crowdplaysdk 0.2.3

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package/lib/index.js ADDED
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+ "use strict";
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+ /**
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+ * crowdplaysdk — CrowdPlay's lossless capture SDK for React Native (iOS).
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+ *
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+ * The recording engine is 100% native (CrowdPlaySDK): studio-grade audio
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+ * (48 kHz / 24-bit, unprocessed) + 1080p30 video captured locally during a
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+ * live call, clock-synced across participants, uploaded to CrowdPlay with
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+ * retries and crash recovery. **No media ever crosses the JS bridge** —
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+ * only control calls and state events — so recording quality is identical
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+ * to a fully native app.
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+ *
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+ * import CrowdPlay, { CrowdPlayConsentScreen, CrowdPlayVideoView } from 'crowdplaysdk';
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+ *
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+ * CrowdPlay.configure({ serverUrl: '…', appKey: 'liva_pk_…' });
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+ * // Show CrowdPlayConsentScreen (or your own UI) → ConsentGrant
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+ * await CrowdPlay.join({ displayName: 'Sam', roomCode: 'abc', consent });
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+ * // …
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+ * await CrowdPlay.leave(); // recording stops; uploads continue automatically
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+ *
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+ * Consent is enforced twice: join() throws here without a grant, and the
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+ * native layer requires the consent record structurally — there is no code
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+ * path that records without it.
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+ */
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.CrowdPlayVideoView = exports.CrowdPlayConsentScreen = void 0;
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+ const react_native_1 = require("react-native");
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+ function native() {
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+ const module = react_native_1.NativeModules.CrowdPlayReactNative;
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+ if (!module) {
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+ throw new Error("crowdplaysdk: native module not found. iOS setup: add the CrowdPlaySDK " +
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+ "Swift package (https://github.com/symbiateam/crowdplaysdk) to your Xcode " +
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+ "project and add the two bridge files from node_modules/crowdplaysdk/ios " +
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+ "to your app target — see the package README. " +
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+ (react_native_1.Platform.OS !== 'ios' ? `(platform '${react_native_1.Platform.OS}' is not supported yet — iOS only.)` : ''));
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+ }
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+ return module;
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+ }
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+ let emitter;
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+ function events() {
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+ if (!emitter) {
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+ emitter = new react_native_1.NativeEventEmitter(react_native_1.NativeModules.CrowdPlayReactNative);
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+ }
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+ return emitter;
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+ }
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+ let configured = false;
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+ // ---------------------------------------------------------------------------
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+ // Public API
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+ // ---------------------------------------------------------------------------
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+ const CrowdPlay = {
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+ /** Call once at app start, before anything else. Also resumes uploads
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+ * interrupted by a crash, reboot or force-quit. */
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+ configure(config) {
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+ if (!config?.serverUrl || !/^https:\/\//.test(config.serverUrl)) {
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+ throw new Error('crowdplaysdk: configure() needs a https serverUrl');
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+ }
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+ if (!config.appKey) {
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+ throw new Error('crowdplaysdk: configure() needs the appKey from your CrowdPlay dashboard');
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+ }
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+ native().configure(config);
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+ configured = true;
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+ },
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+ /** The REQUIRED consent wording (owned by CrowdPlay, versioned by hash). Show
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+ * it verbatim if you build your own consent UI. */
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+ consentText() {
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+ return native().consentText();
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+ },
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+ /** Pre-warms CrowdPlay's backend so joining is fast. Call from your join/lobby
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+ * screen. Fire-and-forget. */
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+ warmUp() {
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+ native().warmUp();
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+ },
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+ /**
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+ * Join a room. Recording starts automatically on join and stops on
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+ * leave(). Rejects if the connection fails.
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+ *
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+ * `consent` is REQUIRED — produce it with <CrowdPlayConsentScreen> or from
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+ * your own UI at the moment of agreement. There is no way to record
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+ * without it, here or natively.
