Record iPhone Screen and audio simultaneoulsy with AssetWriter API - iphone

I am stuck to have a feature of recording screen for iPhone.
I am able to record screen and creating a video using AssetWriter API, but haven't found a solution to record audio simultaneously.
There is AVAssetExportSession API to impose audio, but this is not the solution for me because my problem is, in my application is similar to talking Tom Application where different sound effects are to be played with character speaking whatever you speak in a different pitch.
I thought solution is to listen the output audio of device and then imposing it to video recorded by using AVAssetExportSession API.
But can't figure out how to record output audio of device or iPhone.
Any suggestions??
Thanks,

Related

Is it possible to access raw iphone audio output?

Is it possible access raw PCM data from the iphone audio output?
I know I can embed an MP3 and use AudioUnit. But if the user is playing music in the background from their itunes library, is it possible to access that audio data?
This is for an app that shows visual effects, which react to the music.
From what I can tell, it isn't possible, but that's just from lack of finding any information at all, rather than actual confirmation that it can't be done.
If it isn't possible to access the audio stream from the ipod, is it possible to access raw audio output from the Media Player inside an app, or is pretty much not permitted to access raw audio data from the itunes library at all?
EDIT: I found this question: iOS - Access output audio from background program, which say I can't access the audio from a background app. But is it possible to get the audio data from the itunes library if I play it inside the app?
I am busy coding something similar and as far as I know an AUGraph is needed, the hardware pulling from the recorder. You will have to get the URL of the MPMediaItem from the track the user selected with Apple's MPMediaPickerViewController. Then use the URL with Core-Audio. Core-Audio is a beast.
If your app is playing raw audio PCM samples, then your app has access to those samples. An app does not have access to the audio samples that another app (including the Music player) is playing via any public API.
An app can use AVAssetReader and Writer to convert mp3 files from the iTunes Library into raw audio (WAV) files.

Record iphone System or audio player sound

I am developing an app module in which i am doing audio recording with also video recording.
but i want to record only device intrnal playing sound , not the device external voice.
If any advise or suggestion to got it..!!
I'm not sure but maybe you can use buffers to write them into a file Audio units or Audio Queues without using mic

Is there a way to record device audio on the iPhone?

AVAudioRecorder allows the recording of external audio. However I wish to record the audio made by my application (through numerous AVAudioPlayers), is this possible on the iPhone?
If you want to record the sounds your iOS app makes, you have to use a much lower lever API, such as Audio Unit RemoteIO, or Audio Queues with raw PCM audio samples.

iPhone recording audio

I'm currently working on a project where it is necessary to record sound being played by the iPhone. By this, I mean recording sound being played in the background like a sound clip or whatever, NOT using the built-in microphone.
Can this be done? I am currently experimenting with the AVAudioRecorder but this only captures sound with the built-in microphone.
Any help would be appreciated!
This is possible only when using only the Audio Unit RemoteIO API or only the Audio Queue API with uncompressed raw audio, and with no background audio mixed in. Then you have full access to the audio samples, and can queue them up to be saved in a file.
It is not possible to record sound output of the device itself using any of the other public audio APIs.
Just to elaborate on hotpaw2's answer, if you are responsible for generating the sound then you can retrieve it. But if you are not, you cannot. You only have any control over sounds in your process. yes, you can choose to stifle sounds coming from different processes. but you can't actually get the data for these sounds or process them in any way.

Post-processing on audio from the iPhone user's music library?

I want to apply post-processing to audio from an iPhone user's music library (i.e. the iPod app). This could happen in a number of ways:
Piping the media player's output through an Audio Unit.
Writing a custom audio output device, and having the media player send audio to it.
Getting direct access to the files in the user's music library.
Are any of these things possible? I know all of them would be on the desktop, but what about the iPhone?
I've written some sample code that does just this, which is based on some code from Chris Adamson.