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  • Can AVAudioSession do full duplex?

    - by Eric Christensen
    It would seem like it should be able to, but the following breakout test code can't do both: //play a file: NSArray *pathsArray = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [pathsArray objectAtIndex:0]; NSString* playFilePath=[documentsDirectory stringByAppendingPathComponent:@"testplayfile.wav"]; AVAudioPlayer *tempplayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:playFilePath] error:nil]; [tempplayer prepareToPlay]; [tempplayer play]; //and record a file: NSString* recFilePath=[documentsDirectory stringByAppendingPathComponent:@"testrecordfile.wav"]; AVAudioRecording *soundrecording = [[AVAudioRecorder alloc] initWithURL:[NSURL fileURLWithPath:recFilePath] settings:nil error:nil]; [soundrecording prepareToRecord]; [soundrecording record]; This is the minimum I can think of to individually play one file and record another. And this works just fine in the simulator. I can play back a file and record at the same time. But it doesn't work on the iphone itself. If I comment out either function, the other performs fine. The playback plays fine either alone or with both, if it's first. If I comment out the playback, the record records fine. (There's additional code to stop the recording not shown here.) So each works fine, but not together. I know audioQueue has a setting to allow both, but I don't see an analogue for AVAudioSessions. Any idea if it's possible, and if so, what I need to add? Thanks!

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  • How to check the type of inputAvailable in iPad?

    - by iphoneDev
    Hi, I am implementing the sound recording functionality in my iPad app. I want to prompt the user to attach his headphone with microphone for better performance.For this I need to check that whether the user has connected the headphone with microphone or not. In the AVAudioSession there is a method inputIsAvailable.But this method returns 'Yes' for the inbuilt mic of iPad also.So,please suggest how to detect that whether the headphone with mic is connected to the device or not??

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  • MPMoviePlayerController playback problem

    - by Fahri
    Hello all, I'm having trouble with playing audio stream using MPMoviePlayerController in the background. On the foreground it's playing the audio just fine, but when the application goes to the background, sound disappears and the time keeps going. I have initialized the AVAudioSession with AVAudioSessionCategoryPlayback and have put the required background modes to audio in info.plist file. Also I have set player.useApplicationAudioSession = YES;. What could be the possible problem here? Thanks in advance :)

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  • iOS 5 Audio Alarms Don't Sound Without kAudioSessionProperty_OverrideCategoryMixWithOthers On

    - by coneybeare
    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

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  • AVAudioPlayer via Speakers

    - by Mark
    I got the following code: - (id)init { if (self = [super init]) { UInt32 sessionCategory = kAudioSessionCategory_MediaPlayback; AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(sessionCategory), &sessionCategory); UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker; AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride); [[AVAudioSession sharedInstance] setDelegate:self]; [[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayAndRecord error:nil]; [[AVAudioSession sharedInstance] setActive:YES error:nil]; } return self; } But somehow the sound does not want to come out of the speakers, can someone see what I am doing wrong? The code I use for playing is: AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFilePathURL error:nil]; [player prepareToPlay]; [player setVolume:1.0]; [player play];

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  • Sound does not working in Device

    - by diana
    In my app i write for record NSArray *filePaths = NSSearchPathForDirectoriesInDomains (NSDocumentDirectory, NSUserDomainMask, YES); NSString *recordingDirectory = [filePaths objectAtIndex: 0]; NSString *resourcePath = [recordingDirectory stringByAppendingString:@"/sound.caf"]; self.soundFileURL = [NSURL fileURLWithPath:resourcePath]; AVAudioSession *audioSession = [AVAudioSession sharedInstance]; audioSession.delegate = self; [audioSession setActive: YES error: nil]; [[AVAudioSession sharedInstance] setCategory : AVAudioSessionCategoryRecorderror: nil]; NSDictionary *recordSettings = [[NSDictionary alloc] initWithObjectsAndKeys: [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil]; AVAudioRecorder *newRecorder = [[AVAudioRecorder alloc] initWithURL: soundFileURL settings: recordSettings error: nil]; [recordSettings release]; self.soundRecorder = newRecorder; [newRecorder release]; soundRecorder.delegate = self; [soundRecorder prepareToRecord]; [soundRecorder record]; recording = YES; I write for stop recording [soundRecorder stop]; recording = NO; self.soundRecorder = nil; I write for play AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: self.soundFileURL error: nil]; [fileURL release]; self.player = newPlayer; [newPlayer release]; [player prepareToPlay]; [player setDelegate: self]; [button setTitle : @"Pause"forState: UIControlStateHighlighted]; [button setTitle : @"Pause"forState: UIControlStateNormal]; [player play]; In iPhone Simulator all ok I record then stop then play and all work fine. But in my iPhone device no sound. Any help will be greatly apprecieated