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+ */
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+ async join(options) {
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+ if (!configured) {
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+ throw new Error('crowdplaysdk: call CrowdPlay.configure() before join()');
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+ }
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+ const { displayName, roomCode, consent } = options ?? {};
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+ if (!displayName?.trim())
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+ throw new Error('crowdplaysdk: displayName is required');
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+ if (!roomCode?.trim())
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+ throw new Error('crowdplaysdk: roomCode is required');
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+ if (!consent || typeof consent.grantedAtMs !== 'number' || consent.grantedAtMs <= 0) {
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+ throw new Error('crowdplaysdk: join() requires a ConsentGrant. Show CrowdPlayConsentScreen ' +
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+ '(or your own UI displaying CrowdPlay.consentText()) and pass its result. ' +
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+ 'Recording without consent is not supported.');
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+ }
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+ return native().join(displayName.trim(), roomCode, consent.grantedAtMs);
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+ },
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+ /** Leave the room. Recording stops; uploads proceed automatically (they
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+ * survive backgrounding; force-quit pauses them until next launch). */
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+ leave() {
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+ return native().leave();
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+ },
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+ /** Mutes the call AND writes silence into the recording (never records
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+ * someone who believes they are muted). */
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+ setMicMuted(muted) {
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+ return native().setMicMuted(muted);
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+ },
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+ /** Camera off sends + records black frames; the timeline stays continuous. */
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+ setCameraEnabled(enabled) {
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+ return native().setCameraEnabled(enabled);
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+ },
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+ /** Retry after a `recording` event with an error (the meeting is NOT
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+ * being captured until this succeeds). */
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+ retryRecording() {
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+ native().retryRecording();
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+ },
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+ /** Re-attempts any uploads that settled as failed. */
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+ /** Route call audio: 'automatic' = the connected device (AirPods,
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+ * wired, ...), 'speaker' = force the loudspeaker. Pair with the
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+ * 'audioRoute' event to build an output menu. */
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+ setAudioOutput(output) {
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+ native().setAudioOutput(output);
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+ },
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+ retryUploads() {
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+ native().retryUploads();
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+ },
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+ /** Live recording stats (REC timer, input level, silence/clipping). Null
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+ * when not recording. Poll ~1 Hz for a status line. */
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+ snapshot() {
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+ return native().snapshot();
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+ },
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+ /** Integration self-check: configuration, permissions, disk, backend
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+ * reachability, app-key auth. Every failing check names its fix. */
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+ doctor() {
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+ return native().doctor();
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+ },
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+ /** Subscribe to state events. Returns a subscription; call .remove(). */
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+ addListener(event, listener) {
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+ const subscription = events().addListener(`crowdplay:${event}`, listener);
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+ return { remove: () => subscription.remove() };
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+ },
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+ };
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+ exports.default = CrowdPlay;
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+ var ConsentScreen_1 = require("./ConsentScreen");
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+ Object.defineProperty(exports, "CrowdPlayConsentScreen", { enumerable: true, get: function () { return ConsentScreen_1.CrowdPlayConsentScreen; } });
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+ var VideoView_1 = require("./VideoView");
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+ Object.defineProperty(exports, "CrowdPlayVideoView", { enumerable: true, get: function () { return VideoView_1.CrowdPlayVideoView; } });
package/llms.txt ADDED
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+ # crowdplaysdk
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+
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+ > React Native (iOS) SDK that records studio-grade per-participant audio
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+ > (48 kHz / 24-bit WAV, unprocessed) and 1080p30 HEVC video LOCALLY on
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+ > each participant's iPhone during a live video call, time-aligns every
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+ > participant on a shared clock, and uploads everything to CrowdPlay
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+ > automatically. The engine is compiled native code (the same CrowdPlaySDK core
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+ > the native iOS SDK ships); JavaScript sends control calls and receives
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+ > state events. NO media ever crosses the JS bridge, so recording quality
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+ > is identical to a fully native app.
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+
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+ This file is the complete integration contract for an AI coding agent.
