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iphone - How to get AVAudioPlayer output to the speaker ...

    https://stackoverflow.com/questions/1022992/how-to-get-avaudioplayer-output-to-the-speaker#:~:text=AudioRouter%20%2Afoobar%20%3D%20%5B%20%5BAudioRouter%20alloc%5D%20init%5D%3B%20%5Bfoobar,then%20all%20audio%20output%20is%20directed%20to%20earphones.
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iphone - How to get AVAudioPlayer output to the speaker ...

    https://stackoverflow.com/questions/1022992/how-to-get-avaudioplayer-output-to-the-speaker
    Only change the category if it fit your user case. To AVAudioSessionCategoryAmbient , apple says "The category for an app in which sound playback is nonprimary—that is, your app can be used successfully with the sound turned off.This category is also appropriate for “play along” style apps, such as a virtual piano that a user plays while the …

How do I ensure AVAudioPlayer plays through physical ...

    https://www.hackingwithswift.com/forums/watchos/how-do-i-ensure-avaudioplayer-plays-through-physical-speaker-on-apple-watch/8039
    I added a list of AVAudioSession.sharedInstance() properties, and realized the system volume was permanently set to 0 for the speaker. I added a WKInterfaceVolumeControl as suggested on StackOverflow, and was able to change the volume to 1.0. Now my app and others can play through the speaker again. This seems like a watchOS bug to me.

How To Play Sounds - AVAudioPlayer Tutorial (For 2019)

    https://codewithchris.com/avaudioplayer-tutorial/
    Playing the sound Whereever you want to play the sound, simply call the play method of the AVAudioPlayer object! audioPlayer.play () To make things more interesting, I decided to add a button to the Storyboard. I changed the text property to “ Drum! ” and centered the button vertically and horizontally to not have to worry about any device’s size.

Apple Developer Documentation

    https://developer.apple.com/documentation/avfaudio/avaudioplayer
    Prepares the player for audio playback. func play() -> Bool Plays audio asynchronously. func play(atTime: TimeInterval) -> Bool Plays audio asynchronously, starting at a specified point in the audio output device’s timeline. func pause() Pauses audio playback. func stop() Stops playback and undoes the setup the system requires for playback.

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