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  • how do i call mpmovieplayer from applicationwillresignactive in ppdelegate

    - by ss30
    i'm using mpmovieplayer to play audio stream, one problem i'm having trouble with handling intruptions e.g when call is received. My player is declared in viewcontroller and i beleive i need to do something in applicationdidresignactive in my appdelegate right? how do i do that if my appdelegate isn't aware of my moviePlayer? i'm new to iphone dev so i'm learning as i go and enjoying it :) here is what i'm doing in viewcontroller -(IBAction)play1MButton:(id)sender{ [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(moviePlayerStatus:) name:MPMoviePlayerPlaybackStateDidChangeNotification object:nil]; NSString *url = @"http://22.22.22.22:8000/listen.pls"; [self.activityIndicator startAnimating]; moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL URLWithString:url]]; [moviePlayer prepareToPlay]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(moviePlayerLoadStateChanged:) name:MPMoviePlayerLoadStateDidChangeNotification object:nil]; } } -(void) moviePlayerStatus:(NSNotification*)notification { //MPMoviePlayerController *moviePlayer = notification.object; MPMoviePlaybackState playbackState = moviePlayer.playbackState; if(playbackState == MPMoviePlaybackStateStopped) { NSLog(@"MPMoviePlaybackStateStopped"); } else if(playbackState == MPMoviePlaybackStatePlaying) { NSLog(@"MPMoviePlaybackStatePlaying"); } else if(playbackState == MPMoviePlaybackStatePaused) { NSLog(@"MPMoviePlaybackStatePaused"); } else if(playbackState == MPMoviePlaybackStateInterrupted) { NSLog(@"MPMoviePlaybackStateInterrupted"); } else if(playbackState == MPMoviePlaybackStateSeekingForward) { NSLog(@"MPMoviePlaybackStateSeekingForward"); } else if(playbackState == MPMoviePlaybackStateSeekingBackward) { NSLog(@"MPMoviePlaybackStateSeekingBackward"); } } - (void) moviePlayerLoadStateChanged:(NSNotification*)notification { if ([moviePlayer loadState] != MPMovieLoadStateUnknown) { [[NSNotificationCenter defaultCenter] removeObserver:self name:MPMoviePlayerLoadStateDidChangeNotification object:moviePlayer]; [moviePlayer play]; [self.activityIndicator stopAnimating]; [moviePlayer setFullscreen:NO animated:NO]; } } and in appdelegate - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Override point for customization after application launch. self.window.rootViewController = self.viewController; [self.window makeKeyAndVisible]; AVAudioSession *audioSession = [AVAudioSession sharedInstance]; NSError *setCategoryError = nil; [audioSession setCategory:AVAudioSessionCategoryPlayback error:&setCategoryError]; if (setCategoryError) { } NSError *activationError = nil; [audioSession setActive:YES error:&activationError]; if (activationError) { } I can catch the errors but how do i use the player from appdelegate?!! thanks in advance

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  • iphone: Help with AudioToolbox Leak: Stack trace/code included here...