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+ Follow it exactly. When this file and your instincts disagree, this file
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+ wins.
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+
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+ ## The mental model (read first)
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+
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+ Two media paths run at once:
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+ - PATH A, the live call: LiveKit/WebRTC streams compressed audio/video so
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+ participants can talk. Deliberately low quality. Never kept.
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+ - PATH B, the recording: each device records ITS OWN mic + camera from
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+ the hardware at full quality to local disk, then uploads. This is the
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+ product and is unaffected by network quality or call settings.
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+
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+ Consequences:
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+ - A bad network makes the CALL ugly; the RECORDING stays perfect.
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+ - Each device records only its own participant; the backend aligns all
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+ uploads into one session.
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+ - Recording starts automatically on join() and stops on leave(). Do not
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+ build a separate record button.
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+
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+ ## The HOST APP is the product — not recording
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+
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+ The builder came to you with an app idea (a tutoring app, a language-
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+ exchange app, a remote interview tool…). Build THAT app. The SDK records
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+ its video calls invisibly; recording is infrastructure, not identity:
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+ - The app's NAME, description, and screens are about the builder's idea.
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+ Never name or describe the app around recording.
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+ - Recording surfaces in the UI in exactly four places: the consent
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+ screen before joining (required — never minimized away), a small REC
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+ indicator during the call, join/leave, and a small audio-output menu
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+ (REQUIRED standard control: show the current output device by name from
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+ the 'audioRoute' event, with a switch between the device and Speaker
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+ via CrowdPlay.setAudioOutput — Bluetooth users expect it).
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+ - Do NOT build upload-progress screens, diagnostics screens, SDK settings
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+ pages, or recording libraries/playback. Uploads run automatically in
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+ the background; doctor() is a development-time check, not a screen.
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+
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+ ## Hard rules (violations corrupt recordings or break builds)
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+
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+ 1. NEVER add, pin, import, or update LiveKit, WebRTC, or any
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+ react-native-webrtc package. The correct engine ships as a compiled
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+ binary that ios/wire.rb installs. Adding your own causes duplicate
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+ symbols or silently breaks capture.
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+ 2. NEVER write AVAudioSession / AVAudioEngine / AVCaptureSession code (or
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+ add audio-session-touching RN packages like react-native-incall-manager)
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+ in an app using this SDK. The engine owns the microphone and camera.
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+ 3. NEVER skip or fake consent. CrowdPlay.join() THROWS without a ConsentGrant,
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+ and the user must actually SEE the consent wording first — use
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+ <CrowdPlayConsentScreen/>, or show CrowdPlay.consentText() verbatim in your own
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+ UI and construct { grantedAtMs: Date.now() } at the moment of
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+ agreement. Fabricating a grant creates false legal evidence.
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+ 4. iOS only. Guard any non-iOS platform path; the module throws elsewhere
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+ with a clear message. There is no Android engine yet.
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+ 5. Test on a REAL iPhone. The Simulator has no camera or microphone.
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+
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+ ## Integration procedure
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+
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+ 1. npm install crowdplaysdk
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+ 2. cd ios && pod install (installs RN's own pods; CrowdPlay has none)
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+ 3. ruby node_modules/crowdplaysdk/ios/wire.rb <YourProjectName>
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+ Idempotent. It: adds the CrowdPlaySDK binary Swift package to the Xcode
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+ project, copies the three native bridge files into the app target,
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+ creates/points the Swift bridging header at the React headers, and
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+ raises the iOS deployment target to 17.0 if the RN template left it
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+ lower. Rerun it any time; it never duplicates.
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+ 4. Info.plist: NSMicrophoneUsageDescription, NSCameraUsageDescription,
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+ UIBackgroundModes = [audio]. A missing usage string makes iOS kill
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+ the app at first mic/camera access (uncatchable).
