AudioStreamer stops when switching between cellular and wifi - iphone

I'm using AudioStreamer and everything works fine, except when I switch between cellular and wifi network. It imediately stopps.
I tested it without leaving the app by switching off the wifi network, so i can proof the problem is not caused when the app is in the background.
So, did anyone have problems with AudioStreamer when switching between networks ?
cheers Simon

It makes sense as the network change is an interruption in data flow… Put a breakpoint in the stop and pause methods to see what is calling it. My suspicion is that it is being called in the handleInterruptionChangeToState method (line 1924)

Some time back i also had the problem with the AudioStreamer when the 4.0 background feature was added it stops buffering as soon as the app goes in the background. It was solved because i missed the key in the info.plist :) . But it was giving me problems after that also crashes and sometimes it use to stop.
So i just used NSURLConnection to download the data and provide it to the player. It worked g8. And if it had some kind error it worked well with the below method
(void)applicationWillEnterForeground:(UIApplication *)application
But i think changing the network can cause problem but you can try with a sample app with NSURLConnection.

Related

iOS 5 Audio Alarms Don't Sound Without kAudioSessionProperty_OverrideCategoryMixWithOthers On

I have an audio app that is having some problems with the way iOS 5 has changed audio behaviors. When my app's audio is playing (AVAudioSessionCategoryPlayback), and a Clock.app alarm or timer is fired from the OS, the UIAlertView notification pops up, but without the audio alert. My application sound ducks fine to get out of the way of the audio alert, but the alarm app's audio alert does not sound.
Naturally, tons of support requests poured in over the iOS 5 change. I have solved this temporarily by setting kAudioSessionProperty_OverrideCategoryMixWithOthers which lets the alarm audio come through, but there are a few very undesirable side-effects when doing this:
Other app's audio can play with/over mine.
The remote control events are not routed to my app, but to iPod.app.
None of the above drawbacks are acceptable for my app's requirements. I have been hacking away at this for some time now but haven't been able to crack it. How can I setup my audio such that:
My app's audio still uses the AVAudioSessionCategoryPlayback category for background audio.
The Clock.app alarms still have their audio alerts make sound
The app still responds to remote control notifications
After writing this question I went to file a bug report on this. I created a small sample project that I thought would replicate the issue, but I could not replicate it! This caused me to dig in deep once again and try to figure out what was up here…
I fired up an iOS alarm, then I placed a break point in audioPlayerBeginInterruption: and traced through my code line by line in the debugger. I noticed that before my code ran (while I was paused in the debugger), the iOS 5 alarm was sounding! Luckily it still sounded even as I was stepping through my app, so I was able to figure out which pieces of code specifically caused it to stop sounding.
Part of my interruptionHandler is to (obviously) stop the internal audio of my app to let the interruption come through. I never thought to inspect this method before, but turns out the problem existed in there. My stop method would call prepareToPlay immediately after stopping to make resuming faster the next time.
[self.player stop];
[self.player prepareToPlay]; // <- iOS 5 alarm sound stopped here.
The docs state the prepareToPlay method
preloads buffers and acquires the audio hardware needed for playback, which minimizes the lag between calling the play method and the start of sound output.
Sounds reasonable, and this worked for lesser iOS versions. My hypothesis is that  must have made a change to the Clock.app alarm system such that the new alarm sounds use the hardware, whereas before it used the software. This is what I think is causing the iOS 5 alarms to be silent in some apps.
Removing the prepareToPlay lines caused the alarm to sound without using kAudioSessionProperty_OverrideCategoryMixWithOthers, thus solving all my issues laid out in this question.
TL;DR
Remove the prepareToPlay calls from your stop sound code logic. It will take a microsecond longer to start later, but will allow interruptions to sound.

setIdleTimerDisabled and MPMusicPlayer Issue

Ok I want to disable the idletimer in my app. I put the code below in appdelegate in the applicationDidFinishLaunching method, and it works fine (the device remains unlocked)
[application setIdleTimerDisabled:YES];
Though, when I play a music through MPMusicPlayer methods, the idletimer seems to be enabled back again... and soon the device goes into dimmed mode and soon after, "locked" mode.
I tried to find in google for other methods, but ultimately there are NONE that are effective. I also tried putting the above code in another function and calling that function every seconds using NSTimer when the music is playing, but to no avail. It just won't work.
How can I solve this issue?
Ugh. I hate answering my own questions. But here you go, the answer is here:
How to stop MPMusicPlayerController from enabling screen locking
See the reply from henning. Works like a charm!

UIAccelerometer is Shaking

I want a functionality in which i want to detect if my device is being shaked.The problem is i can detect the shake with didAccelerate method of UIAcceleratorDelegate , but i dont know how to detect if the device is still shaking. I want to play an audio file when the user shakes the device for first time,i have to check if the user is still shaking the device while playing the 1st audio file,if it is still being shaked, then i have to play another file.
See the sample project GLPaint from Apple which was found by visiting http://developer.apple.com/iphone and entering "shake" in the search box. Developer account not required.
You might consider writing a Method that runs in a separate thread that polls wether your device is being shaken every now and then and fire events that you handle somewhere else in your code (or instead of that, handle whatever you want to handle within the threads context itself, even tough i would not recommend doing that).
You just have to make sure, that your "shake-detektor"-thread exits at some point in time, you probably want to do that when the second audio file stopped playing. So your loop could test on that condition.
Hope I could help a bit.

Cannot play a recorded sound on device

I'm using the exact code from the iPhone Application Programming Guide Multimedia Support to use AVAudioRecorder to record a file to the disk and then AVAudioPlayer to load and play that file.
This is working fine in the simulator but is not working on the device. The file gets loaded (we can see the NSTimeInterval) but does not play (play returns false).
After it didn't work with the sample code from the website, we tried changing to a bunch of different codecs with no success. And of course, the sound is on.
Thanks a bunch.
SOLVED!
The problem was that after you set the AVAudioSession category to Record for recording, you have to set it to Play for playing. Sounds obvious now but you know how it is. When you use the Simulator it uses a different underlying implementation so this problem does not show up.

Sounds lost after interruption

I'm using the SoundEngine provided with Apple's crash landing example.
After an interruption such as an incoming phone call or an alarm I call to applicationWillResignActive: inside my delegate, in order to pause the game and save the state of it. After the interruption ends I return to my game but the sound is gone. Even if i reinitialize it with SoundEngine_Initialize() the game still wont reproduce any of the sounds, unless i restart my app.
How can I restore my game sounds after the interruption ?
Have you looked at the sound manager class used by 71squared ? You can likely just use their sound manager as is... but if you wanted to role your own, you can look at thier code as I know they have solved this in their code.
http://www.71squared.com/2010/01/latest-sound-manager-class/