I'm currently working on a project that involves playing music from the iphone music library within the app inside. I'm using MPMediaPickerController to allow the user to select their music and play it using the iPod music player within the iPhone.
However, i ran into problem when the user insert his earpiece and removes it. The music will suddenly stop playing for no reason. After some testing, i found out that the iPod player will pause playing when the user unplug his earpiece from the device. So is there any way to programatically detect if the earpiece has been unplug so that i can resume playing the music? Or is there any way to prevent iPod player from pausing when the user unplug his earpiece?
You should register for AudioRoute changed notification and implement how you want to handle the rout changes
// Registers the audio route change listener callback function
AudioSessionAddPropertyListener (kAudioSessionProperty_AudioRouteChange,
audioRouteChangeListenerCallback,
self);
and within the callback, you can get the reason for route change
CFDictionaryRef routeChangeDictionary = inPropertyValue;
CFNumberRef routeChangeReasonRef =
CFDictionaryGetValue (routeChangeDictionary,
CFSTR (kAudioSession_AudioRouteChangeKey_Reason));
SInt32 routeChangeReason;
CFNumberGetValue (routeChangeReasonRef, kCFNumberSInt32Type, &routeChangeReason);
if (routeChangeReason == kAudioSessionRouteChangeReason_OldDeviceUnavailable)
{
// Headset is unplugged..
}
if (routeChangeReason == kAudioSessionRouteChangeReason_NewDeviceAvailable)
{
// Headset is plugged in..
}
If you just want to check whether headphones are plugged in at any given time, without listening to route changes, you can simply do the following:
OSStatus error = AudioSessionInitialize(NULL, NULL, NULL, NULL);
if (error)
NSLog("Error %d while initializing session", error);
UInt32 routeSize = sizeof (CFStringRef);
CFStringRef route;
error = AudioSessionGetProperty (kAudioSessionProperty_AudioRoute,
&routeSize,
&route);
if (error)
NSLog("Error %d while retrieving audio property", error);
else if (route == NULL) {
NSLog(#"Silent switch is currently on");
} else if([route isEqual:#"Headset"]) {
NSLog(#"Using headphones");
} else {
NSLog(#"Using %#", route);
}
Cheers,
Raffaello Colasante
I see you are using the MPMediaPlayer Framework however the microphone handling is done using the AVAudioPlayer framework, which you will need to add to your project.
Apple's website has code from the AVAudioPlayer framework which I use to handle interruptions from a user plugging in or removing the Apple microphone headphones.
Check out Apple's iPhone Dev Center Audio Session Programming Guide.
- (void) beginInterruption {
if (playing) {
playing = NO;
interruptedWhilePlaying = YES;
[self updateUserInterface];
}
}
NSError *activationError = nil;
- (void) endInterruption {
if (interruptedWhilePlaying) {
[[AVAudioSession sharedInstance] setActive: YES error: &activationError];
[player play];
playing = YES;
interruptedWhilePlaying = NO;
[self updateUserInterface];
}
}
My code is a little different and some of this may help you:
void interruptionListenerCallback (
void *inUserData,
UInt32 interruptionState
) {
// This callback, being outside the implementation block, needs a reference
// to the AudioViewController object
RecordingListViewController *controller = (RecordingListViewController *) inUserData;
if (interruptionState == kAudioSessionBeginInterruption) {
//NSLog (#"Interrupted. Stopping playback or recording.");
if (controller.audioRecorder) {
// if currently recording, stop
[controller recordOrStop: (id) controller];
} else if (controller.audioPlayer) {
// if currently playing, pause
[controller pausePlayback];
controller.interruptedOnPlayback = YES;
}
} else if ((interruptionState == kAudioSessionEndInterruption) && controller.interruptedOnPlayback) {
// if the interruption was removed, and the app had been playing, resume playback
[controller resumePlayback];
controller.interruptedOnPlayback = NO;
}
}
void recordingListViewMicrophoneListener (
void *inUserData,
AudioSessionPropertyID inPropertyID,
UInt32 inPropertyValueSize,
const void *isMicConnected
) {
// ensure that this callback was invoked for a change to microphone connection
if (inPropertyID != kAudioSessionProperty_AudioInputAvailable) {
return;
}
RecordingListViewController *controller = (RecordingListViewController *) inUserData;
// kAudioSessionProperty_AudioInputAvailable is a UInt32 (see Apple Audio Session Services Reference documentation)
// to read isMicConnected, convert the const void pointer to a UInt32 pointer
// then dereference the memory address contained in that pointer
UInt32 connected = * (UInt32 *) isMicConnected;
if (connected){
[controller setMicrophoneConnected : YES];
}
else{
[controller setMicrophoneConnected: NO];
}
// check to see if microphone disconnected while recording
// cancel the recording if it was
if(controller.isRecording && !connected){
[controller cancelDueToMicrophoneError];
}
}
Hey guys just check AddMusic sample app. Will solve all your iPod related issues
First register iPod player for notification with following code
NSNotificationCenter *notificationCenter = [NSNotificationCenter defaultCenter];
[notificationCenter
addObserver: self
selector: #selector (handle_PlaybackStateChanged:)
name: MPMusicPlayerControllerPlaybackStateDidChangeNotification
object: musicPlayer];
[musicPlayer beginGeneratingPlaybackNotifications];
And implement the following code in the notification
- (void) handle_PlaybackStateChanged: (id) notification
{
MPMusicPlaybackState playbackState = [musicPlayer playbackState];
if (playbackState == MPMusicPlaybackStatePaused)
{
[self playiPodMusic];
}
else if (playbackState == MPMusicPlaybackStatePlaying)
{
}
else if (playbackState == MPMusicPlaybackStateStopped)
{
[musicPlayer stop];
}
}
Related
I have an app which plays Spotify track. It works perfectly when app moves to background but when it get interrupted by 'call' or 'iOS pop-ups' it stops playing.