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+ 5. AppDelegate (recommended — lets uploads finish while suspended):
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+ // AppDelegate.mm, with #import "<YourProjectName>-Swift.h"
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+ - (void)application:(UIApplication *)application
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+ handleEventsForBackgroundURLSession:(NSString *)identifier
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+ completionHandler:(void (^)(void))completionHandler {
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+ [CrowdPlayRNBackground handleWithCompletionHandler:completionHandler];
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+ }
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+ (Swift AppDelegates: CrowdPlaySDK.handleBackgroundURLSessionEvents(completionHandler:).)
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+ 6. At JS startup, once, before anything else:
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+ import CrowdPlay from 'crowdplaysdk';
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+ CrowdPlay.configure({
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+ serverUrl: 'https://dashboard.crowdplay.ai',
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+ appKey: '<the builder's liva_pk_… key from the CrowdPlay dashboard>',
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+ });
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+ configure() also resumes uploads interrupted by a crash or reboot.
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+ 7. Consent gate, then join:
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+ <CrowdPlayConsentScreen onConsent={(grant) => setConsent(grant)} />
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+ await CrowdPlay.join({ displayName, roomCode, consent: grant });
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+ roomCode is any shared string (like a meeting ID); everyone joining
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+ with the same code lands in the same call and the same aligned
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+ session. It is normalized internally (trimmed, filesystem-safe).
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+ 8. Call UI:
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+ <CrowdPlayVideoView participant="local" style={…} /> // self view
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+ // plus one per entry of the 'participants' event:
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+ <CrowdPlayVideoView participant={p.identity} style={…} />
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+ 9. Controls:
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+ await CrowdPlay.setMicMuted(true); // mutes call AND records silence
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+ await CrowdPlay.setCameraEnabled(false); // black frames, timeline continuous
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+ await CrowdPlay.leave(); // stops recording; uploads start
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+ After leave(), uploads finish automatically in the background (most
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+ already went out during the call). Show at most one quiet
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+ "finishing up…" line while an 'uploads' session is incomplete; do
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+ NOT build a dedicated upload screen.
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+ 10. Verify: const checks = await CrowdPlay.doctor(); — every failing check's
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+ detail names its own fix. NOTE: on a fresh install the "permissions"
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+ check reports "not requested yet — NORMAL"; iOS prompts at first join.
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+ That is not an integration bug — only a DENIED state needs action.
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+ 11. Hand off (REQUIRED final message): the Simulator has no camera or
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+ mic, so nothing is proven until the app runs on a real iPhone. Do
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+ not end with "the implementation is complete" — your FINAL message
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+ must walk the builder through: plugging in the iPhone (Trust +
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+ Developer Mode), picking a signing Team in Xcode and pressing Run on
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+ the device (via the .xcworkspace), allowing mic/camera permissions,
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+ a ~1-minute test call, and checking the session at
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+ https://dashboard.crowdplay.ai — that is the end-to-end proof.
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+
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+ ## API reference (exact TypeScript surface)
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+
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+ Default export `CrowdPlay`:
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+ configure(config: CrowdPlayConfig): void
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+ consentText(): Promise<string> // the REQUIRED consent wording
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+ warmUp(): void // pre-warm backend from the join screen
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+ join(opts: { displayName: string; roomCode: string;
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+ consent: ConsentGrant }): Promise<void> // THROWS without consent
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+ leave(): Promise<void>
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+ setMicMuted(muted: boolean): Promise<void>
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+ setCameraEnabled(enabled: boolean): Promise<void>
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+ snapshot(): Promise<RecordingSnapshot | null> // poll ~1 Hz for REC UI
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+ doctor(): Promise<DoctorCheck[]>
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+ retryRecording(): void
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+ retryUploads(): void
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+ setAudioOutput(output: 'automatic' | 'speaker'): void
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+ // 'automatic' = the connected device (AirPods, wired, ...);
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+ // pair with the 'audioRoute' event for the output menu
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+ addListener<E extends CrowdPlayEventName>(event: E,
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+ handler: (payload: CrowdPlayEvents[E]) => void): { remove(): void }
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+
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+ Named exports: CrowdPlayConsentScreen (props: onConsent(grant)), CrowdPlayVideoView
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+ (props: participant: string | 'local', plus standard View style).
