reports from users that the system sounds play at what seems to be the device's full volume level regardless of the actual volume level set for the device. In other words, pressing the hardware buttons on the side of the device changes the AVAudioPlayer sounds, but the system sounds remain at full volume at all times.
Here's the info I've been able to gather so far:
One of the users' devices is an iPod touch 4th generation and the other is an iPad 2. I don't have access to that iPod model, but I did test with an iPad 2 with no problems. I haven't had reports from iPhone users, so I don't think it's an issue of confusion between the music volume and ringer volume, because these devices don't have a ringer.
I've asked the users to fully quit the app using the task manager, and also to restart their devices, but the problem remained after both of these steps.
I'm initializing an audio session with the MediaPlayback category and with MixWithOthers enabled, to control the AVAudioPlayer sounds. I have another that only uses system sounds and doesn't initialize an audio session, so I asked one of the users to try that app. He reported that the sounds are stuck at full volume with that app, too.
Can anyone suggest why this might be happening? Or is there any further troubleshooting I should ask these users to do, since I can't repeat the problem myself?
Update: Perhaps I could ask users to compare the volume behavior in my apps to the volume in a default Apple app or a simple, free app they could install -- does anyone know of an app that uses system sounds? Then I could at least tell if the problem is specific to my app or general to the device.
"Let me amend something here as I just discovered a new setting that FIXES this problem. Go to settings > sounds > "change with buttons". Turn it on. Problem solved!" # https://discussions.apple.com/thread/2790023?threadID=2790023 ??

Disabling iPhone screenshot feature

I'm working on an enterprise iPhone application for a client, the issue at hand is customer information will show up on the phone. My client is worried that the information could be caught using the iphone screen capture feature (home + power button), then emailed or synced from the phone. Is there any way to disable the screen capture feature? Can this be done programatically or is is possible through a configuration profile?
if your customer could retain the ownership of a handset, they can restrict Screen Capture feature using iPhone Configuration Utility. Make sure you don't give these phones to any one outside of this organization, otherwise you are in violation of your Enterprise legal agreement with Apple.
Since this is for an enterprise app, perhaps you could put a transparent overlay view atop everything, that in a drawRect went opaque when it detected the layer was being asked to render for a screen shot (perhaps by looking back up the stack trace?)
You might try setting debug points in every possible view and layer drawing methods, and see if anything is triggered by a screenshot.
Screen capture can be enabled/disabled for iPads/iPhones that are managed via the iPhone OS Configuration Utility. See page 33 at http://manuals.info.apple.com/en_US/Enterprise_Deployment_Guide.pdf where it says:
** Allow screen capture: When this option is turned off, users are unable to save a
screenshot of the display.*
In other words, in enterprise deployments where the "customer" owns the iPads (or requires employee-owned devices to be configured by IT) screen capture can be suppressed at a device level.
It's also possible to detect if screen capture has happened and to record this (so perhaps a manager can pay a friendly visit).
It is not possible to suppress screen capture under program control. Apple prefers to exercise tight control and grudgingly yields a bit to enterprises. It doesn't yield much to developers. (How do you like being a sharecropper on Apple's plantations?)
Seriously, there are good reasons to control screen capture. In the education space, we'd like to use iPads as secure testing devices. In a proctored test environment, the proctor can make sure a student doesn't have a camera or notepapers to carry away test questions. Therefore the major remaining risk to test item security is the screen capture. If you couldn't suppress it, students could quickly snap every test question they encounter and email them to their buddies (or post them online or sell them to a test-prep company).
For random consumer iPads used under uncontrolled conditions, developers don't have this capability. Them's the breaks :-).
No, there isn't. The user is always able to perform this function.
Yes, you can do this in at least two ways. Internet Testing Systems (ITS) of Baltimore has an iPad testing app in the store, interestingly it is "PEARSON NNAT2 -Stanford 10 - OLSATS", a Pearson app that can be used to take any of these three tests. see https://itunes.apple.com/us/app/pearson-nnat2-stanford10-olsat8/id546817211?mt=8 -- it is free and you can download it.
If you simply require your user to put the device into Guided Access mode after starting the app and before proceeding, using UIAccessibilityIsGuidedAccessEnabled(), you can then prevent the user from using "print screen" -- OR from switching to any other task. Examsoft is a vendor that uses this approach.
These features are generally of concern to test publishers and assessment delivery vendors; I have a blog post and screen shots the ITS approach, and code to emulate the Examsoft approach, here: http://mindstormtools.com/2013/02/23/ipads-for-assessment-test-delivery-profile/ and http://mindstormtools.com/2013/02/20/ipads-for-assessment-guided-access/