iOS SDK Disable Internal Microphone - iphone

I am developing an iOS application that receives data through the auxiliary port (microphone).
We got oscilloscopes hooked up and are at the point where we can measure frequencies and amplitudes on a testing iPhone.
However, even with the auxiliary cable connected, the iPhone still listens to the internal microphone in addition to our external AUX input thus watering down our measurements.
The iPhone definitely recognizes the connected AUX cable (internal speakers are turned off).
Is there any way to programmatically disable the built-in microphone?
or
Is there some special signal we can send through the AUX port to disable the internal microphone?

After much research on this topic, there is no way to do it at this moment in time.

If you look at the Audio Session Programming Guide and the AVCaptureDevice Class Reference, all the properties relating to the devices input sources and audio routes are readonly.
If it's of any use, you can detect whether or not headphones or an external mic are plugged in. Here's a question relating to that.
I don't believe you can disable the built-in microphone without the user physically pressing the silent switch, but maybe you could store the data recorded by the built-in mic and then filter it out of the measurements taken by the oscilloscopes? I don't know how you would go about implementing this; it's just a theory.
Hope this helps!

Related

How to send data to iPhone from external device

I have an external device that we manufacture that basically monitors 4 voltages, converts them to a 16 bit digital number then streams this info back to a PC every 100mS or so, using a serial over USB style chip. Basically a data logging system.
We would now like to collect this information on an iPhone and I am wondering what is the best way to get the data into the iPhone?
I am assuming there is no way we can physically connect directly to the iPhone dock connector as the protocol to do this is not available to iOS developers?
Obviously we could do it over a WiFi network but there will not always be one and we want to keep the external hardware fairly simple, i.e. no need for a computer or Wireless router etc.
If we add Bluetooth connectivity to our hardware would this work? I read that only 'Made for iPod' type Bluetooth devices will connect, in which case how can we achieve 'made for iPod' status? It would be relatively easy to add the necessary Bluetooth chips to get the system up and running.
In an ideal world we would like to do this without having to use a 3rd party interface.
I have been thinking about trying to digitise data as an audio signal – like a modem, and send it into the line input jack, but I don’t think it will be fast enough – this would be new territory for me.
Anyway all suggestions gratefully received!
Thanks!

Is it possible to build a smartphone app that stream a screen to a TV, while allowing you to remote control it with the phone itself?

Is it possible to build an Iphone/Ipad app (and Android app) that can do two things: stream an interface and the respective content (particularly video) to a TV and then let me use the phone itself as a remote control for this interface?
Basically the idea is, you don’t need a smart TV anymore or some kind of set-top box or other connected device, just the smart phone which you carry around all the time anyway and which is connected to your local wireless connection. Maybe a docking station with a HDMR connection to the TV, so you are not emptying your battery.
Do you know any comparable implementation or use?
If it is theoretically possible, can you anticipate any performance problems, bottlenecks and how those could be resolved?
If this it’s not possible, which links are missing, what technology would have to be developed first?
Thank you for your thoughts on this!
Jacob
The iPhone/iPad would work for this. It allows you to output to a second screen. You can stream video, audio, whatever. A cool example I saw was using the TV as the primary display and the phone as a controller for a game.
There are two ways to do it. You can use an hdmi output or a vga output. There is also a AirPlay, which will let you do it wirelessly. You would need an AirPlay capable device (like an AppleTV) for it to work though.

