Reputation: 163
I'm trying to have a video/camera view in the background while I also allow for haptic feedback in my app for various actions, but it seems that AVFoundation is not playing nice with any of the calls I am making that involve the haptic calls:
if #available(iOS 10.0, *) {
let generator = UIImpactFeedbackGenerator(style: .light)
generator.prepare()
generator.impactOccurred()
// More:
let feedbackGenerator = UISelectionFeedbackGenerator()
feedbackGenerator.selectionChanged()
}
Haptic feedback works great and as expected as long as the AVFoundation stuff is commented out. Any ideas?
Using:
captureSession = AVCaptureSession()
AND:
previewLayer = AVCaptureVideoPreviewLayer(session: captureSession)
Upvotes: 6
Views: 2332
Reputation: 3857
Since iOS 13, you can set setAllowHapticsAndSystemSoundsDuringRecording(_:)
for AVAudioSession
:
do {
try AVAudioSession.sharedInstance().setAllowHapticsAndSystemSoundsDuringRecording(true)
} catch {
print(error)
}
and then you can use:
let generator = UIImpactFeedbackGenerator(style: .light)
generator.prepare()
generator.impactOccurred()
Upvotes: 10
Reputation: 145
I assume that if you are using AVCaptureSession then you probably have code like this:
do {
let audioDevice = AVCaptureDevice.default(for: .audio)
let audioDeviceInput = try AVCaptureDeviceInput(device: audioDevice!)
if captureSession.canAddInput(audioDeviceInput) {
captureSession.addInput(audioDeviceInput)
} else {
print("Could not add audio device input to the session")
}
} catch {
print("Could not create audio device input: \(error)")
}
So audio input is not playing well with haptic engine. You have to remove audio input from capture session before you are playing haptic and then add it back.
Upvotes: 2