    - by editor guy
    Part of this app is a "Scream" button that plays random screams from cast members of a TV show. I have to bang on the app quite a while to see a memory leak in Instruments, but it's there, occasionally coming up (every 45 seconds to 2 minutes.) The leak is 3.50kb when it occurs. Haven't been able to crack it for several hours. Any help appreciated. Instruments says this is the offending code line: [appSoundPlayer play]; that's linked to from line 9 of the below stack trace: 0 libSystem.B.dylib malloc 1 libSystem.B.dylib pthread_create 2 AudioToolbox CAPThread::Start() 3 AudioToolbox GenericRunLoopThread::Start() 4 AudioToolbox AudioQueueNew(bool, AudioStreamBasicDescription const*, TCACallback const&, CACallbackTarget const&, unsigned long, OpaqueAudioQueue*) 5 AudioToolbox AudioQueueNewOutput 6 AVFoundation allocAudioQueue(AVAudioPlayer, AudioPlayerImpl*) 7 AVFoundation prepareToPlayQueue(AVAudioPlayer*, AudioPlayerImpl*) 8 AVFoundation -[AVAudioPlayer prepareToPlay] 9 Scream Queens -[ScreamViewController scream:] /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/Classes/../ScreamViewController.m:210 10 CoreFoundation -[NSObject performSelector:withObject:withObject:] 11 UIKit -[UIApplication sendAction:to:from:forEvent:] 12 UIKit -[UIApplication sendAction:toTarget:fromSender:forEvent:] 13 UIKit -[UIControl sendAction:to:forEvent:] 14 UIKit -[UIControl(Internal) _sendActionsForEvents:withEvent:] 15 UIKit -[UIControl touchesEnded:withEvent:] 16 UIKit -[UIWindow _sendTouchesForEvent:] 17 UIKit -[UIWindow sendEvent:] 18 UIKit -[UIApplication sendEvent:] 19 UIKit _UIApplicationHandleEvent 20 GraphicsServices PurpleEventCallback 21 CoreFoundation CFRunLoopRunSpecific 22 CoreFoundation CFRunLoopRunInMode 23 GraphicsServices GSEventRunModal 24 UIKit -[UIApplication _run] 25 UIKit UIApplicationMain 26 Scream Queens main /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/main.m:14 27 Scream Queens start Here's .h: #import <UIKit/UIKit.h> #import <AVFoundation/AVFoundation.h> #import <MediaPlayer/MediaPlayer.h> #import <AudioToolbox/AudioToolbox.h> #import <MessageUI/MessageUI.h> #import <MessageUI/MFMailComposeViewController.h> @interface ScreamViewController : UIViewController <UIApplicationDelegate, AVAudioPlayerDelegate, MFMailComposeViewControllerDelegate> { //AudioPlayer related AVAudioPlayer *appSoundPlayer; NSURL *soundFileURL; BOOL interruptedOnPlayback; BOOL playing; //Scream button related IBOutlet UIButton *screamButton; int currentScreamIndex; NSString *currentScream; NSMutableArray *screams; NSMutableArray *personScreaming; NSMutableArray *photoArray; int currentSayingsIndex; NSString *currentButtonSaying; NSMutableArray *funnyButtonSayings; IBOutlet UILabel *funnyButtonSayingsLabel; IBOutlet UILabel *personScreamingField; IBOutlet UIImageView *personScreamingImage; //Mailing the scream related IBOutlet UILabel *mailStatusMessage; IBOutlet UIButton *shareButton; } //AudioPlayer related @property (nonatomic, retain) AVAudioPlayer *appSoundPlayer; @property (nonatomic, retain) NSURL *soundFileURL; @property (readwrite) BOOL interruptedOnPlayback; @property (readwrite) BOOL playing; //Scream button related @property (nonatomic, retain) UIButton *screamButton; @property (nonatomic, retain) NSMutableArray *screams; @property (nonatomic, retain) NSMutableArray *personScreaming; @property (nonatomic, retain) NSMutableArray *photoArray; @property (nonatomic, retain) UILabel *personScreamingField; @property (nonatomic, retain) UIImageView *personScreamingImage; @property (nonatomic, retain) NSMutableArray *funnyButtonSayings; @property (nonatomic, retain) UILabel *funnyButtonSayingsLabel; //Mailing the scream related @property (nonatomic, retain) IBOutlet UILabel *mailStatusMessage; @property (nonatomic, retain) IBOutlet UIButton *shareButton; //Scream Button - (IBAction) scream: (id) sender; //Mail the scream - (IBAction) showPicker: (id)sender; - (void)displayComposerSheet; - (void)launchMailAppOnDevice; @end Here's the top of .m: #import "ScreamViewController.h" //top of code has Audio session callback function for responding to audio route changes (from Apple's code), then my code continues... @implementation ScreamViewController @synthesize appSoundPlayer; // AVAudioPlayer object for playing the selected scream @synthesize soundFileURL; // Path to the scream @synthesize interruptedOnPlayback; // Was application interrupted during audio playback @synthesize playing; // Track playing/not playing state @synthesize screamButton; //Press this