how to run vibrate continuously in iphone? - iphone

In my application I'm using following coding pattern to vibrate my iPhone device
Include: AudioToolbox framework
Header File:
#import "AudioToolbox/AudioServices.h"
Code:
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
My problem is that when I run my application it gets vibrate but only for second but I want that it will vibrate continuously until I will stop it.
How could it be possible?

Thankfully, it's not possible to change the duration of the vibration. The only way to trigger the vibration is to play the kSystemSoundID_Vibrate as you have. If you really want to though, what you can do is to repeat the vibration indefinitely, resulting in a pulsing vibration effect instead of a long continuous one. To do this, you need to register a callback function that will get called when the vibration sound that you play is complete:
AudioServicesAddSystemSoundCompletion (
kSystemSoundID_Vibrate,
NULL,
NULL,
MyAudioServicesSystemSoundCompletionProc,
NULL
);
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
Then you define your callback function to replay the vibrate sound again:
#pragma mark AudioService callback function prototypes
void MyAudioServicesSystemSoundCompletionProc (
SystemSoundID ssID,
void *clientData
);
#pragma mark AudioService callback function implementation
// Callback that gets called after we finish buzzing, so we
// can buzz a second time.
void MyAudioServicesSystemSoundCompletionProc (
SystemSoundID ssID,
void *clientData
) {
if (iShouldKeepBuzzing) { // Your logic here...
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
} else {
//Unregister, so we don't get called again...
AudioServicesRemoveSystemSoundCompletion(kSystemSoundID_Vibrate);
}
}

There are numerous examples that show how to do this with a private CoreTelephony call: _CTServerConnectionSetVibratorState, but it's really not a sensible course of action since your app will get rejected for abusing the vibrate feature like that. Just don't do it.

Read the Apple Human Interaction Guidelines for iPhone. I believe this is not approved behavior in an app.

iOS 5 has implemented Custom Vibrations mode. So in some cases variable vibration is acceptable. The only thing is unknown what library deals with that (pretty sure not CoreTelephony) and if it is open for developers. So keep on searching.

The above answers are good and you can do it in a simple way also.
You can use the recursive method calls.
func vibrateTheDeviceContinuously() throws {
// Added concurrent queue for next & Vibrate device
DispatchQueue.global(qos: .utility).async {
//Vibrate the device
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate)
self.incrementalCount += 1
usleep(800000) // if you don't want pause in between, remove this line.
do {
if let isKeepBuzzing = self.iShouldKeepBuzzing , isKeepBuzzing == true {
try self.vibrateTheDeviceContinuously()
}
else {
return
}
} catch {
//Exception handle
print("exception")
}
}
}
To stop the device vibration use the following line.
self.iShouldKeepBuzzing = false
ios swift

Related

Unity timeline, playing animation clips and controlling playback on events

I'm wondering if I can get some help on understanding how to use the timeline
I plan to have the character walking along a path with triggers that will activate the timeline,
I have set up a simple state machine on the monkey
which would be triggered by the path to play the timeline, that part works fine and I can see the events firing
How could I play part of the timeline when triggered (is that even possible?)
where the entire sequence is held Walk>Jump>Walk>Look>Walk>Idle
Or what would I need to do to be able to achieve playback of a clip/or part of a sequence of clips
On the monkey:
public enum State
{
WalkHappy,
Look,
Jump,
}
IEnumerator WalkHappyState()
{
Debug.Log("WalkHappy: Enter");
**//walk sequence with timeline here??**
while (state == State.WalkHappy)
{
yield return 0;
}
Debug.Log("WalkHappy: Exit");
NextState();
}
Called on the paths event listener when triggered
private void OnCustomEvent(string eventname)
{
if (eventname.Contains("MonkeyRunningJumpUp"))
{
GameObject tempMonkey = GameObject.FindGameObjectWithTag("Player");
Monkey tempMonkeyState = tempMonkey.GetComponent<Monkey>();
tempMonkeyState.state = Monkey.State.Jump;
}
}
I have seen its possible to control where the playback starts on a timeline, but I don't know how to force a range/clip to play then pause at the end of the clip rather than the end of the entire sequence
THE question is.. how to stop/pause at end of a clip to resume later?
playableDirector = myPlayableDirectorGO.GetComponent<PlayableDirector>();
Debug.Log(timeLinePosition);
playableDirector.time = timeLinePosition / ((TimelineAsset)playableDirector.playableAsset).editorSettings.fps;
playableDirector.RebuildGraph();
playableDirector.Play();
with thanks Natalie :)
First of all, I recommend to install Default Playables if you haven’t done it yet.
Use Timeline Signals and markers to do something at the end of timeline or at certain point. Also, there is PlayableDirector.stopped event.
You can use pause and resume methods;

