I am working on a voice recording app wherein there could be interruption by phone calls, text messages, and/or system alerts. As for phone calls, I realize the recording has to be stopped and have worked this out successfully. My challenge seems to be with other alerts such as low-battery status, alarms, text messages, etc. For now, I have managed to pause and save recording as soon as an alert interrupt pops up, but am looking at more efficient options.
In most real-world scenarios on ad-hoc distribution mode, I notice that my users do not even monitor the iPhone or iPod screen when recording their voices. Also, in case we test this app on the iPod Touch, then the sounds for the alerts are pretty feeble and they miss out on the alerts and continue recording only to realize after a few minutes or maybe at the end of the session that the recording was interrupted.
Here are my questions:
Is it possible to continue recording voice in the background in the event of any system alerts or text message alerts popping up?
If not, would it be possible to make the app play a particular sound in the background that would continue to play until the user realizes something is wrong, looks into the screen, and if they dismiss the system alert then it would make the app come to the foreground and so stop the audio alert as the app has now gained focus, then can choose to continue recording from where they left off.
Any help would be greatly appreciated. Any other idea to handle this situation is most welcome.
You could try to implement application delegate methods
-(void)applicationWillResignActive:(UIApplication *)application{
[recorder playSound];
[recorder pause];
}
-(void)applicationDidBecomeActive:(UIApplication *)application{
[recorder record];
}
Put those methods in the appDelegate class.
If you want to implement your own alert do it in the applicationWIllResignActive, but I am not sure if you should do it, cause all the alerts like SMS, push notifications or battery warning trigger vibrations and sounds.
Related
I'm playing a silent music with AVAudioPlayer when user locks the screen, so that my timers won't stop.
However, when I play an iPod music with [MPMusicPlayerController applicationMusicPlayer], AVAudioPlayer stops,without receiving any call back.
Is there any way so that I can start [MPMusicPlayerController applicationMusicPlayer] playing without stoping AVAudioPlayer playing?
EDIT:
Thanks guys, this is the app I'm working on:
It is an Alarm app, this app allows user to lock screen while app is running,and when it is the time of the alarm, app can play iPod music to wake the user.Local notification can not use iPod music as alert sound, so I have to keep the app running while screen is locked.
If user quit the app, it will use local notification as alarm, whose sound is limited to files in bundle.
I can't use UILocalNotification as timer since when in screen locked status(in UIApplicationStatusInactive), app can't receive local notification generated by the system.
Apple has architected their backgrounding system to really limit things like this from happening. Essentially, there is no way for the you to keep the application running in the background unless it needs to be there. If you explain what you are trying to accomplish, maybe a better solution can be found but as good practice, never use random backgrounding methods to do other things. I am assuming that you might be using the faint music as a way to show something custom on the main screen, this is not a good idea.
Your app will get rejected if you play a silent audio.
Also as per apple's documentation https://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/RemoteNotificationsPG/IPhoneOSClientImp/IPhoneOSClientImp.html#//apple_ref/doc/uid/TP40008194-CH103, notifications cannot have sounds (soundName) which play more than 30 seconds.
So you wont be able to release your app in the store.
I figured it out myself.
It is not calling [MPMusicPlayerController +applicationMusicPlayer] that stops AVAudioPlayer, but calling [MPMusicPlayerController -setShuffleMode:], I don't know why calling this would stop AVAudioPlayer, but it is where the problem lies in.
Thanks everyone, I think I should paste my complete code next time.
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.
I have developed an iPhone app which gets the microphone recorder inputs every second using NSTimer, calculate the amplitude of sound, and take appropriate action if required. I have noticed that when my iPhone gets locked, my application stops running(it doesn't fire the timer callback function). When I unlock iPhone, it start automatically. Could anyone please tell me how can I allow application responding when iPhone gets locked? Is there any other way around such that iPhone shouldn't get locked when my application is running? What should be Apple's recomendation on this?
I found this article but not sure it is correct way to do.
Thanks.
You cannot prevent timer from being stopped when application goes into idle state. Only one possible way is to disable idleTimer of the application.
application.idleTimerDisabled = TRUE;
//or
//Disable screen dimming if no user input occur on device.
[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
I'm making a Web app (at chirpid.com) for the iPhone that plays audio files for cricket chirp identification. The user can start and stop the audio by tapping screen buttons. But if the user taps the home button while a sound file is playing, it continues to play in the background (an iOS4 feature). I want to stop the audio in this case. Is there an event or property that I can use via Javascript in Safari to determine when I have been put into the background?
You could manually trigger the "stop" button like this when closing the application.
- (void)applicationDidEnterBackground:(UIApplication *)application {
if(audioIsPlaying) {
[btnStop sendActionsForControlEvents:UIControlEventTouchUpInside];
}
}
You get 5 seconds to do anything when using the applicationDidEnterBackground: function.
That should be enough to stop the audio ;-).
I would guess you need to create a listener that listens to system events...