button, girls scream. @synthesize screams; //Mutable array holding strings pointing to sound files of screams. @synthesize personScreaming; //Mutable array tracking the person doing the screaming @synthesize photoArray; //Mutable array holding strings pointing to photos of screaming girls @synthesize personScreamingField; //Field updates to announce which girl is screaming. @synthesize personScreamingImage; //Updates to show image of the screamer. @synthesize funnyButtonSayings; //Mutable array holding the sayings @synthesize funnyButtonSayingsLabel; //Label that updates with the funnyButtonSayings @synthesize mailStatusMessage; //did the email go out @synthesize shareButton; //share scream via email Next line begins the block with the offending code: - (IBAction) scream: (id) sender { //Play a click sound effect SystemSoundID soundID; NSString *sfxPath = [[NSBundle mainBundle] pathForResource:@"aClick" ofType:@"caf"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:sfxPath],&soundID); AudioServicesPlaySystemSound (soundID); // Because someone may slam the scream button over and over, //must stop current sound, then begin next if ([self appSoundPlayer] != nil) { [[self appSoundPlayer] setDelegate:nil]; [[self appSoundPlayer] stop]; [self setAppSoundPlayer: nil]; } //after selecting a random index in the array (did that in View Did Load), //we move to the next scream on each click. //First check... //Are we past the end of the array? if (currentScreamIndex == [screams count]) { currentScreamIndex = 0; } //Get the string at the index in the personScreaming array currentScream = [screams objectAtIndex: currentScreamIndex]; //Get the string at the index in the personScreaming array NSString *screamer = [personScreaming objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"playing scream: %@", screamer); // Display the string in the personScreamingField field NSString *listScreamer = [NSString stringWithFormat:@"scream by: %@", screamer]; [personScreamingField setText:listScreamer]; // Gets the file system path to the scream to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: currentScream ofType: @"caf"]; // Converts the sound's file path to an NSURL object NSURL *newURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = newURL; [newURL release]; [[AVAudioSession sharedInstance] setDelegate: self]; [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayback error: nil]; // Registers the audio route change listener callback function AudioSessionAddPropertyListener ( kAudioSessionProperty_AudioRouteChange, audioRouteChangeListenerCallback, self ); // Activates the audio session. NSError *activationError = nil; [[AVAudioSession sharedInstance] setActive: YES error: &activationError]; // Instantiates the AVAudioPlayer object, initializing it with the sound AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error: nil]; //Error check and continue if (newPlayer != nil) { self.appSoundPlayer = newPlayer; [newPlayer release]; [appSoundPlayer prepareToPlay]; [appSoundPlayer setVolume: 1.0]; [appSoundPlayer setDelegate:self]; //NEXT LINE IS FLAGGED BY INSTRUMENTS AS LEAKY [appSoundPlayer play]; playing = YES; //Get the string at the index in the photoArray array NSString *screamerPic = [photoArray objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"displaying photo: %@", screamerPic); // Display the image of the person screaming personScreamingImage.image = [UIImage imageNamed:screamerPic]; //show the share button shareButton.hidden = NO; mailStatusMessage.hidden = NO; mailStatusMessage.text = @"share!"; //Get the string at the index in the funnySayings array currentSayingsIndex = random() % [funnyButtonSayings count]; currentButtonSaying = [funnyButtonSayings objectAtIndex: currentSayingsIndex]; NSString *theSaying = [funnyButtonSayings objectAtIndex:currentSayingsIndex]; [funnyButtonSayingsLabel setText: theSaying]; currentScreamIndex++; } } Here's my dealloc: - (void)dealloc { [appSoundPlayer stop]; [appSoundPlayer release], appSoundPlayer = nil; [screamButton release], screamButton = nil; [mailStatusMessage release], mailStatusMessage = nil; [personScreamingField release], personScreamingField = nil; [personScreamingImage release], personScreamingImage = nil; [funnyButtonSayings release], funnyButtonSayings = nil; [funnyButtonSayingsLabel release], funnyButtonSayingsLabel = nil; [screams release], screams = nil; [personScreaming release], personScreaming = nil; [soundFileURL release]; [super dealloc]; } @end Thanks so much for reading this far! Any input appreciated.

