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https://github.com/kyleneideck/BackgroundMusic
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Auto-pause: make the unpause delay proportional to the pause duration.
We only unpause the music player, after auto-pausing it, if it's been paused for longer than some minimum length of time. This commit reduces that time if the music player hasn't been paused for long.
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4 changed files with 122 additions and 15 deletions
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@ -27,6 +27,9 @@
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#include "BGM_Types.h"
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#import "BGMMusicPlayer.h"
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// STL Includes
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#import <algorithm> // std::max, std::min
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// System Includes
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#include <CoreAudio/AudioHardware.h>
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#include <mach/mach_time.h>
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@ -36,10 +39,21 @@
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// and other audio can have short periods of silence without causing music to play and quickly pause again. Of course, it's a
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// trade-off against how long the music will overlap the other audio before it gets paused and how long the music will stay paused
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// after a sound that was only slightly longer than the pause delay.
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static UInt64 const kPauseDelayNSec = 1500 * NSEC_PER_MSEC;
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// The delay before unpausing the music player is proportional to how long we paused it for, bounded by these limits. This makes it
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// a bit less annoying when a sound is just long enough to cause an auto-pause.
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//
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// TODO: Make these settable in advanced settings?
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static int const kPauseDelayMSecs = 1500;
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static int const kUnpauseDelayMSecs = 3000;
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// I haven't spent much time experimenting with different values for these constants, so they could probably be improved a fair
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// bit.
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//
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// TODO: Would it be worth listening for kAudioDeviceCustomPropertyDeviceIsRunningSomewhereOtherThanBGMApp so we can unpause
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// immediately if we haven't been paused for long and the non-music-player client stops IO? That would usually indicate that
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// it doesn't intend to start playing audio again soon. We'd also have to deal with music players that don't stop IO when
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// they're paused.
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static UInt64 const kMaxUnpauseDelayNSec = 3000 * NSEC_PER_MSEC;
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static UInt64 const kMinUnpauseDelayNSec = kMaxUnpauseDelayNSec / 10;
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// We multiply the time spent paused by this factor to calculate the delay before we consider unpausing.
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static Float32 const kUnpauseDelayWeightingFactor = 0.25f;
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@implementation BGMAutoPauseMusic {
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BOOL enabled;
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@ -53,8 +67,8 @@ static int const kUnpauseDelayMSecs = 3000;
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dispatch_queue_t pauseUnpauseMusicQueue;
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// True if BGMApp has paused musicPlayer and hasn't unpaused it yet. (Will be out of sync with the music player app if the user
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// has unpaused it themselves.)
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// True if BGMApp has paused musicPlayer and hasn't unpaused it yet. (Will be out of sync with the music player app if the
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// user has unpaused it themselves.)
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BOOL wePaused;
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// The times, in absolute time, that the BGMDevice last changed its audible state to silent...
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UInt64 wentSilent;
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@ -101,6 +115,8 @@ static int const kUnpauseDelayMSecs = 3000;
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audibleStateStr);
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#endif
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// TODO: We shouldn't assume this block will only get called when BGMDevice's audible state changes. (Even if
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// the Core Audio docs did specify that, there's no reason not to be fault tolerant.)
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if (audibleState == kBGMDeviceIsAudible) {
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[weakSelf queuePauseBlock];
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} else if (audibleState == kBGMDeviceIsSilent) {
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@ -119,9 +135,12 @@ static int const kUnpauseDelayMSecs = 3000;
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- (SInt32) deviceAudibleState {
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SInt32 audibleState;
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CFNumberRef audibleStateRef = static_cast<CFNumberRef>([audioDevices bgmDevice].GetPropertyData_CFType(kBGMAudibleStateAddress));
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CFNumberRef audibleStateRef =
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static_cast<CFNumberRef>([audioDevices bgmDevice].GetPropertyData_CFType(kBGMAudibleStateAddress));
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CFNumberGetValue(audibleStateRef, kCFNumberSInt32Type, &audibleState);
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CFRelease(audibleStateRef);
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return audibleState;
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}
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@ -131,7 +150,7 @@ static int const kUnpauseDelayMSecs = 3000;
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UInt64 startedPauseDelay = now;
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DebugMsg("BGMAutoPauseMusic::queuePauseBlock: Dispatching pause block at %llu", now);
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dispatch_after(dispatch_time(DISPATCH_TIME_NOW, kPauseDelayMSecs * NSEC_PER_MSEC),
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dispatch_after(dispatch_time(DISPATCH_TIME_NOW, kPauseDelayNSec),
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pauseUnpauseMusicQueue,
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^{
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BOOL stillAudible = ([self deviceAudibleState] == kBGMDeviceIsAudible);
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@ -155,8 +174,28 @@ static int const kUnpauseDelayMSecs = 3000;
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wentSilent = now;
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UInt64 startedUnpauseDelay = now;
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DebugMsg("BGMAutoPauseMusic::queueUnpauseBlock: Dispatched unpause block at %llu", now);
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dispatch_after(dispatch_time(DISPATCH_TIME_NOW, kUnpauseDelayMSecs * NSEC_PER_MSEC),
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// Unpause sooner if we've only been paused for a short time. This is so a notification sound causing an auto-pause is
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// less of an interruption.
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//
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// TODO: Would it help much if we ignored all audio played on the "system default" device rather than the "default"
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// device? IIRC apps are supposed to use the former for UI sounds.
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UInt64 unpauseDelayNsec =
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static_cast<UInt64>((wentSilent - wentAudible) * kUnpauseDelayWeightingFactor);
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// Convert from absolute time to nanos.