Can't stop audio playback on iOS with Codename One

My Codename One app features audio playback in the background when the user taps the screen. The audio I use is an mp3. Here is how I use the Media playback :
public static void playSound(boolean stop) {
sound.reset(); // The input stream needs to go back to the beginning
Media myClip = MediaManager.createMedia(sound, "audio/mp3", () -> {
// If there is no order to stop playback, we keep playing when it has completed (looping)
playSound(false);
});
if (!stop) {
myClip.play();
} else {
myClip.cleanup();
}
}
So hen the user taps the screen components change and I pass true to playSound method. On Android the current playback stops not on iOS with an iPhone 4.
Please note that when the app gets minimized (center button pressed) the playback stops (even if I don't call cleanup() on the Media which I do on Android to stop the playback when the app is minimized).
How can I stop the playback on iPhone ?
Any help appreciated,
#Shai pointed me to the right direction so here is the code finally used :
Media myClip = null;
public static void playSound(boolean stop) {
sound.reset(); // The input stream needs to go back to the beginning
/**
* If the media is playing we don't create it
* otherwise we would have several media in the wild
* that could not be stopped
*/
if (myClip == null || !myClip.isPlaying()) {
myClip = MediaManager.createMedia(sound, "audio/mp3", () -> {
// If there is no order to stop playback, we keep playing when it has completed (looping)
playSound(false);
});
}
if (!stop) {
myClip.play();
} else {
myClip.cleanup();
}
}

Sound for collision only once

Ive got the following code to check for agent collision.
I want to fire a MIDI message only once when they start colliding.
Ive got this so far.
void draw(){
//Loop through people, and check collision, then play note, if intersecting
for(int i=0;i<people.size();i++){
Person p = people.get(i);
p.collide(people,collisions);
p.triggerMidi();
p.run();
}
}
public void collide(ArrayList<Person> people, ArrayList<Person> connections) {
for(Person other : people) {
if (other != this) {
if (this.collide(other)) {
this.isIntersecting=true;
//connections.add(other); // when a collision is found, add it to a list for later use.
}
}
}
}
void triggerMidi(){
if(!hasPlayed && this.isIntersecting==true){
MIDI.sendNoteOn(channel, agentNote, 127);
delay(200);
MIDI.sendNoteOff(channel,agentNote, 127);
hasPlayed=true;
}
}
This works to play the sound only once at the start of collision.
But how do I get it to play again at the start of another collision.
Obviously I have to set hasPlayed back to false.
But where?
When I set it to false in the collide loop, the sound play a million times.
Any ideas?
First off, you probably shouldn't have a call to delay() from your drawing thread. That will cause your sketch to become laggy and unresponsive. Instead, you might want to put your sound playing on a different thread.
Then, to answer your original question- do you know how long the note plays for? If so, just record the time that the note starts, and then use that time to check the elapsed time. The millis() function might come in handy for that. When the elapsed time is greater than the duration of the note, then you can set hasPlayed back to false.

Detect Headphones Unplugged - Monotouch

Is there a way to detect if headphones are unplugged in Monotouch? I am trying to look for the AudioSessionAddPropertyListener method but don't see it. What this method ported over?
Here is Apple's docs: http://developer.apple.com/library/ios/#documentation/AudioToolbox/Reference/AudioSessionServicesReference/Reference/reference.html#//apple_ref/doc/constant_group/Audio_Session_Interruption_States
If anyone wants to see the code for how to do this, you can do the following:
AudioSession.PropertyListener p = delegate(AudioSessionProperty prop, int size, IntPtr data) {
NSDictionary propertyDictionary = new NSDictionary(data);
if (propertyDictionary.ContainsKey(NSObject.FromObject("OutputDeviceDidChange_OldRoute")))
{
string oldRoute = propertyDictionary.ValueForKey(new NSString("OutputDeviceDidChange_OldRoute")).ToString();
if (oldRoute == "Headphone")
{
if (audioPlayer != null)
{
audioPlayer.Pause();
}
}
}
};
AudioSession.AddListener(AudioSessionProperty.AudioRouteChange, p);
Is there a way to detect if headphones are unplugged in Monotouch?
I'm not sure but...
I am trying to look for the AudioSessionAddPropertyListener method but don't see it. What this method ported over?
The native call to AudioSessionAddPropertyListener maps to MonoTouch's AudioSession.AddListener static method.

jump into "audioPlayerDidFinishPlaying" function unexpected

I used an AVAudioPlayer object to control playing multiple music files. I also created an UISlider to control seeking file. But i have a problem when seek the pointer. After seeking, AVAudioPlayer update time correct then jump into "audioPlayerDidFinishPlaying" function unexpected.
Here is the code that i used :
-(void)timeChange
{
_player.currentTime = _timeControl.value;
[self updateCurrentTimeForPlayer];
}
-(void)updateCurrentTimeForPlayer
{
if(_isNeedUpdate == NO) return;
_timeControl.maximumValue = _player.duration;
}
A long shot, but maybe the audio format doesn't support seeking?
Why the call to updateCurrentTimeForPlayer? Where is _isNeedUpdate set? (Why all the underscores?)
Can you add some debug NSLogs to find out what's going on?