Reality Surround by Skytells, Inc. is a cutting-edge framework that seamlessly integrates haptic feedback with audio playback to deliver dynamic, immersive experiences on iOS. Using Core Haptics, Reality Surround analyzes audio signals in real-time, adjusting haptic intensity and sharpness to synchronize with music, videos, or live audio. Compatible with both Swift and Objective-C, this framework is designed for developers seeking to elevate user engagement with responsive, tactile feedback.
⚠️ Legal Notice: Skytells, Inc. is engaged in an active lawsuit against Apple, who allegedly misappropriated this unique haptic music technology and distributed it under "Haptic Music." Skytells retains rightful ownership of Reality Surround.
- Audio-Haptic Synchronization: Align haptic feedback with specific audio or visual moments in video playback.
- Flexible Parameter Customization: Adjust haptic intensity, sharpness, and dynamic parameters.
- Swift & Objective-C Compatibility: Full support for both languages to ease integration.
Reality Surround calculates haptic feedback intensity and sharpness based on the audio signal's amplitude in real-time. Here’s the formula it uses:
The dynamic haptic feedback intensity (
-
Intensity Calculation:
$$I(t) = \alpha\ *\ max(0, S(t))$$ where:
-
$I(t)$ : is the intensity of haptic feedback at time$t$ . -
$S(t)$ : is the sampled amplitude of the audio signal at time$t$ . -
$\alpha$ : is a scaling constant that normalizes$S(t)$ within a range suitable for haptic feedback, typically between 0 and 1.
-
-
Sharpness Calculation:
$$S_h(t) = \beta\ \cdot\ \frac{I(t)}{2}$$ where:
-
$S_h(t)$ : is the sharpness parameter for haptic feedback at time$t$ . -
$\beta$ : adjusts the sharpness sensitivity to align with feedback intensity.
-
If the sampled audio signal (
-
$I(t) = 1.0 \cdot \max(0, 0.8) = 0.8$ -
$S_h(t) = 0.6 \cdot \frac{0.8}{2} = 0.24$
This results in a haptic feedback intensity of 0.8 and a sharpness of 0.24, delivering haptic feedback proportional to the audio’s perceived loudness.
- Add
SwiftHapticPlayer.swift
,CHapticPlayer.h
, andCHapticPlayer.m
to your Xcode project. - Import the appropriate files in your Swift or Objective-C code.
Integrate Reality Surround with both Swift and Objective-C by creating an instance of the player and loading an audio or video file.
import RealitySurround
let hapticPlayer = HapticMusicPlayer()
if let url = Bundle.main.url(forResource: "sampleAudio", withExtension: "mp3") {
hapticPlayer.load(url: url)
hapticPlayer.start()
}
// Stop the haptic feedback
hapticPlayer.stop()
#import "CHapticPlayer.h"
CHapticPlayer *hapticPlayer = [[CHapticPlayer alloc] init];
NSURL *url = [[NSBundle mainBundle] URLForResource:@"sampleAudio" withExtension:@"mp3"];
[hapticPlayer loadWithUrl:url];
[hapticPlayer start];
[hapticPlayer stop];
To create immersive haptic feedback in sync with video, you can use Reality Surround with AVPlayer and trigger haptic feedback based on specific moments in the video.
This example demonstrates using AVPlayer
to track video playback and synchronize haptic feedback in real time.
import AVKit
import RealitySurround
class VideoHapticController: UIViewController {
let hapticPlayer = HapticMusicPlayer()
var player: AVPlayer!
var timeObserverToken: Any?