Detect Bluetooth answer/end-call button on iPhone

Is it possible to detect and respond to the answer/end-call button presses from an HFP Bluetooth device on iOS? Has anyone seen this? Where should I look for answers? I understand one could get access to lower level bluetooth if you register for the device manufacturer (MFI) program but I'm hoping I don't have to dive this deep. I also know that you can respond to AVRCP commands but I am not wanting to use this option. Can anyone help?
UIResponder has a -remoteControlReceivedWithEvent: method that you can use to receive events from external devices, possibly including Bluetooth headsets. From the docs:
Remote-control events originate as commands from external accessories, including headsets. An application responds to these commands by controlling audio or video media presented to the user. The receiving responder object should examine the subtype of event to determine the intended command—for example, play (UIEventSubtypeRemoteControlPlay)—and then proceed accordingly.
To allow delivery of remote-control events, you must call the beginReceivingRemoteControlEvents method of UIApplication; to turn off delivery of remote-control events, call endReceivingRemoteControlEvents.
It’s not clear whether the answer/end button on a headset is considered equivalent to the play/pause button on, say, the earbuds’ remote, but this might be worth a try.
Sadly, there are no available bluetooth public APIs for developers, so no way to get that access in the conventional means.
As of my research, some person received some event from their bleu-tooth devices via "remoteControlReceivedWithEvent" but not all of them! Some are receiving none! And very few are receiving all of them!
I also tried Core Bluetooth but it only supports LEB (Low Energy Bluetooth devices)!
https://developer.apple.com/library/ios/documentation/NetworkingInternetWeb/Conceptual/CoreBluetooth_concepts/CoreBluetoothOverview/CoreBluetoothOverview.html#//apple_ref/doc/uid/TP40013257-CH2-SW1
Also, some posts suggest it is possible to use Classic bleutooth instead of "Low Energy":
How to use bluetooth classic instead of le
But it has limitation as well (the post is taking about "MFi accessory"! MFi is it for "made for iphone" ?!?!?!)
from the post above:
"A non-LE Bluetooth device needs to be MFi-approved to be used with the External Accessory framework (it needs to use a specific Apple chip and a proprietary communication protocol). You won't be able to build applications to access this device unless it either uses the more open Bluetooth LE or has this chip in it for standard Bluetooth. There might be ways to do this via jailbreak, but pretty much everyone I know has moved over to Bluetooth LE." !
more post: Connecting to a Bluetooth device from iOS, no MFi
Regards.

Use external clickwheel hardware in iOs app

Intro: I have a Denon S-52 internet radio with an iPod/iPhone dock (the older 12V kind, so charging is not possible with newer devices but audio/control data is passed through). The radio has an external clickwheel-like control that worked beautifully with iPod nano/classic etc. Since the iPhone/iPod touch no longer have any clickwheel functionality, the signals from the Denon clickwheel no longer have any effect while playing (ie no seeking), but can navigate through some menus on iOS, and play/pause works. The few clickwheel apps I've tried obviously ignore the external signals.
Questions: How hard would it be for someone with no iOs programming experience (just C/C++/C#, plus an objective C tutorial from lynda.com) to develop a basic audio player app that would accept signals from the external Denon clickwheel to seek within an audio file (for my own use, at least at first)? I'm assuming this is possible because the signals are sometimes processed (as mentioned above), but I'd be happy to be proven wrong before I waste a lot of time and effort. I also assume a standard $99 iOS developer membership would be enough (since the device itself is already MFi)? Or perhaps an app that has this feature already exists?
How hard would it be for someone with no iOs programming experience (just C/C++/C#, plus an objective C tutorial from lynda.com) to develop a basic audio player app that would accept signals from the external Denon clickwheel to seek within an audio file (for my own use, at least at first)?
Nearly impossible. It's not just the challenge of figuring out how to access the dock connector and interpret the signals of interest. The real problem is that you want to use those signals to control music that's playing, and you're probably thinking of trying to control the iPod application rather than writing your own music player. Communicating between two apps is difficult at best, and probably not possible if the target app (iPod) doesn't provide a mechanism for external control. And the fact that you're new to the platform doesn't make any of this easier.
Your best hope is probably to file a bug with Apple requesting this feature and hope that they'll add it for you.
I was able to do this by jailbreaking my iOS device, which enabled me to access the serial port for iPod Access Protocol communication at /dev/tty.iap. Then I could incorporate something like the functions found in this iPhone Serial Port Tutorial (check archive.org if the link no longer works) to read the incoming signals and respond accordingly.
Update: An even better solution seems to be to write a tweak hooking into the iPodUI private framework and intercept the commands directly, and then message the Music player about what to do (see this post for more details).

CoreAudio AudioQueue i/o redirect to/from phone app?

I've been reading up on some of the iPhone audio services in considering an audio recording/playback app, but ideally I'd like to be able to use the other end of a phone connection as inputs and outputs, i.e. remote speaker and remote microphone via cellular (or VoIP, but for now cellular's the question), when it's on, as input and output targets for redirect... I can't seem to find any documentation saying this is possible or impossible... obviously apple phone app is closed source, and I can't modify it, but can I just hook up to either or both of its streams? Does it make any difference if it's a call initiated by my app or not?
I'm afraid that is not possible to reroute the audio source and sink of a phone call on iPhone. It is possible on other smartphone platforms.
You could route the local mic and speaker over a network connection that would use the default network route (either WiFi or cellular data) to achieve your goals.