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  • Cocoa: AVAudioRecorder Fails to Record

    - by kumaryr
    AVAudioSession *audioSession = [AVAudioSession sharedInstance]; NSError *err = nil; [audioSession setCategory:AVAudioSessionCategoryPlayAndRecord error:&err]; if(err){ NSLog(@"audioSession: %@ %d %@", [err domain], [err code], [[err userInfo] description]); return; } [audioSession setActive:YES error:&err]; err = nil; if(err){ NSLog(@"audioSession: %@ %d %@", [err domain], [err code], [[err userInfo] description]); return; } NSMutableDictionary *recordSetting = [[NSMutableDictionary alloc] init]; [recordSetting setValue:[NSNumber numberWithInt: kAudioFormatAppleIMA4] forKey:AVFormatIDKey]; [recordSetting setValue:[NSNumber numberWithFloat:40000.0] forKey:AVSampleRateKey]; [recordSetting setValue:[NSNumber numberWithInt: 2] forKey:AVNumberOfChannelsKey]; [recordSetting setValue:[NSNumber numberWithInt:16] forKey:AVLinearPCMBitDepthKey]; [recordSetting setValue:[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsBigEndianKey]; [recordSetting setValue:[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsFloatKey]; // Create a new dated file NSDate *now = [NSDate dateWithTimeIntervalSinceNow:0]; NSString *caldate = [now description]; NSString *recorderFilePath = [[NSString stringWithFormat:@"%@/%@.caf", DOCUMENTS_FOLDER, caldate] retain]; NSLog(recorderFilePath); url = [NSURL fileURLWithPath:recorderFilePath]; err = nil; recorder = [[ AVAudioRecorder alloc] initWithURL:url settings:recordSetting error:&err]; if(!recorder){ NSLog(@"recorder: %@ %d %@", [err domain], [err code], [[err userInfo] description]); UIAlertView *alert = [[UIAlertView alloc] initWithTitle: @"Warning" message: [err localizedDescription] delegate: nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert show]; [alert release]; return; } //prepare to record [recorder setDelegate:self]; [recorder prepareToRecord]; recorder.meteringEnabled = YES; BOOL audioHWAvailable = audioSession.inputIsAvailable; if (! audioHWAvailable) { UIAlertView *cantRecordAlert = [[UIAlertView alloc] initWithTitle: @"Warning" message: @"Audio input hardware not available" delegate: nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [cantRecordAlert show]; [cantRecordAlert release]; return; } // [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector( updateTimerDisplay) userInfo:nil repeats:YES]; // [recorder recordForDuration:(NSTimeInterval)10 ]; // [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector( updateTimerDisplay) userInfo:nil repeats:YES];

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  • not getting voice , which is recorded could you suggest me what is the bug in the below code ?