override func viewDidLoad() {
super.viewDidLoad()
// Setup video player
guard let videoURL = Bundle.main.url(forResource: "sampleVideo", withExtension: "mp4") else { return }
player = AVPlayer(url: videoURL)
let playerLayer = AVPlayerLayer(player: player)
playerLayer.frame = view.bounds
view.layer.addSublayer(playerLayer)
// Load audio for haptic feedback
if let audioURL = Bundle.main.url(forResource: "sampleAudio", withExtension: "mp3") {
hapticPlayer.load(url: audioURL)
}
// Start observing video time for haptic cues
addPeriodicTimeObserver()
// Start playback and haptics
player.play()
hapticPlayer.start()
}
func addPeriodicTimeObserver() {
let timeInterval = CMTime(seconds: 0.1, preferredTimescale: CMTimeScale(NSEC_PER_SEC))
timeObserverToken = player.addPeriodicTimeObserver(forInterval: timeInterval, queue: .main) { [weak self] time in
guard let self = self else { return }
// Trigger haptics at specific video times
let currentSeconds = CMTimeGetSeconds(time)
self.triggerHaptics(for: currentSeconds)
}
}
func triggerHaptics(for seconds: Double) {
// Example of triggering different haptic patterns at specific timestamps
if seconds >= 10.0 && seconds < 10.1 {
hapticPlayer.getSignal() // Fetch and play haptic signal
} else if seconds >= 20.0 && seconds < 20.1 {
hapticPlayer.getSignal()
}
// Add more conditions as needed based on the video content
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
// Clean up
if let token = timeObserverToken {
player.removeTimeObserver(token)
timeObserverToken = nil
}
hapticPlayer.stop()
player.pause()
}
}
You can also use Reality Surround
with live audio analysis by implementing the AVCaptureAudioDataOutputSampleBufferDelegate
to analyze every audio sample in real-time. This approach is ideal for syncing haptic feedback to live audio, such as during a performance or live-stream.
import AVFoundation
import RealitySurround
class AudioHapticAnalyzer: NSObject, AVCaptureAudioDataOutputSampleBufferDelegate {
private let hapticPlayer = HapticMusicPlayer()
private let captureSession = AVCaptureSession()
override init() {
super.init()
setupAudioCaptureSession()
hapticPlayer.start()
}
private func setupAudioCaptureSession() {
captureSession.beginConfiguration()
// Setup audio input
guard let audioDevice = AVCaptureDevice.default(for: .audio),
let audioInput = try? AVCaptureDeviceInput(device: audioDevice),
captureSession.canAddInput(audioInput) else {
print("Error: Unable to add audio input")
return
}
captureSession.addInput(audioInput)
// Setup audio data output
let audioOutput = AVCaptureAudioDataOutput()
audioOutput.setSampleBufferDelegate(self, queue: DispatchQueue(label: "audioSampleQueue"))
guard captureSession.canAddOutput(audioOutput) else {
print("Error: Unable to add audio output")
return
}
captureSession.addOutput(audioOutput)
captureSession.commitConfiguration()
// Start capturing audio
captureSession.startRunning()
}
// AVCaptureAudioDataOutputSampleBufferDelegate method to analyze each audio sample buffer
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
// Extract the audio samples from the buffer
guard let blockBuffer = CMSampleBufferGetDataBuffer(sampleBuffer) else { return }
var length = 0
var dataPointer: UnsafeMutablePointer<Int8>?
// Copy data from the buffer
CMBlockBufferGetDataPointer(blockBuffer, atOffset: 0, lengthAtOffsetOut: &length, totalLengthOut: &length, dataPointerOut: &dataPointer)
// Check if we have valid audio data
guard let data = dataPointer else { return }
// Convert the audio data to float samples
let audioBuffer = UnsafeBufferPointer(start: data.assumingMemoryBound(to: Float.self), count: length / MemoryLayout<Float>.size)
// Calculate the average amplitude from the buffer for haptic feedback intensity
let intensity = audioBuffer.reduce(0, { $0 + abs($1) }) / Float(audioBuffer.count)
// Adjust sharpness based on intensity
let sharpness = intensity / 2
// Update the haptic parameters in real-time
updateHaptics(intensity: intensity, sharpness: sharpness)
}
private func updateHaptics(intensity: Float
, sharpness: Float) {
if Haptics.isFeedbackSupport() {
let intensityParameter = CHHapticDynamicParameter(parameterID: .hapticIntensityControl, value: intensity, relativeTime: 0)
let sharpnessParameter = CHHapticDynamicParameter(parameterID: .hapticSharpnessControl, value: sharpness, relativeTime: 0)
DispatchQueue.main.async { [weak self] in
guard let self = self else { return }
do {
try self.hapticPlayer.continuousPlayer?.sendParameters([intensityParameter, sharpnessParameter], atTime: 0)
} catch {
print("Error sending haptic parameters: \(error)")
}
}
}
}
deinit {
captureSession.stopRunning()
hapticPlayer.stop()
print("AudioHapticAnalyzer - deinit")
}
}
This framework is proprietary to Skytells, Inc. and protected under law. Unauthorized use, duplication, or distribution of Reality Surround is prohibited.
For inquiries, contact Skytells, Inc., or visit Skytells Official Website.