I have added Required background modes to App plays audio in .plist.
How to resume playback when interruption ended while app is in background.
i have used audio interruption callbacks.
AudioSessionInitialize (NULL, NULL, interruptionListenerCallback,self);
AudioSessionSetActive(YES);
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
And after receiving interruption call play/pause method of playback manager.
void interruptionListenerCallback (void *inUserData, UInt32 interruptionState)
{
// This callback, being outside the implementation block, needs a reference
//to the AudioPlayer object
CustomPlayerView *controller = (__bridge CustomPlayerView *) inUserData;
if (interruptionState == kAudioSessionBeginInterruption)
{
[controller.playbackManager setIsPlaying:NO];
}
else if (interruptionState == kAudioSessionEndInterruption)
{
[controller.playbackManager setIsPlaying:YES];
}
}
I want to stop my audio app when iOS sleep timer gets called.
Just like Pandora app.
http://help.pandora.com/customer/portal/articles/24324-ios-sleep-timer-with-pandora
Tap the Clock app, Tap Timer, Select a time, Tap When Timer Ends, Tap Stop
Playing
This will sleep your Pandora app if it is running.
I can see inInterruptionState == kAudioSessionBeginInterruption gets called when iOS sleep timer ends, but how can I detect if it's sleep timer or just interruptions like phone call?
Here is my codes.
Currently, my app just starts playing again after iOS sleep timer ends.
// Audio Interruption Listener
void MyInterruptionListener(void *inClientData, UInt32 inInterruptionState) {
if (inInterruptionState == kAudioSessionBeginInterruption) {
[[DOSpeechManager sharedInstance] audioSessionBeginInterruption];
}
if (inInterruptionState == kAudioSessionEndInterruption) {
[[DOSpeechManager sharedInstance] audioSessionEndInterruption];
}
}
- (void)audioSessionBeginInterruption {
if ([_MyAcaTTS isSpeaking] && [_MyAcaTTS isPaused] == NO) {
[_MyAcaTTS pauseSpeakingAtBoundary:AcapelaSpeechImmediateBoundary];
[self setAudioSettionStatus:NO];
_audioInterruptedWhileSpeaking = YES;
}
}
- (void)audioSessionEndInterruption {
if (_audioInterruptedWhileSpeaking) {
[self setAudioSettionStatus:YES];
[_MyAcaTTS continueSpeaking];
}
}
- (void)setAudioSettionStatus:(BOOL)status {
AudioSessionSetActive(status);
[_MyAcaTTS setActive:status];
//cancel audio interrupted flag
if (status) {
_audioInterruptedWhileSpeaking = NO;
}
}
The trick is not to detect the source of the interruption, but to know whether your app should resume after the interruption.
The AVAudioSession API will send a notification when the audio session is interrupted. Within this notification, the OS gives a "hint" as to whether the app should resume playback or not.
See below:
//Add notification observer
__weak typeof(self) weakSelf = self;
self.audioSessionInterruptionNotification =
[[NSNotificationCenter defaultCenter] addObserverForName:AVAudioSessionInterruptionNotification
object:nil
queue:[NSOperationQueue mainQueue]
usingBlock:^(NSNotification *note) {
NSNumber* interruptionType = note.userInfo[AVAudioSessionInterruptionTypeKey];
NSNumber* interruptionOption = note.userInfo[AVAudioSessionInterruptionOptionKey];
BOOL shouldResume = interruptionOption.integerValue == AVAudioSessionInterruptionOptionShouldResume;
switch (interruptionType.integerValue) {
case AVAudioSessionInterruptionTypeBegan:
[weakSelf beginInterruption];
break;
case AVAudioSessionInterruptionTypeEnded:
[weakSelf endInterruption:shouldResume];
break;
default:
break;
}
}];
}
How do you prevent the Game Center "Welcome Back" message from displaying every time your app wakes up from sleep? Some apps (like Scramble CE, Jetpack Joyride, and Bubblin) handle it correctly (just one welcome message on launch), while others (like Backgammon NJ) don't (welcome message every time the device wakes up).
The block code that's running is no longer in my control (sent to authenticateWithCompletionHandler), and the welcome message appears even if the block is empty anyway.