    - by kumaryr
    AVAudioSession *audioSession = [AVAudioSession sharedInstance]; NSError *err = nil; [audioSession setCategory:AVAudioSessionCategoryPlayAndRecord error:&err]; if(err){ NSLog(@"audioSession: %@ %d %@", [err domain], [err code], [[err userInfo] description]); return; } [audioSession setActive:YES error:&err]; err = nil; if(err){ NSLog(@"audioSession: %@ %d %@", [err domain], [err code], [[err userInfo] description]); return; } NSMutableDictionary *recordSetting = [[NSMutableDictionary alloc] init]; [recordSetting setValue :[NSNumber numberWithInt: kAudioFormatAppleIMA4] forKey:AVFormatIDKey]; [recordSetting setValue:[NSNumber numberWithFloat:40000.0] forKey:AVSampleRateKey]; [recordSetting setValue:[NSNumber numberWithInt: 2] forKey:AVNumberOfChannelsKey]; [recordSetting setValue :[NSNumber numberWithInt:16] forKey:AVLinearPCMBitDepthKey]; [recordSetting setValue :[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsBigEndianKey]; [recordSetting setValue :[NSNumber numberWithBool:NO] forKey:AVLinearPCMIsFloatKey]; // Create a new dated file NSDate *now = [NSDate dateWithTimeIntervalSinceNow:0]; NSString *caldate = [now description]; NSString *recorderFilePath = [[NSString stringWithFormat:@"%@/%@.caf", DOCUMENTS_FOLDER, caldate] retain]; NSLog(recorderFilePath); url = [NSURL fileURLWithPath:recorderFilePath]; err = nil; recorder = [[ AVAudioRecorder alloc] initWithURL:url settings:recordSetting error:&err]; if(!recorder){ NSLog(@"recorder: %@ %d %@", [err domain], [err code], [[err userInfo] description]); UIAlertView *alert = [[UIAlertView alloc] initWithTitle: @"Warning" message: [err localizedDescription] delegate: nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert show]; [alert release]; return; } //prepare to record [recorder setDelegate:self]; [recorder prepareToRecord]; recorder.meteringEnabled = YES; BOOL audioHWAvailable = audioSession.inputIsAvailable; if (! audioHWAvailable) { UIAlertView *cantRecordAlert = [[UIAlertView alloc] initWithTitle: @"Warning" message: @"Audio input hardware not available" delegate: nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [cantRecordAlert show]; [cantRecordAlert release]; return; } //[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector( updateTimerDisplay) userInfo:nil repeats:YES]; [recorder recordForDuration:(NSTimeInterval)10 ]; // [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector( updateTimerDisplay) userInfo:nil repeats:YES];

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  • Using kAudioSessionProperty_OtherMixableAudioShouldDuck on iPhone

    - by Cliff
    Hello, I'm trying to get consistant behavior out of the kAudioSessionProperty_OtherMixableAudioShouldDuck property on the iPhone to allow iPod music blending and I'm having trouble. At the start of my app I set an Ambient category like so: -(void) initialize { [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryAmbient error: nil]; } Later on when I attempt to play audio I set the duck property using the following method: //this will crossfade the audio with the ipod music - (void) toggleCrossfadeOn:(UInt32)onOff { //crossfade the ipod music AudioSessionSetProperty(kAudioSessionProperty_OtherMixableAudioShouldDuck,sizeof(onOff),&onOff); AudioSessionSetActive(onOff); } I call this passing a numeric "1" just before playing audio like so: [self toggleCrossfadeOn:1]; [player play]; I then call the crossfade method again passing a zero when my app's audio completes using a playback is stopping callback like so: -(void) playbackIsStoppingForPlayer:(MQAudioPlayer*)audioPlayer { NSLog(@"Releasing player"); [audioPlayer release]; [self toggleCrossfadeOn:0]; } In my production app this exact code works as expected, causing the ipod to fade out just before playing my app's audio then fade back in when the audio finishes playing. In a new project I recently started, I get different behavior. The iPod audio fades down and never fades back in. In my production app I use the AVAudioPlayer where in my new app I've written a custom audio player that uses audio queues. Could somebody help me understand the differences and how to properly use this API?

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  • AVAudioPlayer working in Simulator, but not on device

    - by cannyboy
    My mp3 playing code is: NSError *error; soundObject = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:audioPathString] error:&error]; if (soundObject == nil) NSLog(@"%@", [error description]); soundObject.delegate = self; soundObject.numberOfLoops = 0; soundObject.volume = 1.0; NSLog(@"about to play"); [soundObject prepareToPlay]; [soundObject play]; NSLog(@"[soundObject play];"); The mp3 used to play fine, and it still does on the simulator. But not on the device. I've recently added some sound recording code (not mine) to the software. It uses AudioQueue stuff which is slightly beyond me. Does that conflict with AVAudioPlayer? Or what could be the problem? I've noticed that as soon as the audiorecording code starts working, I can't adjust the volume on the device anymore, so maybe it blocks the audio playback?. EDIT The solution seems to be to put this in my code. I put it in applicationDidFinishLaunching: [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayAndRecord error: nil]; UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker; AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride); The first line allows both play and record, whilst the other lines apparently reroute things to make the volume louder. All audio code is voodoo to me.

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