In my application I'm using following coding pattern to vibrate my iPhone device
Include: AudioToolbox
framework
Header File:
#import "AudioToolbox/AudioServices.h"
Code:
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
My problem is that when I run my application it gets vibrate but only for second but I want that it will vibrate continuously until I will stop it.
How could it be possible?
Thankfully, it's not possible to change the duration of the vibration. The only way to trigger the vibration is to play the kSystemSoundID_Vibrate
as you have. If you really want to though, what you can do is to repeat the vibration indefinitely, resulting in a pulsing vibration effect instead of a long continuous one. To do this, you need to register a callback function that will get called when the vibration sound that you play is complete:
AudioServicesAddSystemSoundCompletion (
kSystemSoundID_Vibrate,
NULL,
NULL,
MyAudioServicesSystemSoundCompletionProc,
NULL
);
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
Then you define your callback function to replay the vibrate sound again:
#pragma mark AudioService callback function prototypes
void MyAudioServicesSystemSoundCompletionProc (
SystemSoundID ssID,
void *clientData
);
#pragma mark AudioService callback function implementation
// Callback that gets called after we finish buzzing, so we
// can buzz a second time.
void MyAudioServicesSystemSoundCompletionProc (
SystemSoundID ssID,
void *clientData
) {
if (iShouldKeepBuzzing) { // Your logic here...
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
} else {
//Unregister, so we don't get called again...
AudioServicesRemoveSystemSoundCompletion(kSystemSoundID_Vibrate);
}
}
There are numerous examples that show how to do this with a private CoreTelephony call: _CTServerConnectionSetVibratorState
, but it's really not a sensible course of action since your app will get rejected for abusing the vibrate feature like that. Just don't do it.
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