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+
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+ Types:
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+ CrowdPlayConfig { serverUrl; appKey; videoUploadsOnCellular?=false;
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+ uploadDuringCall?=true; callQuality? }
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+ // uploadDuringCall: segments upload while recording (one
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+ // at a time, auto-paused when call quality drops); the
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+ // post-call wait is ~the final segment + manifests.
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+ CallQuality { videoWidth?; videoHeight?; videoFps?; videoBitrate?;
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+ audioBitrate? } // LIVE CALL ONLY; recording always full
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+ // quality; values clamped to safe ranges
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+ ConsentGrant { grantedAtMs: number }
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+ RecordingSnapshot { seconds; segmentsClosed; droppedSamples;
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+ inputLevelDbfs; // speech ≈ −25…−45 dBFS
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+ inputSilent; // dead mic — surface loudly
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+ fullScaleSamples } // clipping — mic too hot
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+ UploadProgress { sessionId; fraction; isComplete; failed;
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+ audio: UploadKindProgress; video: UploadKindProgress }
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+ DoctorCheck { id; passed; detail }
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+
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+ Events (CrowdPlay.addListener):
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+ 'phase' { phase: 'idle'|'connecting'|'connected'|'failed'; error? }
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+ 'recording' { isRecording; error? } // error non-null = the session
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+ // is NOT being captured; show it
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+ // and offer retryRecording()
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+ 'uploads' { sessions: UploadProgress[]; onWifi: boolean }
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+ // onWifi false = video is waiting for WiFi; say so
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+ 'participants' { participants: {identity, name}[] } // render tiles
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+ 'warning' { kind: 'audioStalled'|'micSilent'|'clipping'|
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+ 'crossTalk'|'micPolicy'; active; message }
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+ 'audioRoute' { currentOutputName; detectedOutputs; headphonesConnected }
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+ // drive the call screen's output menu from this
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+ // SHOW THESE. audioStalled = capture stalled, engine is
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+ // auto-recovering; micSilent = dead mic (user-fixable:
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+ // replug); clipping = irreversible distortion, lower the
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+ // mic; crossTalk = loudspeaker leaking the far end into
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+ // this mic (wear headphones); micPolicy = unexpected
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+ // input device.
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+
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+ ## Accessing recordings (no AWS, no SDK — plain HTTPS)
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+
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+ The app key doubles as the data credential:
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+ GET https://dashboard.crowdplay.ai/sessions (x-liva-key header)
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+ GET https://dashboard.crowdplay.ai/sessions/<id>/files (x-liva-key header)
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+ -> [{path, bytes, url}] // url = 1-hour presigned download
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+ deliverable/ holds the usable output: speaker-<name>.wav per participant
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+ (drift-corrected; all files play together with NO offset),
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+ conversation.wav, qc.json. raw/ is the untouched per-device capture.
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+ Humans use https://dashboard.crowdplay.ai directly (sign in, download).
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+
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+ ## Facts, limits, troubleshooting
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+
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+ - iOS 17+, React Native >= 0.71. Storage ~2 GB per participant-hour;
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+ join refuses below 8 GB free.
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+ - Keep the screen awake during sessions (e.g. react-native-keep-awake or
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+ the idle-timer API); a locked phone suspends capture. Force-quitting
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+ pauses uploads until next launch (nothing lost).
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+ - Participants should wear wired or closed-back headphones (crossTalk
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+ warns live when they don't).
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+ - Slow join or glitchy first seconds of a recording = poor radio
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+ environment (congested 2.4 GHz WiFi + Bluetooth share the antenna) or
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+ Metro/debugger overhead — NOT an integration bug. Capture self-heals.
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+ Advise: better network, wired headphones, evaluate from a home-screen
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+ launch (release build).
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+ - Build error mentioning LiveKit/WebRTC duplicate symbols: the app added
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+ its own LiveKit dependency — remove it (rule 1).
