6.5 KiB
2-way Audio
This card supports 2-way audio (e.g. transmitting audio from a microphone to a suitably equipped camera). In general, due to the myriad of different cameras, security requirements and browser limitations getting 2-way to work may be challenging.
Requirements
Environmental requirements
- Must have a camera that supports audio out (otherwise what's the point!)
- Camera must be supported by
go2rtcfor 2-way audio (see supported cameras). - Must be accessing your Home Assistant instance over
https. The browser will enforce this. - Must be running at least Frigate integration
v5.12.0.
Card requirements
- Only Frigate cameras are supported.
- Only the
go2rtcandgo2rtc-experimentallive providers are supported. - The browser must be able to reach
go2rtcover WebRTC. Outbound audio always travels on its own WebRTC connection, regardless of what mode is carrying the video.
If your setup supports 2-way audio but detection is intermittent on load:
- Increase
cameras[].go2rtc.metadata_fetch_timeout_seconds. - Or force the capability with
cameras[].capabilities.force: ['2-way-audio'].
If detection never succeeds for a camera, the go2rtc stream itself may not
offer 2-way audio -- see
go2rtc live provider configuration.
Detection requires go2rtc to connect to the camera, so a successful result is
cached by the card for 5 minutes rather than detected again every time the card
loads. Reload your browser after changing the go2rtc configuration to have the
card detect changes immediately.
Example configuration
type: custom:advanced-camera-card
cameras:
- camera_entity: camera.office
live_provider: go2rtc
go2rtc:
modes:
- webrtc
# Optional: For slower cameras increase timeout (default: 2)
metadata_fetch_timeout_seconds: 10
Usage
Two-way audio is driven by the call menu button (a phone icon). It is
enabled by default and appears in the live view whenever the selected camera
-- or one of its dependencies
-- supports 2-way audio.
- Tap the call button to start an outbound call. An on-screen overlay appears with controls to mute/unmute the microphone, mute/unmute the inbound audio, and end the call. When more than one 2-way-audio camera is available the button becomes a submenu with one entry per camera.
- Inbound calls (started by a
view.triggers.actions.trigger: calltrigger -- e.g. a doorbell) open the overlay in a ringing state with only two buttons: a red Reject and a green Answer. - The call menu button itself tracks the call state: tap it to start or
answer a call and to hang up an active one, and while an inbound call is
ringing hold it to reject. This lets you drive the whole call from the
menu when the standard call controls are hidden with
live.controls.call.enabled: false-- see Driving calls from the menu. - When a call is answered (outbound calls are answered by definition) the
inbound audio is unmuted automatically, so the caller can be heard. The
microphone stays muted by default (push-to-talk) -- tap the microphone button
in the overlay to speak. Both behaviors are configurable via
live.microphone.auto_unmuteandlive.auto_unmute. - The camera loads without the microphone connected, unless the
always_connectedmicrophone option is set totrue. Starting a call opens a separate connection that carries your voice to the camera; ending the call closes it. The camera's audio input is therefore occupied only while a call is in progress, leaving it free for other applications the rest of the time. Expect under half a second between starting a call and being audible on a local network, and a little more remotely. The video keeps playing throughout. - The browser asks for microphone permission when a call needs it. How often it
asks depends on the browser: Chrome remembers the choice for the site, Safari
asks once per page load, and Firefox asks for every call unless Remember this
decision is ticked. Set
always_connectedtotrueto be asked once at card load instead. - While a call is in progress the card locks disruptive actions (camera and
substream changes, casting, reload, etc.) so an accidental tap, swipe, or
button press doesn't cut the call off. Set
live.controls.call.locktofalseto disable this. - End the call with the overlay's end-call button. When the call ends the
microphone and inbound audio are muted again, and the microphone is
disconnected. The exception is
always_connected, which holds the microphone connected for as long as the card is running.
Calls can also be controlled programmatically with the
call_start,
call_answer, and
call_end actions --
for example, from an automation that fires
when a doorbell sensor triggers. The call condition
can be used to show or hide elements while a call is in progress.
Call lifecycle
The diagram below traces a call from start to finish:
Talking with a single tap
By default, two taps are needed to speak: start (or answer) the call so you can hear, then unmute the microphone via the in-call overlay so you can be heard. This push-to-talk default keeps the microphone muted until you explicitly choose to speak.
To collapse that to a single tap, unmute the microphone automatically when a call is answered:
live:
microphone:
auto_unmute: ['call']
For outbound calls the microphone opens the moment the call starts; for inbound
calls it opens the moment you press the green answer button. Leave
auto_unmute empty (the default) to
always start muted regardless.