Open juskuc opened 11 months ago
Share a code sample please.
Unfortunately I don't know the reason for this. I also don't have any apple device to properly validate. See: https://github.com/bluefireteam/audioplayers/issues/1663#issuecomment-1781349698 Feel free to provide a solution.
But it makes sense to me that you cannot play anything during a call (?).
I faced this problem too
Checklist
Current bug behaviour
To start off - this is most likely not an issue on the library end, more-so a question of what I could be doing wrong. I've made sure to follow the troubleshooting guide before raising an issue here, but tldr: I am noticing that in iOS 17.1.1, I am unable to play any sounds during an active CallKit call - cannot play outgoing call sound, pick up, hang up sounds.
This is not observed on older versions of iOS or before entering a CallKit call - because everything works then. I've got two physical phones, one is an Iphone 15 Pro with latest iOS (17.1.1), the other one is an Iphone 11 with iOS 16.6.1, everything works perfectly on the 11, while on the 15, I can play sounds until I mark CallKit as having begun the call, then nothing, no sounds are played. Are there any work arounds/solutions to this issue or is this related to changes that Apple has made and there's nothing that can be done from the lib's end?
Expected behaviour
The audio from asset source is correctly played during an active callkit call.
Steps to reproduce
Code sample
Code sample
```dart void main() { } ```Affected platforms
iOS
Platform details
Platform: iOS 17.1.1 Iphone 15 Pro
AudioPlayers Version
^5.2.1
Build mode
debug
Audio Files/URLs/Sources
No response
Screenshots
No response
Logs
Full Logs
``` my full logs or a link to a gist ``` Flutter doctor: ``` Output of: flutter doctor -v ```Related issues / more information
No response
Working on PR
sure