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I want the audio session to always use the built-in microphone. However, when using the setPreferredInput() method like in this example
private func enableBuiltInMic() {
// Get the shared audio session.
let session = AVAudioSession.sharedInstance()
// Find the built-in microphone input.
guard let availableInputs = session.availableInputs,
let builtInMicInput = availableInputs.first(where: { $0.portType == .builtInMic }) else {
print("The device must have a built-in microphone.")
return
}
// Make the built-in microphone input the preferred input.
do {
try session.setPreferredInput(builtInMicInput)
} catch {
print("Unable to set the built-in mic as the preferred input.")
}
}
and calling that function once in the initializer,
the audio session still switches to the external microphone once one is plugged in.
The session's preferredInput is nil again at that point, even if the built-in microphone is still listed in availableInputs.
So,
why is the preferredInput suddenly reset?
when would be the appropriate time to set the preferredInput again?
Observing the session’s availableInputs did not work and setting the preferredInput again in the routeChangeNotification handler seems a bad choice as it’s already a bit too late then.
Post not yet marked as solved
Hey,
I've been trying to start an audio recording from an intent started from a widget in iOS 17.
However every time I run audioRecorder.record() it just returns false.
Is it generally possible to start an audio recording from a widget's intent?
In the simulator this actually worked, but on device it would not start the recording.
Would love to get any pointers to what might be required to make this work.
Post not yet marked as solved
So I have been able to get my app to record and receive PTT on the foreground successfully but when pressed the talk button in the system UI or when my app is in the background, the audio session is never activated hence func channelManager(_ channelManager: PTChannelManager, didDeactivate audioSession: AVAudioSession) never get called.
My question is, is there any step or requirement that might prevent the system UI from activating the audio session even though the same code works perfectly fine whenever the app is in the foreground. I appreciate your help in advance.
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I'm trying to simply set my audio to the iPhone earpiece. No success, this seems like it would work. Using iOS 17 on an iPhone 15 Pro. It doesn't throw any errors. Any advice appreciated.
@implementation AudioTogglePlugin
- (void)setAudioMode:(CDVInvokedUrlCommand *)command
{
NSLog(@"... audiotoggle test ...");
NSError* err;
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayAndRecord
mode:AVAudioSessionModeVoiceChat
options:AVAudioSessionCategoryOptionMixWithOthers
error:NULL];
[session overrideOutputAudioPort:AVAudioSessionPortOverrideNone
error:&err];
[session setActive:YES error:NULL];
NSLog(@"... audiotoggle error ... %@", err);
NSLog(@"... audiotoggle route ... %@", [session currentRoute]);
}
@end
The audio route stays on "Speaker":
inputs = (
"<AVAudioSessionPortDescription: 0x283ae0d50, type = MicrophoneBuiltIn; name = iPhone Microphone; UID = Built-In
Microphone; selectedDataSource = Front>" ); outputs = (
"<AVAudioSessionPortDescription: 0x283ae0dd0, type = Speaker; name = Speaker; UID = Speaker; selectedDataSource = (null)>" )>
Post not yet marked as solved
Hello,
I'm facing an issue with Xcode 15 and iOS 17: it seems impossible to get AVAudioEngine's audio input node to work on simulator.
inputNode has a 0ch, 0kHz input format,
connecting input node to any node or installing a tap on it fails systematically.
What we tested:
Everything works fine on iOS simulators <= 16.4, even with Xcode 15.
Nothing works on iOS simulator 17.0 on Xcode 15.
Everything works fine on iOS 17.0 device with Xcode 15.
More details on this here: https://github.com/Fesongs/InputNodeFormat
Any idea on this? Something I'm missing?
Thanks for your help 🙏
Tom
PS: I filed a bug on Feedback Assistant, but it usually takes ages to get any answer so I'm also trying here 😉
Post not yet marked as solved
In voip application , when the CallKit is enabled if we try playing a video through AVplayer the video content is updated frame by frame and the audio of the content is not audible . This issue is observed only in iOS 17, any idea how can we resolve this
Post not yet marked as solved
I did an SwiftUI app where I use AudioSession, AVAudioPlayer and CallKit. I want to play small sounds when pressing a button during the active call, but apparently it is not possible on iOS 17. This was working on previous iOS versions. I tried already all the different audio session categories and modes and nothing seems to work. I tried to find for change logs or relevant docs / issues talking about this but I was unable to find any reference.