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+ - "Swift bridging" or "<Project>-Swift.h not found" errors: rerun
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+ ios/wire.rb, then a clean build (the header is generated at build time).
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+ - 401/"unauthorized": wrong app key — sign in at
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+ https://dashboard.crowdplay.ai, reveal the key, and copy it again.
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+ - Uploads crawling on an otherwise-fine network: check for a VPN, iCloud
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+ Private Relay, or Low Data Mode on the phone (a VPN can cut throughput
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+ 100×; Low Data Mode makes video wait forever for "real" WiFi).
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+
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+ Reference integration: Examples/ in this repo (~150 lines, complete:
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+ consent -> join -> tiles -> warnings -> uploads). Prefer copying its
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+ structure over inventing one.
package/package.json ADDED
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+ {
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+ "name": "crowdplaysdk",
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+ "version": "0.2.3",
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+ "description": "CrowdPlay lossless conversation capture for React Native (iOS). Studio-grade per-participant recording during live video calls, delivered to CrowdPlay automatically.",
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+ "main": "lib/index.js",
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+ "types": "lib/index.d.ts",
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+ "files": [
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+ "lib",
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+ "src",
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+ "ios",
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+ "README.md",
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+ "llms.txt",
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+ "Examples"
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+ ],
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+ "scripts": {
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+ "build": "tsc",
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+ "typecheck": "tsc --noEmit",
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+ "prepack": "npm run build"
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+ },
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+ "homepage": "https://github.com/symbiateam/crowdplaysdk",
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+ "repository": {
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+ "type": "git",
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+ "url": "https://github.com/symbiateam/crowdplaysdk.git"
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+ },
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+ "keywords": [
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+ "react-native",
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+ "ios",
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+ "recording",
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+ "video-call",
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+ "lossless",
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+ "crowdplay"
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+ ],
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+ "peerDependencies": {
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+ "react": "*",
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+ "react-native": "*"
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+ },
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+ "devDependencies": {
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+ "@types/react": "^18.2.0",
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+ "react": "18.2.0",
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+ "react-native": "0.74.5",
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+ "typescript": "^5.4.0"
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+ },
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+ "license": "SEE LICENSE IN LICENSE.md"
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+ }
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+ /**
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+ * Drop-in consent screen. Shows CrowdPlay's locked consent wording (fetched from
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+ * the native SDK so it can never drift from what the manifest records), a
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+ * switch, and a continue button that only enables once the participant
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+ * agrees. Yields the ConsentGrant that join() requires.
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+ *
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+ * <CrowdPlayConsentScreen onConsent={(grant) => joinWith(grant)} />
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+ *
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+ * Apps with their own consent UI can skip this component: render
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+ * CrowdPlay.consentText() verbatim and construct { grantedAtMs: Date.now() } at
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+ * the moment of agreement.
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+ */
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+
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+ import React, { useEffect, useState } from 'react';
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+ import { ActivityIndicator, Pressable, StyleSheet, Switch, Text, View } from 'react-native';
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+ import CrowdPlay, { type ConsentGrant } from './index';
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+
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+ export interface CrowdPlayConsentScreenProps {
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+ onConsent: (grant: ConsentGrant) => void;
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+ /** Optional style overrides for the outer container. */
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+ style?: object;
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+ }
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+
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+ export function CrowdPlayConsentScreen({ onConsent, style }: CrowdPlayConsentScreenProps): React.JSX.Element {
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+ const [text, setText] = useState<string | null>(null);
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+ const [agreed, setAgreed] = useState(false);
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+ const [agreedAtMs, setAgreedAtMs] = useState<number | null>(null);
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+
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+ useEffect(() => {
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+ let cancelled = false;
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+ CrowdPlay.consentText()
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+ .then((wording) => {
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+ if (!cancelled) setText(wording);
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+ })
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+ .catch(() => {
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+ if (!cancelled) setText('Consent text unavailable — check that CrowdPlay.configure() ran and the native module is installed.');
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+ });
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+ return () => {
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+ cancelled = true;
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+ };
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+ }, []);
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+
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+ return (
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+ <View style={[styles.container, style]}>
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+ <Text style={styles.title}>Recording consent</Text>
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+ {text === null ? (
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+ <ActivityIndicator />
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+ ) : (
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+ <Text style={styles.body}>{text}</Text>
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+ )}
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+ <View style={styles.row}>
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+ <Switch
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+ value={agreed}
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+ onValueChange={(value) => {
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+ setAgreed(value);
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+ setAgreedAtMs(value ? Date.now() : null);
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+ }}
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+ />
59
+ <Text style={styles.agree}>I agree</Text>
60
+ </View>
61
+ <Text style={styles.note}>
62
+ Recording starts automatically when you join, and ends when you leave.
