ios: default in-call audio to the loudspeaker (AVAudioSession) at build time
Calls were routing to the quiet earpiece. ios-patch.sh now runs a Node helper (Node 20 is already in the build env) that injects an AVAudioSession .playAndRecord/.voiceChat category with .defaultToSpeaker + Bluetooth into the generated AppDelegate. Tolerant: exits 0 and no-ops if the template differs, so it can never fail the Codemagic build. Verified locally against the Cap 7 AppDelegate template — injects correctly and is idempotent. First pass; if WebRTC re-grabs the session mid-call on device, a follow-up plugin will re-assert .overrideOutputAudioPort(.speaker). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -0,0 +1,36 @@
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// Inject an AVAudioSession "default to the loudspeaker" setup into the freshly-generated Capacitor iOS
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// AppDelegate, so calls don't route to the quiet earpiece. Run on Codemagic (macOS) from ios-patch.sh:
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// node mobile/scripts/inject-audio.js mobile/ios/App/App/AppDelegate.swift
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// TOLERANT by design: if the file is missing or the template doesn't match, it prints a note and exits 0
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// so it can NEVER fail the build. First-pass fix — if iOS WebRTC re-grabs the session mid-call on device,
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// we follow up with a plugin that re-asserts .overrideOutputAudioPort(.speaker).
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const fs = require('fs');
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const p = process.argv[2];
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if (!p || !fs.existsSync(p)) { console.log(' (AppDelegate.swift not found — AVAudioSession patch skipped)'); process.exit(0); }
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try {
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let s = fs.readFileSync(p, 'utf8');
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if (s.includes('AVAudioSession')) { console.log(' AVAudioSession already patched'); process.exit(0); }
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const orig = s;
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if (s.includes('import Capacitor')) s = s.replace('import Capacitor', 'import Capacitor\nimport AVFoundation');
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else if (s.includes('import UIKit')) s = s.replace('import UIKit', 'import UIKit\nimport AVFoundation');
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const inject = [
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' // Default call audio to the loudspeaker (iOS uses the quiet earpiece otherwise).',
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' do {',
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' let audioSession = AVAudioSession.sharedInstance()',
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' try audioSession.setCategory(.playAndRecord, mode: .voiceChat, options: [.defaultToSpeaker, .allowBluetooth, .allowBluetoothA2DP])',
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' try audioSession.setActive(true)',
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' } catch { }',
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'',
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].join('\n');
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const m = s.match(/func\s+application\([^)]*didFinishLaunchingWithOptions[^)]*\)\s*->\s*Bool\s*\{[^\n]*\n/);
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if (m) { const idx = m.index + m[0].length; s = s.slice(0, idx) + inject + s.slice(idx); }
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if (s !== orig && s.includes('AVAudioSession')) {
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fs.writeFileSync(p, s);
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console.log(' AVAudioSession default-to-speaker injected into AppDelegate');
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} else {
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console.log(' (AppDelegate pattern not matched — AVAudioSession patch skipped)');
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}
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} catch (e) {
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console.log(' (AVAudioSession patch error, skipped: ' + (e && e.message) + ')');
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}
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process.exit(0);
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@@ -38,6 +38,18 @@ set_str CFBundleVersion "$BUILD_NO"
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# Allow the webview to load our HTTPS origin (we do NOT enable arbitrary cleartext).
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"$PB" -c "Delete :NSAppTransportSecurity" "$PLIST" 2>/dev/null || true
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# ── Default in-call audio to the LOUDSPEAKER (AVAudioSession) ──────────────────────────────────────
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# Without this, iOS routes WebRTC call audio to the quiet EARPIECE. A Node helper (Node 20 is already set
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# up for this build) injects an AVAudioSession category into the generated AppDelegate so calls default to
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# the speaker (headphones/Bluetooth still win when connected). The helper is tolerant and exits 0 even if
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# the template differs, so it NEVER fails the build. First-pass fix — if WebRTC re-grabs the session
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# mid-call on device, we follow up with a plugin that re-asserts .overrideOutputAudioPort(.speaker).
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AD="mobile/ios/App/App/AppDelegate.swift"
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if [ -f "$AD" ]; then
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echo "Patching AppDelegate audio session"
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node "$(dirname "$0")/inject-audio.js" "$AD" || echo " (AVAudioSession patch skipped — non-fatal)"
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fi
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echo "Info.plist patched:"
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"$PB" -c "Print :NSCameraUsageDescription" "$PLIST"
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"$PB" -c "Print :NSMicrophoneUsageDescription" "$PLIST"
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