Expected: Init call, play sound, hear sound.
Actual: Init call, play sound, don't hear nothing.
Without the active call, I can hear the song.
Am I doing or understanding something wrong? What could possibly be happening? Thank you and appreciate if someone can provide an insight on this!
Post not yet marked as solved
While playing sound, I need to create an AudioUnit to record the microphone at the same time. In order to use echo cancellation, i choose kAudioUnitSubType_VoiceProcessingIO subType to init AudioUnit. It works well in iOS 16 and below. But in iOS 17, the playing volume decreases while playing audio and record.
Thank you for your help and hope to see your suggestions.
Hello everyone,
I'm using Flutter and the just_audio package.
When a user receives a push notification, the app plays audio in the background.
I've tested this functionality on iPhone 6s and iPhone 13.
It works correctly on iPhone 6s and the app plays the sound on push notification received.
However on iPhone 13 the app receives the notification, starts the background process but fails to play the sound with these errors:
mediaserverd(MediaExperience)[17680] <Notice>: -CMSUtilities- CMSUtility_IsAllowedToStartPlaying: Client sid:0x45107e5, Runner(28933), 'prim' with category MediaPlayback and mode Default and mixable does not have assertions to start mixable playback
mediaserverd(MediaExperience)[17680] <Notice>: -CMSessionMgr- MXCoreSessionBeginInterruption_WithSecTaskAndFlags: CMSessionBeginInterruption failed as client 'sid:0x45107e5, Runner(28933), 'prim'' has insufficient privileges to take control
mediaserverd(AudioSessionServer)[17680] <Error>: AudioSessionServerImp.mm:405 { "action":"cm_session_begin_interruption", "error":"translating CM session error", "session":{"ID":"0x45107e5","name":"Runner(28933)"}, "details":{"calling_line":879,"error_code":-16980,"error_string":"Operation denied. Cannot start playing"} }
From what I understand of these errors is that on the newer iPhones, there must be additional permissions.
Does anyone have any idea on how I can fix this?
Post not yet marked as solved
Hello,
I started to set audio stereo recording (both audio and video are recorded) and the audio quality seems to be lower than quality obtained with native camera application (configured for stereo).
Using console to check the log, I found a difference between camera app and mine regarding MXSessionMode (of mediaserverd)
in fact, camera application gives MXSessionMode = SpatialRecording and mine MXSessionMode = VideoRecording
How can I configure capture session to finally have MXSessionMode = SpatialRecording?
Any suggestion?
Best regards
Post not yet marked as solved
Basically for this iPhone app I want to be able to record from either the built in microphone or from a connected USB audio device while simultaneously playing back processed audio on connected AirPods. It's a pretty simple AVAudioEngine setup that includes a couple of effects units. The category is set to .playAndRecord with the .allowBluetooth and .allowBluetoothA2DP options added. With no attempts to set the preferred input and AirPods connected, the AirPods mic will be used and output also goes to the AirPods. If I call setPreferredInput to either built in mic or a USB audio device I will get input as desired but then output will always go to the speaker. I don't really see a good explanation for this and overrideOutputAudioPort does not really seem to have suitable options.
Testing this on iPhone 14 Pro
Post not yet marked as solved
How can I record audio in a keyboard extension? I've enabled microphone support by enabling "RequestsOpenAccess". When I try to record, I get the error below in the console. This doesn't make sense as Apple's docs seem to say that microphone access is allowed with Full Keyboard Access. What is the point of enabling the microphone if the app cannot access the data from the microphone?
-CMSUtilities- CMSUtility_IsAllowedToStartRecording: Client sid:0x2205e, XXXXX(17965), 'prim' with PID 17965 was NOT allowed to start recording because it is an extension and doesn't have entitlements to record audio.
Post not yet marked as solved
Hi,
Is it technically possible to stream external BT device's microphone input to iPhones speakers output?
Post not yet marked as solved
there is a method setPreferredInput in AVAudioSession which can be used to select different input device. But, does there any similar function like "setPerferredOutput" so that in my APP I can select a specific audio output device to play audio ?
I do not want user to change it through system interfaces (such as the Control Center), but by logic inside APP.
thanks!
