* Release the audio session when voice capture and playback go idle Opening Paseo permanently paused music playing in other apps. Once the mic had been used a single time, every subsequent foreground of the app killed the user's audio again until the app was force-quit. iOS AudioEngine.setupAudioSession() takes .playAndRecord/.voiceChat — a non-mixing category — and calls setActive(true), but the only setActive(false) was reachable from tearDown(). Nothing handed the session back after a normal dictation turn, so iOS re-asserted the last category the app set on every foreground. The iOS module had no app-lifecycle handling at all, while Android already had a lifecycle listener; that asymmetry is what made the platforms diverge. Android had the same leak in a different shape: AUDIOFOCUS_GAIN_TRANSIENT_EXCLUSIVE was requested per recording and never abandoned. Add releaseAudioSession() to both platforms and call it once capture stops and the playback queue drains. iOS pauses the engine, calls setActive(false, .notifyOthersOnDeactivation) — this is what tells the other app to resume — then drops to .ambient/.mixWithOthers so any implicit reactivation mixes instead of interrupting. The session is re-acquired lazily on toggleRecording(true)/playPCMData, so voice keeps working; resumeRecordingAndPlayer() re-activates before restarting the engine, which keeps post-interruption resume intact. Releasing is guarded on isRecording/isPlaying, and checkEngineIsRunning() now refuses to start the engine while the session is released, since starting it would silently re-take the session. The JS wrapper probes the native module before calling, because a JS bundle shipped over EAS Update can land on a binary predating this function. * Correct the iOS signing diagnosis in mobile-testing docs The "No Accounts" error does not mean no Apple ID is configured. The account can be registered in Xcode while its Xcode-Token keychain item is missing, which Xcode reports as No Accounts and then compounds by falling back to a stale cached profile — surfacing as a certificate mismatch that sends you chasing the wrong thing. Document the DVTDeveloperAccountManager log line that names the real cause, the two commands that check what is actually configured, and the build-unsigned-then-sign-manually stopgap. * Reacquire Android audio focus when playback restarts releaseAudioSession() abandons the AUDIOFOCUS_GAIN_TRANSIENT_EXCLUSIVE request and pauses the AudioTrack once capture and playback go idle, but nothing took either back. The next playback turn therefore ran with no focus held, so the assistant's response competed with whatever the user was listening to instead of interrupting it. Add acquireAudioSessionIfNeeded(), the mirror of the iOS activateAudioSessionIfNeeded() already called from playPCMData, and use it from both playPCMData() and resumePlayback(). A null audioFocusRequest is what "we released" looks like, so it doubles as the guard against re-requesting focus mid-turn. Reported by Greptile on #2866. * Make Android playback focus reacquisition non-fatal The previous commit dropped PCM data when focus reacquisition did not return AUDIOFOCUS_REQUEST_GRANTED. That is worse than playing unfocused: playPCMData is fire-and-forget from JS, and playAudio() settles on a duration timer rather than a native ack, so the runtime acknowledged and discarded a chunk that was never queued. It also broke delayed focus. The request is built with setAcceptsDelayedFocusGain(true), so AUDIOFOCUS_REQUEST_DELAYED is a normal outcome, but routing it through handleAudioFocusBlocked() abandoned the pending request and the later grant could never arrive. Request focus, then play regardless of the result, and leave the request outstanding so a delayed grant still lands via the listener. Reported by Greptile on #2866. * Track scheduled buffers so iOS actually releases after playback releaseAudioSession() guarded on !speechPlayer.isPlaying, but AVAudioPlayerNode.isPlaying stays true from play() until an explicit stop()/pause() — draining every scheduled buffer does not clear it. The normal completion path is processQueue() -> releaseSessionIfIdle(), and stopPlayback() is only reached from the explicit stop() API, so after the first spoken response the guard blocked every release and the session stayed active. The music-pausing bug returned in full for anyone using voice responses. Count buffers that are scheduled but not yet rendered, decrementing from the .dataPlayedBack completion handler, and guard on that instead. The handler runs on an AVAudioEngine-internal thread, so the count is behind a lock. Both stop() paths reset it, since stop() discards what is scheduled and a stale count would block every later release. Found by Codex review on #2866. * Stop re-taking Android audio focus on every foreground ExpoTwoWayAudioLifeCycleListener calls resumeRecordingAndPlayer() from onResume, and that requested AUDIOFOCUS_GAIN_TRANSIENT_EXCLUSIVE before looking at isRecordingBeforePause. Foregrounding the app while nothing was recording therefore took exclusive focus back and re-paused the user's music — the same "every foreground kills my music" symptom this change set exists to remove, just reached through the Android lifecycle instead of the iOS category. Return early unless capture or playback was actually live when we backgrounded. Found by Codex review on #2866.
Speechmatics Two Way Audio
Expo module for capturing and playing pcm audio data in react-native apps (iOS and Android).
The aim of the module is to facilitate creating real-time conversational apps. The following features are provided:
- Request audio recording permissions
- Get clean (applying Acoustic Echo Cancelling) microphone samples in PCM format (1 channel 16 bit at 16kHz)
- Play audio samples in PCM format (1 channel 16 bit at 16kHz). Playback happens through main speaker unless external audio sources are connected.
- Provide volume level both for the input and output samples. Float between 0 and 1.
- [iOS only] Get microphone mode and prompt user to select a microphone mode.
Check out our examples/ to see the module in action.
Installation
npm i @speechmatics/expo-two-way-audio
Usage
Please check out our examples/ to get full sample code.
-
Request permissions for recording audio
import {useMicrophonePermissions} from "@speechmatics/expo-two-way-audio"; const [micPermission, requestMicPermission] = useMicrophonePermissions(); console.log(micPermission); -
Initialize the module before calling any audio functionality.
useEffect(() => { const initializeAudio = async () => { await initialize(); }; initializeAudio(); }, []); -
Play audio
Note
The sample below uses the
buffermodule:npm install bufferimport { Buffer } from "buffer"; // As an example, let's play pcm data hardcoded in a variable. // The examples/basic-usage does this. Check it out for real base64 data. const audioChunk = "SOME PCM DATA BASE64 ENCODED HERE" const buffer = Buffer.from(audioChunk, "base64"); const pcmData = new Uint8Array(buffer); playPCMData(pcmData); -
Get microphone samples
// Set up a function to deal with microphone sample events. // In this case just print the data in the console. useExpoTwoWayAudioEventListener( "onMicrophoneData", useCallback<MicrophoneDataCallback>((event) => { console.log(`MIC DATA: ${event.data}`); }, []), ); // Unmute the microphone to get microphone data events toggleRecording(true);
Notes
Some audio features of expo-two-way-audio like Acoustic Echo Cancelling, noise reduction or microphone modes (iOS) don't work on simulator. Run the example on a real device to test these features.
# iOS
npx expo run:ios --device --configuration Release
# Android
npx expo run:android --device --variant release
For Android, the following permissions are needed: RECORD_AUDIO, MODIFY_AUDIO_SETTINGS. In Expo apps they can bee added in your app.json file:
expo.android.permissions: ["RECORD_AUDIO", "MODIFY_AUDIO_SETTINGS"]