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mach_timebase_info_data_t info;
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mach_timebase_info(&info);
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unpauseDelayNsec = unpauseDelayNsec * info.numer / info.denom;
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// Clamp.
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unpauseDelayNsec = std::min(kMaxUnpauseDelayNSec, unpauseDelayNsec);
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unpauseDelayNsec = std::max(kMinUnpauseDelayNSec, unpauseDelayNsec);
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DebugMsg("BGMAutoPauseMusic::queueUnpauseBlock: Dispatched unpause block at %llu. unpauseDelayNsec=%llu",
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now,
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unpauseDelayNsec);
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dispatch_after(dispatch_time(DISPATCH_TIME_NOW, unpauseDelayNsec),
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pauseUnpauseMusicQueue,
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^{
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BOOL stillSilent = ([self deviceAudibleState] == kBGMDeviceIsSilent);
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@ -48,4 +48,7 @@ Overview](https://developer.apple.com/library/mac/documentation/MusicAudio/Conce
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and the [Core Audio
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Glossary](https://developer.apple.com/library/mac/documentation/MusicAudio/Reference/CoreAudioGlossary/Glossary/core_audio_glossary.html).
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If you remember to, add a copyright notice with your name to any source files you change substantially. Let us know in
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the PR if you've intentionally not added one so we know not to add one for you.
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56
LICENSE-Apple-Sample-Code
Normal file
56
LICENSE-Apple-Sample-Code
Normal file
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@ -0,0 +1,56 @@
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Background Music includes code from Core Audio User-Space Driver
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Examples, see
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<https://developer.apple.com/library/mac/samplecode/AudioDriverExamples>,
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which was provided with the following copyright notice and the license
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below.
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Copyright (C) 2013 Apple Inc. All Rights Reserved.
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Background Music includes code from Core Audio Utility Classes, see
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<https://developer.apple.com/library/content/samplecode/CoreAudioUtilityClasses>,
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which was provided with the following copyright notice and the license
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below.
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Copyright (C) 2014 Apple Inc. All Rights Reserved.
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------------------------------------------------------------------------
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Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple
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Inc. ("Apple") in consideration of your agreement to the following
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this Apple software constitutes acceptance of these terms. If you do
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In consideration of your agreement to abide by the following terms, and
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subject to these terms, Apple grants you a personal, non-exclusive
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license, under Apple's copyrights in this original Apple software (the
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"Apple Software"), to use, reproduce, modify and redistribute the Apple
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provided that if you redistribute the Apple Software in its entirety and
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without specific prior written permission from Apple. Except as
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21
README.md
21
README.md
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@ -14,8 +14,7 @@
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- No restart required to install
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- Runs entirely in userspace
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**Version 0.1.0**, first release. Probably very buggy. Not very polished. Pretty much only tested on one system. (A
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MacBook running OS X 10.11 using the built-in audio device.)
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**Version 0.1.0**, first release. Probably very buggy. Not very polished or well tested.
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**Requires OS X 10.10+**. Might work on 10.9, but I haven't tried it. Currently unable to build in Xcode 6.
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@ -112,7 +111,8 @@ change the default device and then change it back again. Failing that, you might
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General tab of Skype's preferences.
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- Plugging in or unplugging headphones when Background Music isn't running can silence system audio. To fix it, go to
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the Sound section in System Preferences, click the Output tab and change your default output device to something other
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than Background Music Device. Alternatively, you may Option+Click on the Sound icon in the menu bar to select a different output device.
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than Background Music Device. Alternatively, you may Option+Click on the Sound icon in the menu bar to select a
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different output device.
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This happens when macOS remembers that Background Music Device was your default audio device the last time you last
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used (or didn't use) headphones.
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Background Music Device after you open Background Music. Chrome's audio will still play, but Background Music won't be
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aware of it.
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- Some apps play notification sounds that are only just long enough to trigger an auto-pause. The only workaround right
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now is to increase the `kPauseDelayMSecs` constant in `BGMApp/BGMAutoPauseMusic.mm`. That will make your music overlap
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the other audio for longer, though, so you don't want to increase it too much. See
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now is to increase the `kPauseDelayNSec` constant in [BGMAutoPauseMusic.mm](/BGMApp/BGMApp/BGMAutoPauseMusic.mm).
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That will make your music overlap the other audio for longer, though, so you don't want to increase it too much. See
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[#5](https://github.com/kyleneideck/BackgroundMusic/issues/5) for details.
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- Plenty more. Some are in listed in TODO.md.
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- Plenty more. Some are in listed in [TODO.md](/TODO.md).
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## Related projects
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@ -159,6 +159,15 @@ change the default device and then change it back again. Failing that, you might
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Copyright © 2016 [Background Music contributors](https://github.com/kyleneideck/BackgroundMusic/graphs/contributors).
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Licensed under [GPLv2](https://www.gnu.org/licenses/gpl-2.0.html), or any later version.
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Background Music includes code from:
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- [Core Audio User-Space Driver
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Examples](https://developer.apple.com/library/mac/samplecode/AudioDriverExamples/Introduction/Intro.html), [original
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license](LICENSE-Apple-Sample-Code), Copyright (C) 2013 Apple Inc. All Rights Reserved.
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- [Core Audio Utility
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Classes](https://developer.apple.com/library/content/samplecode/CoreAudioUtilityClasses/Introduction/Intro.html),
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[original license](LICENSE-Apple-Sample-Code), Copyright (C) 2014 Apple Inc. All Rights Reserved.
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----
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<b id="f1">[1]</b> However, if the music player doesn't support AppleScript, or doesn't support the events Background
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