I am creating a camera app where I would like music from another app (Apple Music, Spotify, etc.) to continue playing once the app is opened. Currently I am using .mixWithOthers to do this in my viewDidLoad.
let audioSession = AVAudioSession.sharedInstance()
do {
try audioSession.setCategory(AVAudioSession.Category.playback, options: [.mixWithOthers])
try audioSession.setActive(true)
} catch {
print("error trying to record and play audio")
}
However I am running into an issue where the music only plays if you resume music playback once you start recording a video. Otherwise, when you open the app music will stop when you see the preview. The interesting thing is that if you start playing music while recording, then once you stop music continues to play in the preview view. If you close the app (not force close) and reopen then music play back continues as expected. However, once you force close the app then it returns to the original behavior. I've tried to do research on this and I have not been able to find anything. Any help is appreciated. Let me know if more details are needed.
Post not yet marked as solved
Hi There,
I am trying to record a meeting and upload it to AWS server. The recording is in .m4a format and the upload request is a URLSession request.
The following code works perfectly for recordings less than 15 mins. But then for greater recordings, it gets stuck
Could you please help me out in this?
func startRecording() {
let audioURL = getAudioURL()
let audioSettings = [
AVFormatIDKey: Int(kAudioFormatMPEG4AAC),
AVSampleRateKey: 12000,
AVNumberOfChannelsKey: 1,
AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue
]
do {
audioRecorder = try AVAudioRecorder(url: audioURL, settings: audioSettings)
audioRecorder.delegate = self
audioRecorder.record()
} catch {
finishRecording(success: false)
}
}
func uploadRecordedAudio{
let _ = videoURL.startAccessingSecurityScopedResource()
let input = UploadVideoInput(signedUrl: signedUrlResponse, videoUrl: videoURL, fileExtension: "m4a")
self.fileExtension = "m4a"
uploadService.uploadFile(videoUrl: videoURL, input: input)
videoURL.stopAccessingSecurityScopedResource()
}
func uploadFileWithMultipart(endPoint: UploadEndpoint) {
var urlRequest: URLRequest
urlRequest = endPoint.urlRequest
uploadTask = URLSession.shared.uploadTask(withStreamedRequest: urlRequest)
uploadTask?.delegate = self
uploadTask?.resume()
}
Post not yet marked as solved
I am creating an app where you can record a video and listen to music in the background. At the top of my viewDidLoad I set the AVAudioSession Category to .playAndRecord
let audioSession = AVAudioSession.sharedInstance()
AVCaptureSession().automaticallyConfiguresApplicationAudioSession = false
do {
try audioSession.setCategory(AVAudioSession.Category.playAndRecord, options: [.mixWithOthers, .allowAirPlay, .allowBluetoothA2DP])
try audioSession.setActive(true)
} catch {
print("error trying to record and play audio")
}
However when I do this the audio cuts out for a second or less at app open and app close. I would like the audio to continue playing and not cutout. Is there anything I can do to ensure the audio continues to play?
Post not yet marked as solved
:(
We are currently in the process of developing a video calling app using WebRTC.
We initiate one-to-one video calls with the AVAudioSession configured as follows:
do {
if audioSession.category != .playAndRecord {
try audioSession.setCategory(
AVAudioSession.Category.playAndRecord,
options: [
.defaultToSpeaker
]
)
try audioSession.setActive(true, options: .notifyOthersOnDeactivation)
}
if audioSession.mode != .videoChat {
try audioSession.setMode(.videoChat)
}
} catch {
logger.error(msg: "AVAudioSession: \(error.localizedDescription)")
}
After initiating a video call, we recorded this app's video call using the iOS default screen recording feature.
As a result, the recorded video includes system audio.
However, iOS/iPad apps with similar features (Zoom, Skype, Slack) do not include audio in their recordings.
Why does this difference occur?
Is this behavior a security feature of iOS, and are there specific conditions required?
Is there a need for some sort of configuration in AVAudioSession?
additional :(
I also reached out to Apple Developer Technical Support, and they responded, "We were able to reproduce it, but since we don't understand the issue, we will investigate it."
What's that about...