Perhaps you should read this book: http://books.google.com/books?id=a09NMFdA6m0C&pg=PA94&lpg=PA94&dq=iOS+home+button+event+javascript&source=bl&ots=4Nop45gmwI&sig=8mTEGQI1ym65H7XjmBSzRQ2KyMc&hl=en&ei=_qDWTrmMDsPh4QSR9I2rAQ&sa=X&oi=book_result&ct=result&resnum=6&ved=0CEsQ6AEwBQ#v=onepage&q=iOS%20home%20button%20event%20javascript&f=false
iOS4 has some kind of lock function you can assign to buttons, perhaps you could tie in a script to turn down volume that way.
If you found the solution be nice and post it here for others to see.
Best of luck!
My app uses NSTimer and it appears that NSTimer doesn't fire when the iPhone goes into the stand-by mode (either by pressing the hardware button or by the idle timer).
When I activate the iPhone again, my app is still in the foreground. What happens to third party apps when the iPhone is the stand-by mode?
Although it's not evident here, I believe the original poster did find an answer to his question by starting a thread (available here) in the iPhone Developer Forums (which I eventually had to find myself because the information wasn't shared here).
In case someone else has the same question and finds the page in the future, here's a helpful response that was posted by someone on the Apple forum called "eskimo1" (which I have edited slightly such that it is easier to read without having the context provided by the entire original thread):
Regarding iPhone app status terminology, "active" does not mean "awake", it means "attached to the GUI". Think of it being analogous to "frontmost" in Mac OS X. When you lock the device your app deactivates but the device may or may not go to sleep
iPhone OS rarely sleeps if the device is connected to main power (i.e., via USB). It can sleep if running on battery, however.
A short time after the screen is locked (20 seconds according to Oliver Drobnik), the device sleeps. This is like closing the lid on your laptop; all activity on the main CPU halts.
This does not happen if the device is playing audio in the right audio session. See DTS Q&A QA1626 "Audio Session - Ensuring audio playback continues when screen is locked" for details.
Note that the idleTimerDisabled property (which can be turned on to prevent the screen from turning off while the app is running) is about locking the screen after user inactivity. It's not directly related to system sleep (it's indirectly related in that the system may sleep shortly after it's locked).
See Application Interruptions in the iPhone OS Programming Guide, especially the applicationWillResignActive and applicationDidBecomeActive events. (The whole guide is certainly worth reading.) When You ignore the events, the timer seems to go on for a while and then stops. Sounds logical, the application could easily drain the battery if kept running. And what exactly happens to the application? I guess it simply does not get any CPU time – it freezes and only thaws when You turn the machine back “on.”
My first advice is do not disable the idle timer, that is just a hack. If you want to keep a timer alive during UI events run the timer on the current run loop using NSCommonModes:
// create timer and add it to the current run loop using common modes
self.timer = [NSTimer timerWithTimeInterval:.1 target:self selector:#selector(handleTimer) userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:self.timer forMode:NSRunLoopCommonModes];
I used the information on this post for a small sample that I was building. This is the code that I used when I initiated the playback to prevent the audio from stopping:
AudioSession.Category = AudioSessionCategory.MediaPlayback;
And when the application is done with the playback to reset to the original value:
AudioSession.Category = AudioSessionCategory.SoloAmbientSound;
The full sample is here:
http://github.com/migueldeicaza/monotouch-samples/tree/master/StreamingAudio/
I was faced with this issue recently in an app I am working on that uses several timers and plays some audio prompts and made two relatively simple changes:
In the AppDelegate I implemented the following methods and there mere presence allows the app to continue when the screen is locked
// this receives the notification when the device is locked
- (void)applicationWillResignActive:(UIApplication *)application
{
}
// this receives the notification that the application is about to become active again
- (void)applicationWillBecomeActive:(NSNotification *)aNotification
{
}
references: UIApplicationDelegate Protocol Reference & NSApplication Class Reference in the API doc (accessible via Xcode, just search for applicationWillBecomeActive).
Made the main viewcontroller class an AVAudioPlayerDelegate and used this code from Apple's "AddMusic" sample to make the audio alerts the app played mix nicely into the iPod audio etc...
I just dropped this code into a method that is called during viewDidLoad. If this interests you, you fall into the "who should read this doc" category for this: Audio Session Programming Guide
// Registers this class as the delegate of the audio session.
[[AVAudioSession sharedInstance] setDelegate: self];
// The AmbientSound category allows application audio to mix with Media Player
// audio. The category also indicates that application audio should stop playing
// if the Ring/Siilent switch is set to "silent" or the screen locks.
[[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryAmbient error: nil];
// Activates the audio session.
NSError *activationError = nil;
[[AVAudioSession sharedInstance] setActive: YES error: &activationError];
I believe your application should run normally when suspended. (think Pandora Radio)
Check to see if your timer is being deallocated due to your view being hidden or some other event occurring.