This behavior started happening with iOS 5.0 (was fine in 4.x), and happens in both the Simulator and real devices, in the Sandbox and not.
Thanks!
I'm from BivisSoft. We've developed Bubblin.
We have a Singleton that controls GameCenter.
Here is our code...
It's based on tutorial by Jacob Gundersen - http://www.raywenderlich.com/5480/beginning-turn-based-gaming-with-ios-5-part-1.
You can try it!
#pragma mark Singleton
static BSGameCenterManager *sharedHelper = nil;
+ (BSGameCenterManager *) sharedInstance {
if (!sharedHelper) {
sharedHelper = [[BSGameCenterManager alloc] init];
}
return sharedHelper;
}
#pragma mark Initializers
- (id)init {
if ((self = [super init])) {
gameCenterAvailable = [self isGameCenterAvailable];
if (gameCenterAvailable) {
self.localPlayerId = #"";
NSNotificationCenter *nc =
[NSNotificationCenter defaultCenter];
[nc addObserver:self
selector:#selector(authenticationChanged)
name:GKPlayerAuthenticationDidChangeNotificationName
object:nil];
}
}
return self;
}
// Check if GameCenter is Avaiable
- (BOOL)isGameCenterAvailable {
// check for presence of GKLocalPlayer API
Class gcClass = (NSClassFromString(#"GKLocalPlayer"));
// check if the device is running iOS 4.1 or later
NSString *reqSysVer = #"4.1";
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
BOOL osVersionSupported = ([currSysVer compare:reqSysVer
options:NSNumericSearch] != NSOrderedAscending);
return (gcClass && osVersionSupported);
}
#pragma mark Authentication
- (void)authenticationChanged {
if ([GKLocalPlayer localPlayer].isAuthenticated &&
!self.userAuthenticated) {
NSLog(#"GameCenter authentication changed: player authenticated.");
self.userAuthenticated = TRUE;
self.localPlayerId = [[GKLocalPlayer localPlayer] playerID];
[[NSNotificationCenter defaultCenter] postNotificationName: #"gameCenterPlayerAuthenticated" object: nil userInfo: nil];
[self checkNotSentScores];
} else if (![GKLocalPlayer localPlayer].isAuthenticated &&
self.userAuthenticated) {
NSLog(#"GameCenter authentication changed: player not authenticated");
self.userAuthenticated = FALSE;
self.localPlayerId = #"";
}
}
- (void)authenticateLocalUser {
if (!gameCenterAvailable) return;
NSLog(#"GameCenter authenticating local user...");
if ([GKLocalPlayer localPlayer].authenticated == NO) {
[[GKLocalPlayer localPlayer]
authenticateWithCompletionHandler:nil];
} else {
NSLog(#"GameCenter already authenticated!");
}
}
In the Game Kit programming guide I found this bit of documentation:
All games that support Game Center must authenticate the local player
before using any of Game Center’s features. Your game should
authenticate the player as early as possible after launching. Ideally,
authentication should happen as soon as your game can present a user
interface to the player. When your game authenticates a player, Game
Kit first checks to see whether there is already an authenticated
player on the device. If there is an authenticated player, Game Kit
briefly displays a welcome banner to the player.
It doesn't seem as if you can change this behavior with the public API's.
In My app Song play through buffering,
I have two music player in my app,
But it plays both musicplayer songs together. It does not pause the first song even when I try to pause.
i refer this tutorial:
http://cocoawithlove.com/2008/09/streaming-and-playing-live-mp3-stream.html
for that i try to call
[streamer pause];
- (void)pause
{
#synchronized(self)
{
if (state == AS_PLAYING)
{
err = AudioQueuePause(audioQueue);
if (err)
{
[self failWithErrorCode:AS_AUDIO_QUEUE_PAUSE_FAILED];
return;
}
self.state = AS_PAUSED;
}
else if (state == AS_PAUSED)
{
err = AudioQueueStart(audioQueue, NULL);
if (err)
{
[self failWithErrorCode:AS_AUDIO_QUEUE_START_FAILED];
return;
}
self.state = AS_PLAYING;
}
}
}
streamer calls the pause method of buffering.
How can i do that?
if (audioPlayer.playing==YES) {
[audioPlayer pause];
}
try this.
I've tried the code to avoid the sleep mode interruption. It's working, but now I have a problem with interruptions when a call or sms is coming in to the iPhone. The song in my music application is stopped at that time. I want to automatically resume the song where it was stopped once the call is over.
- (void) audioPlayerBeginInterruption: (AVAudioPlayer *) player {
if (playing) {
playing = NO;
interruptedOnPlayback = YES;
[self updateViewForPlayerState];
}
}
- (void) audioPlayerEndInterruption: (AVAudioPlayer *) player {
if (interruptedOnPlayback) {
[player prepareToPlay];
[player play];
playing = YES;
interruptedOnPlayback = NO;
}
}
But it doesn't work. Please help me here, thanks in advance.
Try Apple's guide to Audio Interruptions.