I\'m testing my app in XCode 6 and find an issue with AVAudioSession in iOS8.
When I call
[[AVAudioSession sharedInstance] setActive:NO error
I pasued My AVplayer before AVAudioSession setActive NO;
[self.audioPlayer pause];
[[AVAudioSession sharedInstance] setActive:NO
withOptions:AVAudioSessionSetActiveOptionNotifyOthersOnDeactivation
error:nil];
Swift 5, IOS 12
I use AVPlayer, it does not have a prepareToPlay method. Therefore, Alessio Campanelli's answer does not solve my problem. But I noticed the following
player.pause()
print("currentTime:", player.currentTime().seconds) //currentTime: 4.258164744
print("status:", player.status.rawValue) //status: 1 (readyToPlay)
print("timeControlStatus:", player.timeControlStatus.rawValue) //timeControlStatus: 0 (paused)
print("rate:", player.rate) //rate: 0.0
sleep(1)
print("currentTime:", player.currentTime().seconds) //currentTime: 4.261325767
print("status:", player.status.rawValue) //status: 1 (readyToPlay)
print("timeControlStatus:", player.timeControlStatus.rawValue) //timeControlStatus: 0 (paused)
print("rate:", player.rate) //rate: 0.0
After you call the pause method, the player plays the audio file for a while. Although other properties say that it is in a pause. So the only solution I found is
player.pause()
DispatchQueue.main.asyncAfter(deadline: .now() + 3.0) {
do {
try AVAudioSession.sharedInstance().setActive(false)
} catch let error {
print(error)
}
}
In fact, even 0.1 seconds is sufficient. This is a bad way, but I could not find anything better. If anyone knows how to check when the player stops playing the audio file, let me know.
I solved this problem, inserting this code in the method of AVAudioPlayerDelegate.
-(void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag{
[audioPlayer stop];
[audioPlayer prepareToPlay];
}
where audioPlayer is a variable declared in the header of my class.
the instruction prepareToPlay should resolve your problem!
Be warned. If you are playing a movie (even with no sound and the audio track removed) then it will still create an I/O thread which will always cause the above error to be thrown.
I'm using AVAudioEngine and AVAudioPlayerNode to play sounds. I meet the same problem. My environment is iOS 10.
I use AVAudioSession.sharedInstance()
to handle AVAudioSession. When I run my app in simulator everything is fine, but when I switch it to my device. It failed.
I suppose that I'm using the same session to handle recording and playing. So it may cause some strange issues. In my case, I record the sound and delay 1s to play it. So when I use stopRecordingAudio()
, I add this piece of code :
if audioEngine.running {
audioEngine = AVAudioEngine() // var audioEngine = AVAudioEngine()
try! AVAudioSession.sharedInstance().setActive(false)
}
After redefining audioEngine, audioEngine had been forced to stop and session was released. Crash is never happened again.
Hope this message could help you.