63
+ </Text>
64
+ <Pressable
65
+ accessibilityRole="button"
66
+ disabled={!agreed || agreedAtMs === null}
67
+ onPress={() => {
68
+ if (agreedAtMs !== null) onConsent({ grantedAtMs: agreedAtMs });
69
+ }}
70
+ style={({ pressed }) => [
71
+ styles.button,
72
+ (!agreed || agreedAtMs === null) && styles.buttonDisabled,
73
+ pressed && styles.buttonPressed,
74
+ ]}
75
+ >
76
+ <Text style={styles.buttonLabel}>Continue</Text>
77
+ </Pressable>
78
+ </View>
79
+ );
80
+ }
81
+
82
+ const styles = StyleSheet.create({
83
+ container: { padding: 20, gap: 16 },
84
+ title: { fontSize: 20, fontWeight: '700' },
85
+ body: { fontSize: 15, lineHeight: 21 },
86
+ row: { flexDirection: 'row', alignItems: 'center', gap: 10 },
87
+ agree: { fontSize: 15 },
88
+ note: { fontSize: 12, opacity: 0.6 },
89
+ button: { backgroundColor: '#1f6feb', borderRadius: 8, paddingVertical: 12, alignItems: 'center' },
90
+ buttonDisabled: { opacity: 0.4 },
91
+ buttonPressed: { opacity: 0.8 },
92
+ buttonLabel: { color: 'white', fontSize: 16, fontWeight: '600' },
93
+ });
@@ -0,0 +1,35 @@
1
+ /**
2
+ * Native video tile. Renders the LOCAL camera preview or a REMOTE
3
+ * participant's live video (identified by the `identity` from the
4
+ * `participants` event). The video never touches JavaScript — this is a
5
+ * native LiveKit view hosted in your RN layout.
6
+ *
7
+ * <CrowdPlayVideoView participant="local" style={{ width: 120, height: 160 }} />
8
+ * {participants.map(p => (
9
+ * <CrowdPlayVideoView key={p.identity} participant={p.identity} style={styles.tile} />
10
+ * ))}
11
+ */
12
+
13
+ import React from 'react';
14
+ import { requireNativeComponent, type ViewProps } from 'react-native';
15
+
16
+ export interface CrowdPlayVideoViewProps extends ViewProps {
17
+ /** "local" for the self-view, or a remote participant's identity. */
18
+ participant: string;
19
+ /** Mirror the image (typical for the self-view). Default: true for
20
+ * "local", false otherwise. */
21
+ mirror?: boolean;
22
+ }
23
+
24
+ const NativeCrowdPlayVideoView = requireNativeComponent<CrowdPlayVideoViewProps>('CrowdPlayVideoView');
25
+
26
+ export function CrowdPlayVideoView(props: CrowdPlayVideoViewProps): React.JSX.Element {
27
+ const { participant, mirror, ...rest } = props;
28
+ return (
29
+ <NativeCrowdPlayVideoView
30
+ participant={participant}
31
+ mirror={mirror ?? participant === 'local'}
32
+ {...rest}
33
+ />
34
+ );
35
+ }