Post not yet marked as solved
Hi everyone, I was working on some code that involves recording audio with AVAudioEngine and got an issue that just crashes the app:
EXC_BREAKPOINT
Exception 6, Code 1, Subcode 4304279688
+0x009888 AudioRecordModule.setupAudioEngine
+0x009788
AudioRecordModule.setupAudioEngine
+0x00c5bc
AudioRecordModule.handleConfigurationChange
Below is the relevant code in the Recorder class.
public class AudioRecordModule: Module {
private var audioEngine: AVAudioEngine?
private func startRecording(options recordingOptions: RecordingOptions) {
try AVAudioSession.sharedInstance().setCategory(.playAndRecord, options: .mixWithOthers)
try AVAudioSession.sharedInstance().setActive(true)
outputFormat = AVAudioFormat(
commonFormat: recordingOptions.bitDepth == 32 ? .pcmFormatInt32 : .pcmFormatInt16,
sampleRate: Double(recordingOptions.sampleRate),
channels: AVAudioChannelCount(recordingOptions.channels),
interleaved: true
)!
let fileUri = URL(string: recordingOptions.fileUri)!
let formatSettings: [String: Any] = [
AVFormatIDKey: kAudioFormatMPEG4AAC,
AVSampleRateKey: recordingOptions.sampleRate,
AVNumberOfChannelsKey: recordingOptions.channels,
AVEncoderBitRateStrategyKey: AVAudioBitRateStrategy_Constant,
AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue,
]
self.recordedFile = try AVAudioFile(
forWriting: fileUri,
settings: formatSettings,
commonFormat: outputFormat.commonFormat,
interleaved: outputFormat.isInterleaved
)
if !hadSetupNotification {
setupNotifications()
}
}
func handleConfigurationChange() {
DispatchQueue.main.async {
self.releaseAudioEngine()
self.setupAudioEngine()
if self.state == "recording" {
// we could attempt to keep recording
do {
try self.audioEngine?.start()
} catch {
self.internalPauseRecording()
self.sendInterruptEvent()
}
}
}
}
func setupNotifications() {
nc.addObserver(
forName: Notification.Name.AVAudioEngineConfigurationChange,
object: nil,
queue: nil
) { [weak self] _ in
guard let weakself = self else {
return
}
if weakself.state != "inactive" {
weakself.handleConfigurationChange()
}
}
}
private func setupAudioEngine() {
self.audioEngine = nil
let audioEngine = AVAudioEngine()
self.audioEngine = audioEngine
let inputNode = audioEngine.inputNode
let inputFormat = inputNode.inputFormat(forBus: 0)
let converter = AVAudioConverter(from: inputFormat, to: outputFormat)!
inputNode.installTap(onBus: 0, bufferSize: 1024, format: inputFormat) {
(buffer: AVAudioPCMBuffer!, time: AVAudioTime!) -> Void in
do {
let inputBlock: AVAudioConverterInputBlock = { _, outStatus in
outStatus.pointee = AVAudioConverterInputStatus.haveData
return buffer
}
let frameCapacity =
AVAudioFrameCount(self.outputFormat.sampleRate) * buffer.frameLength
/ AVAudioFrameCount(buffer.format.sampleRate)
let outputBuffer = AVAudioPCMBuffer(
pcmFormat: self.outputFormat,
frameCapacity: frameCapacity
)!
var error: NSError?
converter.convert(to: outputBuffer, error: &error, withInputFrom: inputBlock)
if let error = error {
throw error
} else {
try self.recordedFile?.write(from: outputBuffer)
}
} catch {
print(error)
}
}
}
private func releaseAudioEngine() {
if let audioEngine = self.audioEngine {
audioEngine.inputNode.removeTap(onBus: 0)
audioEngine.stop()
}
audioEngine = nil
}
}
Beside that, the record module works normally. It is just the configuration change that it does not handle well.
I understand that when configuration changes, I need to reinit the audio engine to have the correct input format (since the new config/audio device can have different sample rate and such). If I don't do that, the app also crashes perhaps due to the mismatch.
AVAudioRecorder is not an option for me.
Thank you for your help.
Post not yet marked as solved
I've been trying to make a native version of my iPad app which uses AVAudioPlayer. Everything works fine in iOS and iPad OS, however, when running on visionOS, it sounds like it's constantly skipping (both in the simulator and on an actual device).
Anyone know why this might be or how to fix or a workaround?