// // Copyright (c) 2017 Open Whisper Systems. All rights reserved. // import Foundation import AVFoundation public let CallAudioServiceSessionChanged = Notification.Name("CallAudioServiceSessionChanged") struct AudioSource: Hashable { let image: UIImage let localizedName: String let portDescription: AVAudioSessionPortDescription? // The built-in loud speaker / aka speakerphone let isBuiltInSpeaker: Bool // The built-in quiet speaker, aka the normal phone handset receiver earpiece let isBuiltInEarPiece: Bool init(localizedName: String, image: UIImage, isBuiltInSpeaker: Bool, isBuiltInEarPiece: Bool, portDescription: AVAudioSessionPortDescription? = nil) { self.localizedName = localizedName self.image = image self.isBuiltInSpeaker = isBuiltInSpeaker self.isBuiltInEarPiece = isBuiltInEarPiece self.portDescription = portDescription } init(portDescription: AVAudioSessionPortDescription) { let isBuiltInEarPiece = portDescription.portType == AVAudioSessionPortBuiltInMic // portDescription.portName works well for BT linked devices, but if we are using // the built in mic, we have "iPhone Microphone" which is a little awkward. // In that case, instead we prefer just the model name e.g. "iPhone" or "iPad" let localizedName = isBuiltInEarPiece ? UIDevice.current.localizedModel : portDescription.portName self.init(localizedName: localizedName, image:#imageLiteral(resourceName: "button_phone_white"), // TODO isBuiltInSpeaker: false, isBuiltInEarPiece: isBuiltInEarPiece, portDescription: portDescription) } // Speakerphone is handled separately from the other audio routes as it doesn't appear as an "input" static var builtInSpeaker: AudioSource { return self.init(localizedName: NSLocalizedString("AUDIO_ROUTE_BUILT_IN_SPEAKER", comment: "action sheet button title to enable built in speaker during a call"), image: #imageLiteral(resourceName: "button_phone_white"), //TODO isBuiltInSpeaker: true, isBuiltInEarPiece: false) } // MARK: Hashable static func ==(lhs: AudioSource, rhs: AudioSource) -> Bool { // Simply comparing the `portDescription` vs the `portDescription.uid` // caused multiple instances of the built in mic to turn up in a set. if lhs.isBuiltInSpeaker && rhs.isBuiltInSpeaker { return true } if lhs.isBuiltInSpeaker || rhs.isBuiltInSpeaker { return false } guard let lhsPortDescription = lhs.portDescription else { owsFail("only the built in speaker should lack a port description") return false } guard let rhsPortDescription = rhs.portDescription else { owsFail("only the built in speaker should lack a port description") return false } return lhsPortDescription.uid == rhsPortDescription.uid } var hashValue: Int { guard let portDescription = self.portDescription else { assert(self.isBuiltInSpeaker) return "Built In Speaker".hashValue } return portDescription.uid.hash } } @objc class CallAudioService: NSObject, CallObserver { private let TAG = "[CallAudioService]" private var vibrateTimer: Timer? private let audioPlayer = AVAudioPlayer() private let handleRinging: Bool class Sound { let TAG = "[Sound]" static let incomingRing = Sound(filePath: "r", fileExtension: "caf", loop: true) static let outgoingRing = Sound(filePath: "outring", fileExtension: "mp3", loop: true) static let dialing = Sound(filePath: "sonarping", fileExtension: "mp3", loop: true) static let busy = Sound(filePath: "busy", fileExtension: "mp3", loop: false) static let failure = Sound(filePath: "failure", fileExtension: "mp3", loop: false) let filePath: String let fileExtension: String let url: URL let loop: Bool init(filePath: String, fileExtension: String, loop: Bool) { self.filePath = filePath self.fileExtension = fileExtension self.url = Bundle.main.url(forResource: self.filePath, withExtension: self.fileExtension)! self.loop = loop } lazy var player: AVAudioPlayer? = { let newPlayer: AVAudioPlayer? do { try newPlayer = AVAudioPlayer(contentsOf: self.url, fileTypeHint: nil) if self.loop { newPlayer?.numberOfLoops = -1 } } catch { owsFail("\(self.TAG) failed to build audio player with error: \(error)") newPlayer = nil } return newPlayer }() } // MARK: Vibration config private let vibrateRepeatDuration = 1.6 // Our ring buzz is a pair of vibrations. // `pulseDuration` is the small pause between the two vibrations in the pair. private let pulseDuration = 0.2 // MARK: - Initializers init(handleRinging: Bool) { self.handleRinging = handleRinging } // MARK: - CallObserver internal func stateDidChange(call: SignalCall, state: CallState) { AssertIsOnMainThread() self.handleState(call:call) } internal func muteDidChange(call: SignalCall, isMuted: Bool) { AssertIsOnMainThread() Logger.verbose("\(TAG) in \(#function) is no-op") } internal func audioSourceDidChange(call: SignalCall, audioSource: AudioSource?) { AssertIsOnMainThread() ensureProperAudioSession(call: call) } internal func hasLocalVideoDidChange(call: SignalCall, hasLocalVideo: Bool) { AssertIsOnMainThread() ensureProperAudioSession(call: call) } private func ensureProperAudioSession(call: SignalCall?) { AssertIsOnMainThread() guard let call = call else { setAudioSession(category: AVAudioSessionCategoryPlayback, mode: AVAudioSessionModeDefault) return } // Disallow bluetooth while (and only while) the user has explicitly chosen the built in receiver. // // NOTE: I'm actually not sure why this is required - it seems like we should just be able // to setPreferredInput to call.audioSource.portDescription in this case, // but in practice I'm seeing the call revert to the bluetooth headset. // Presumably something else (in WebRTC?) is touching our shared AudioSession. - mjk let options: AVAudioSessionCategoryOptions = call.audioSource?.isBuiltInEarPiece == true ? [] : [.allowBluetooth] if call.state == .localRinging { // SoloAmbient plays through speaker, but respects silent switch setAudioSession(category: AVAudioSessionCategorySoloAmbient, mode: AVAudioSessionModeDefault) } else if call.hasLocalVideo { // Apple Docs say that setting mode to AVAudioSessionModeVideoChat has the // side effect of setting options: .allowBluetooth, when I remove the (seemingly unnecessary) // option, and inspect AVAudioSession.sharedInstance.categoryOptions == 0. And availableInputs // does not include my linked bluetooth device setAudioSession(category: AVAudioSessionCategoryPlayAndRecord, mode: AVAudioSessionModeVideoChat, options: options) } else { // Apple Docs say that setting mode to AVAudioSessionModeVoiceChat has the // side effect of setting options: .allowBluetooth, when I remove the (seemingly unnecessary) // option, and inspect AVAudioSession.sharedInstance.categoryOptions == 0. And availableInputs // does not include my linked bluetooth device setAudioSession(category: AVAudioSessionCategoryPlayAndRecord, mode: AVAudioSessionModeVoiceChat, options: options) } let session = AVAudioSession.sharedInstance() do { // It's important to set preferred input *after* ensuring properAudioSession // because some sources are only valid for certain category/option combinations. let existingPreferredInput = session.preferredInput if existingPreferredInput != call.audioSource?.portDescription { Logger.info("\(TAG) changing preferred input: \(String(describing: existingPreferredInput)) -> \(String(describing: call.audioSource?.portDescription))") try session.setPreferredInput(call.audioSource?.portDescription) } if call.isSpeakerphoneEnabled { try session.overrideOutputAudioPort(.speaker) } else { try session.overrideOutputAudioPort(.none) } } catch { owsFail("\(TAG) failed setting audio source with error: \(error) isSpeakerPhoneEnabled: \(call.isSpeakerphoneEnabled)") } } // MARK: - Service action handlers public func didUpdateVideoTracks(call: SignalCall?) { Logger.verbose("\(TAG) in \(#function)") self.ensureProperAudioSession(call: call) } public func handleState(call: SignalCall) { assert(Thread.isMainThread) Logger.verbose("\(TAG) in \(#function) new state: \(call.state)") // Stop playing sounds while switching audio session so we don't // get any blips across a temporary unintended route. stopPlayingAnySounds() self.ensureProperAudioSession(call: call) switch call.state { case .idle: handleIdle(call: call) case .dialing: handleDialing(call: call) case .answering: handleAnswering(call: call) case .remoteRinging: handleRemoteRinging(call: call) case .localRinging: handleLocalRinging(call: call) case .connected: handleConnected(call: call) case .localFailure: handleLocalFailure(call: call) case .localHangup: handleLocalHangup(call: call) case .remoteHangup: handleRemoteHangup(call: call) case .remoteBusy: handleBusy(call: call) } } private func handleIdle(call: SignalCall) { Logger.debug("\(TAG) \(#function)") } private func handleDialing(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() // HACK: Without this async, dialing sound only plays once. I don't really understand why. Does the audioSession // need some time to settle? Is somethign else interrupting our session? DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 0.2) { self.play(sound: Sound.dialing) } } private func handleAnswering(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() } private func handleRemoteRinging(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() // FIXME if you toggled speakerphone before this point, the outgoing ring does not play through speaker. Why? self.play(sound: Sound.outgoingRing) } private func handleLocalRinging(call: SignalCall) { Logger.debug("\(TAG) in \(#function)") AssertIsOnMainThread() startRinging(call: call) } private func handleConnected(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() } private func handleLocalFailure(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() play(sound: Sound.failure) } private func handleLocalHangup(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() handleCallEnded(call: call) } private func handleRemoteHangup(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() vibrate() handleCallEnded(call:call) } private func handleBusy(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() play(sound: Sound.busy) // Let the busy sound play for 4 seconds. The full file is longer than necessary DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 4.0) { self.handleCallEnded(call: call) } } private func handleCallEnded(call: SignalCall) { Logger.debug("\(TAG) \(#function)") AssertIsOnMainThread() // Stop solo audio, revert to default. setAudioSession(category: AVAudioSessionCategoryAmbient) } // MARK: Playing Sounds var currentPlayer: AVAudioPlayer? private func stopPlayingAnySounds() { currentPlayer?.stop() stopAnyRingingVibration() } private func play(sound: Sound) { guard let newPlayer = sound.player else { owsFail("\(self.TAG) unable to build player") return } Logger.info("\(self.TAG) playing sound: \(sound.filePath)") // It's important to stop the current player **before** starting the new player. In the case that // we're playing the same sound, since the player is memoized on the sound instance, we'd otherwise // stop the sound we just started. self.currentPlayer?.stop() newPlayer.play() self.currentPlayer = newPlayer } // MARK: - Ringing private func startRinging(call: SignalCall) { guard handleRinging else { Logger.debug("\(TAG) ignoring \(#function) since CallKit handles it's own ringing state") return } vibrateTimer = WeakTimer.scheduledTimer(timeInterval: vibrateRepeatDuration, target: self, userInfo: nil, repeats: true) {[weak self] _ in self?.ringVibration() } vibrateTimer?.fire() play(sound: Sound.incomingRing) } private func stopAnyRingingVibration() { guard handleRinging else { Logger.debug("\(TAG) ignoring \(#function) since CallKit handles it's own ringing state") return } Logger.debug("\(TAG) in \(#function)") // Stop vibrating vibrateTimer?.invalidate() vibrateTimer = nil } // public so it can be called by timer via selector public func ringVibration() { // Since a call notification is more urgent than a message notifaction, we // vibrate twice, like a pulse, to differentiate from a normal notification vibration. vibrate() DispatchQueue.default.asyncAfter(deadline: DispatchTime.now() + pulseDuration) { self.vibrate() } } func vibrate() { // TODO implement HapticAdapter for iPhone7 and up AudioServicesPlaySystemSound(kSystemSoundID_Vibrate) } // MARK - AudioSession MGMT // TODO move this to CallAudioSession? // Note this method is sensitive to the current audio session configuration. // Specifically if you call it while speakerphone is enabled you won't see // any connected bluetooth routes. var availableInputs: [AudioSource] { let session = AVAudioSession.sharedInstance() guard let availableInputs = session.availableInputs else { // I'm not sure when this would happen. // TODO this happens when the call ends (at leas ton iOS8) // owsFail("No available inputs or inputs not ready") return [AudioSource.builtInSpeaker] } Logger.info("\(TAG) in \(#function) availableInputs: \(availableInputs)") return [AudioSource.builtInSpeaker] + availableInputs.map { portDescription in return AudioSource(portDescription: portDescription) } } func currentAudioSource(call: SignalCall) -> AudioSource? { if let audioSource = call.audioSource { return audioSource } // Before the user has specified an audio source on the call, we rely on the existing // system state to determine the current audio source. // If a bluetooth is connected, this will be bluetooth, otherwise // this will be the receiver. let session = AVAudioSession.sharedInstance() guard let portDescription = session.currentRoute.inputs.first else { return nil } return AudioSource(portDescription: portDescription) } private func setAudioSession(category: String, mode: String? = nil, options: AVAudioSessionCategoryOptions = AVAudioSessionCategoryOptions(rawValue: 0)) { AssertIsOnMainThread() let session = AVAudioSession.sharedInstance() var audioSessionChanged = false do { if #available(iOS 10.0, *), let mode = mode { let oldCategory = session.category let oldMode = session.mode let oldOptions = session.categoryOptions guard oldCategory != category || oldMode != mode || oldOptions != options else { return } audioSessionChanged = true if oldCategory != category { Logger.debug("\(self.TAG) audio session changed category: \(oldCategory) -> \(category) ") } if oldMode != mode { Logger.debug("\(self.TAG) audio session changed mode: \(oldMode) -> \(mode) ") } if oldOptions != options { Logger.debug("\(self.TAG) audio session changed options: \(oldOptions) -> \(options) ") } try session.setCategory(category, mode: mode, options: options) } else { let oldCategory = session.category let oldOptions = session.categoryOptions guard session.category != category || session.categoryOptions != options else { return } audioSessionChanged = true if oldCategory != category { Logger.debug("\(self.TAG) audio session changed category: \(oldCategory) -> \(category) ") } if oldOptions != options { Logger.debug("\(self.TAG) audio session changed options: \(oldOptions) -> \(options) ") } try session.setCategory(category, with: options) } } catch { let message = "\(self.TAG) in \(#function) failed to set category: \(category) mode: \(String(describing: mode)), options: \(options) with error: \(error)" owsFail(message) } if audioSessionChanged { Logger.info("\(TAG) in \(#function)") // Update call view synchronously; already on main thread. NotificationCenter.default.post(name:CallAudioServiceSessionChanged, object: nil) } } }