For basics, you can take a look at the README.

How to use liblinphone on IOS

In order to use liblinphone in your IOS app you will need our SDK here is how to get it.

What's new

As of today, integrating liblinphone sdk into a third party application is done by either compiling an sdk  from the source or using a pre-built SDK from: here . To continue to make IOS and macOS developer live easier, we now provide a Cocoapods based integration process. Cocoapods  is a "dependency manager for Swift and Objective-C" which is now a de-facto standard in the Apple developer world. With Cocoapods, integrating liblinphone to an Xcode based application can be achieved like any "Pods"  without any liblinphone's specific procedures.


You can find the liblinphone API documentation of liblinphone here.

Using SDK in an Objective-C Xcode project

For example, the name of this project is "Myproject"

open Myproject/, use commands:

pod init

You will get Podfile, change the context. You must add your Cocoapods repo in it. For example:

# Uncomment the next line to define a global platform for your project

##For macosx
# platform :osx, '10.9'
#source ""

#For iOS
platform :ios, '9.0'
source ""

target 'Myproject' do

  # Pods for Myproject
  pod 'linphone-sdk' , '4.2'

 Sometimes you may need to update the liblinphone version, you can do 

pod repo update
pod install

Using SDK in a Swift Xcode project

Do the same things as in the section: Use SDK in an Objective-C Xcode project, except for using a specific pod instead of 4.2, because swift sdk is only in beta. For example:

pod 'linphone-sdk', podspec:''

Then import the swift module in your project

import linphonesw

Using local SDK

You may want to use a local sdk, then change Podfile

pod 'linphone-sdk', :path=> '<SDK_PATH>'

Using a pre-compiled SDK

If you do not need to build the SDK manually, you can download a pre-compiled SDK here.

The SDKs available correspond to our AppStore releases and represents the SDK of our most recent release.

Once the SDK is downloaded you can unzip it.

Building the SDK manually

Clone the linphone-sdk repository from out gitlab:

 git clone --recursive

Follow the instructions in the linphone-sdk/README file to build the SDK.

Handling liblinphone log

In order to see liblinphone logs in your IOS app (for example in your Xcode console) follow these steps :

Put in your code at the launching of the app :


This will make the liblinphone logs to call your_log_handler and so be processes as a log from your app.

You can set the liblinphone log level by using the functions documented here.

IOS log handler for liblinphone

Once you set your log handler you need to process liblinphone log in order to incorporate them into your app logs.

Here is a little example on how to manage liblinphone log into an IOS app :

void linphone_iphone_log_handler(const char *domain, OrtpLogLevel lev, const char *fmt, va_list args) {
NSString *format = [[NSString alloc] initWithUTF8String:fmt];
NSString *formatedString = [[NSString alloc] initWithFormat:format arguments:args];
NSString *lvl;

if (!domain)
  domain = "lib";
// since \r are interpreted like \n, avoid double new lines when logging network packets (belle-sip)
// output format is like: I/ios/some logs. We truncate domain to **exactly** DOMAIN_SIZE characters to have
// fixed-length aligned logs
switch (lev) {
   lvl = @"Fatal";
   lvl = @"Error";
   lvl = @"Warning";
   lvl = @"Message";
   lvl = @"Debug";
   lvl = @"Trace";
if ([formatedString containsString:@"\n"]) {
 NSArray *myWords = [[formatedString stringByReplacingOccurrencesOfString:@"\r\n" withString:@"\n"]
 for (int i = 0; i < myWords.count; i++) {
  NSString *tab = i > 0 ? @"\t" : @"";
  if (((NSString *)myWords[i]).length > 0) {
    NSLog(@"[%@] %@%@", lvl, tab, (NSString *)myWords[i]);
 } else {
  NSLog(@"[%@] %@", lvl, [formatedString stringByReplacingOccurrencesOfString:@"\r\n" withString:@"\n"]);

Full ipv6 support

Starting June 1, 2016, all applications submitted to the App Store must work within IPv6-only networks. Linphone supports these requirements since version 3.13.9 released June 15, 2016.

To comply with Apple requirements, you will need to:

  • Update your Linphone-iphone application to 3.13.9 minimum.
  • Make sure not to disable IPV6 accidentally in the application, with 

linphone_core_enable_ipv6()or by setting 

ipv6=0 in 

[net]section of your linphonerc default or factory configuration files. 

ipv6=1becomes the default in the 3.3.19 linphone-iphone release.

App upgrade

  • For app upgrades, since version 3.13.9 liblinphone automatically switches on IPV6 during installation.

Server side

  • Thanks to NAT64/DNS64, IPV4 SIP servers can still be used without modifications assuming there are prepared to receive IPV6 addresses in both, VIA, Contact and SDP fields.
  • As NAT64 implementation leverages on features only available since 9.x (I.E NAT64 aware getaddrinfo), NAT64 is only supported on IOS version >= 9.x.


IOS 10

What's new in Linphone

  • It is no longer possible to listen to a SIP socket in order to detect incoming calls, or new messages, when the application is in background. Now using the push notifications is the only way to do so.
  • Linphone uses VoIP push notifications (from the PushKit framework), in replacement of remote notifications and VoIP sockets, since commit : f84fb0bc0fe5cfa34b0029cb775668cd96a13ce3
  • For IOS 10 and more a new parameter is needed to register for push notifications : pn-token. When registering for push notifications, it is necessary to add "pn-timeout=0" to the request so that the push gateway sends the notifications as soon as possible.
  • FlexiSIP supports VoIP push notifications since commit : a50538897674b2c8cb723e73f6e9d6a969e0b6e0
  • Please find more information about push notifications in FlexiSIP here.

CallKit Integration

  • Since IOS 10, apple provides the CallKit framework. This framework is used to integrate VoIP applications in the native UI of the device. It allows, for instance, to display incoming calls and answer them when the application is killed or in background, or when the device is locked.
  • In order to implement CallKit in an application based on Liblinphone, follow these steps :
    • Add the CallKit framework into your application
    • Implement the CXProviderDelegate protocol within your ApplicationDelegate
  • When answering a call, CallKit needs to start the audio session soon. You need to set your AVAudioSession active into the handler of the report incoming call callback as follow :
   [self reportNewIncomingCallWithUUID:uuid update:update completion:^(NSError* error) {
         AVAudioSession* audioSession = [AVAudioSession sharedInstance];
          [audioSession setCategory:AVAudioSessionCategoryPlayAndRecord error:nil];
         //Configure audio session here
         [audioSession setActive:TRUE error:nil];
  • CallKit needs to activate the AVAudioSession before you can start/accept/resume a call, therefore it is advised to wait for provider:provider didActivateAudioSession:audioSession to answer before doing so.
Tags: IOS
Created by SandrineAvakian on 2017/02/22 16:28