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Question by dustinmerrell · Oct 13, 2016 at 07:08 PM · iosaudioissuebluetooth

Why will audio files loaded in runtime not play through bluetooth on iOS devices.

I am unable to get audio files that are downloaded in runtime to play through a Bluetooth connected speaker or headphones on iOS devices. If you have a Bluetooth audio device connected then play the audio it only plays through the iOS device speaker. It works properly on Android devices with Bluetooth audio devices. I have attached a sample project and code that shows the issue.

Full Sample Project Download

Sample Code Below using UnityEngine; using System.Collections; using System.IO; using UnityEngine.UI;

 public class NewBehaviourScript : MonoBehaviour {
 
     // Use this for initialization
     bool _ready = false;
     bool _once = false;
         private Text statusLabel;
     void Start () {
     }
         void Awake(){
                 statusLabel = GameObject.Find("statusLabel").GetComponent<Text>();    
                 statusLabel.text = "Click Download";
         }
     
     // Update is called once per frame
     void Update () {
     }
 
     public void StreamFile()
     {
         if(_ready)    {
             StartCoroutine(Stream());
         }
     }
 
     IEnumerator Stream()
     {
         var www = new WWW("file://" + Application.persistentDataPath + "/SampleAudio.mp3");
         while(!www.isDone)
             yield return null;
         Debug.Log ("File is ready to stream from disk");
         Debug.Log ("file://" + Application.persistentDataPath + "/SampleAudio.mp3");
         statusLabel.text = "Audio is Playing.";
         GetComponent<AudioSource>().clip = www.GetAudioClip(false);
         GetComponent<AudioSource>().Play();
     }
 
     IEnumerator ThreadLoad()
     {
            var www = new WWW ("https://www.dropbox.com/s/03ix9q47765bfn2/SampleAudio.mp3?dl=1");
             while(!www.isDone)
             yield return null;
         statusLabel.text = "Click Stream to Play the Audio.";
         Debug.Log ("File is ready to write to disk");
         File.WriteAllBytes(Application.persistentDataPath + "/SampleAudio.mp3",www.bytes);
         _ready = true;
     }
 
     public void DownloadFile()
     {
         if(!_once)    {
             _once = true;
             StartCoroutine(ThreadLoad ());
         }
     }
 }

Thank you for your time.

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