Commit graph

28 commits

Author SHA1 Message Date
Kyle Neideck
23ecf7e46e
Fix BGMDriver and BGMXPCHelper's version strings for SNAPSHOT builds.
And DEBUG builds. The "-SNAPSHOT-abc0123" suffix was only being added to
the version string for BGMApp.
2020-02-09 22:18:52 +11:00
Kyle Neideck
2c1677305d
Add optional debug logging in release builds.
Clicking the status bar icon with the option key held now reveals a
setting that enables debug logging in BGMApp. It's enabled by default in
debug builds.

It doesn't enable debug logging in BGMDriver or BGMXPCHelper yet.

This will hopefully make it easier for people to include logs when they
report bugs that don't occur with most hardware or are otherwise hard to
reproduce.

Enabling debug logging should be unlikely to cause audio glitches, but I
haven't tried to make it completely safe.

Also,
 - add some basic unit tests for BGMPlayThrough and expand the mocks for
   the CoreAudio HAL API,
 - fix the UI tests so you can run them without code signing them, and
 - update copyright years.
2020-01-24 08:07:34 +11:00
Kyle Neideck
e093e7d3b2
Add an option to use a volume icon instead of the Background Music logo.
This is so the icon can show the current volume. Then you can hide the
built-in volume status bar item in System Preferences.

Closes #183.
2019-03-05 00:01:42 +11:00
Kyle Neideck
4c0c656538
Store the preferred devices list in User Defaults.
BGMApp has to set BGMDevice, and often also the Null Device for a short
time, as the systemwide default audio device, which makes CoreAudio put
them in the preferred devices list in its Plist file. And since the list
is limited to three devices, it only gives us one or two usable ones.
Ideally, CoreAudio just wouldn't add our devices to its list, but I
don't think we can prevent that.

As a partial workaround, we now store our own copy of the preferred
devices list without our devices, which BGMApp can use to figure out
which devices were pushed out of CoreAudio's list by our devices.

This doesn't fix the problem entirely because our devices still take up
room in CoreAudio's list when BGMApp is closed, but I think that would
be harder to solve.

See #167.

Also:
 - Handle setting the initial output device in BGMPreferredOutputDevices
   instead of BGMAudioDeviceManager.
 - Fix a crash in BGMOutputVolumeMenuItem::dealloc caused by using
   dispatch_sync to dispatch to the main queue while running on the main
   queue.
 - Fix a crash in BGMPreferredOutputDevices if
   /Library/Preferences/Audio/com.apple.audio.SystemSettings.plist
   doesn't exist.
 - Add Swinsian to the list of music players in the README. (I must have
   forgotten to do that when I added support for it.)
2018-10-28 17:08:47 +11:00
Kyle Neideck
29642da1cf
Update the preferred devices list when the user changes output device.
When the user chooses a different output device in BGMApp, the new
device is now added to the front of the list of preferred devices. This
stops BGMPreferredOutputDevices changing the output device back shortly
afterward when it gets a device connection/disconnection notification,
which is sent because BGMDriver's Null Device is enabled and then
disabled as part of changing the output device.

It also means BGMApp will now account for the times the output device
has been changed since BGMApp started when deciding whether to change to
a newly connected device and deciding which device to change to when the
current output device is removed.
2018-10-24 22:29:20 +11:00
Kyle Neideck
18aa97f055
Fix some minor bugs, mostly found by Coverity.
BGMDeviceControlsList: Set some members to null before they've been
lazily initialised.

BGM_TaskQueue: Fix the destructor possibly throwing.

BGM_Device and BGM_NullDevice: Fix integer division when calculating the
host clock frequency.

BGM_Utils: Fix the C++ utility function used to explicitly cast
__nullable values to __nonnull. (Was previously unused.)
2017-12-28 18:46:52 +11:00
Kyle Neideck
f64cf41f8a
Add a volume slider for system sounds.
System sounds are UI-related sounds like mail notifications or terminal
bells.

Xcode 9.2 doesn't support saving .xib files in Xcode 7 format any more,
so building Background Music now requires Xcode 8 or above.

Also, fix some of the tooltips that would only work if BGMApp was the
foreground app, which it shouldn't be.
2017-12-26 23:10:57 +11:00
Kyle Neideck
1171bee102
Refactor non-UI code out of BGMAppVolumes. 2017-10-28 18:13:08 +11:00
Kyle Neideck
59e70fb9d1
Set the OS default audio device back if BGMApp exits abnormally.
This is mostly so BGMApp won't leave BGMDevice as the default if BGMApp
crashes, which would stop audio from playing until the user changed the
default device themselves. Also handles SIGINT, SIGTERM and SIGQUIT.

For crashes where the BGMApp process may be in an unknown state, e.g.
segfaults, BGMXPCHelper handles changing the default device.

Should fix the Travis Xcode 9 build, which is currently failing because
the AppleScript we use to quit BGMApp in .travis.yml gets "user
cancelled" for some reason.

Also makes some minor improvements to the reports generated by
CrashReporter. The way CrashReporter works with Background Music should
otherwise be unchanged.
2017-10-23 20:19:42 +11:00
Kyle Neideck
47ff99303a
Fix compiler warnings in Xcode 9.
Mostly -Wpartial-availability. Fixes #129.
2017-10-12 22:20:28 +11:00
Kyle Neideck
07a419fb34
Add an output volume slider above the app volume sliders.
Similar to the one in macOS's Volume menu extra.

I'm mainly adding it so we can increase the output volume when the user
sets an app volume above 50%. Currently, setting an app volume above 50%
(the default) risks clipping, so it doesn't make sense to do so unless
your main output volume is at its max.

The volume slider added in this commit will make it clear to the user
that their main output volume is also increasing.

The other app volumes won't change, so in the ideal case the user
wouldn't need to be aware that their output device's volume is being
changed. But they might play audio to the device directly and would
expect it to play at the same volume as before they changed the app
volume.
2017-09-12 19:48:42 +10:00
Kyle Neideck
b715212cab
Ignore UI sounds when auto-pausing.
On macOS, apps are supposed to play UI-related sounds using the "system
default" device. This commit creates a new instance of BGM_Driver, which
BGMApp sets as the system default device. BGMApp ignores audio played to
that device when deciding whether to pause/unpause the user's music
player.

Since UI sounds are short, this helps avoid pausing the music player and
unpausing it shortly after.
2017-07-30 18:16:25 +10:00
Kyle Neideck
5a657a01a6
Fix dropped frames when starting IO.
It turns out that the HAL will sometimes call BGM_Driver::StartIO before
sending kAudioDevicePropertyDeviceIsRunning to BGMPlayThrough. In that
case, BGMApp would start playthrough and tell BGMDriver to return from
StartIO immediately, which meant we would drop the initial frames while
the output device started up.

So now BGMApp waits for the output device in that case as well.

Fixes #7.
2017-06-22 19:36:17 +10:00
Kyle Neideck
c617d98f9d
BGMDevice: Only enable volume/mute if the output device also has them.
BGMApp now disables BGMDevice's volume and/or mute controls if the
output device selected in BGMApp doesn't have matching controls. This
prevents the controls from being presented to the user when they don't
do anything.

In BGMPlayThrough, wait much longer for our IOProcs to stop themselves
before assuming something's gone wrong. In testing, rapidly changing
between output devices with and without controls while playing audio
would occasionally cause one of the IOProcs to take too long to stop
itself.

Also adds some basic scriptability, mainly so UI tests can use
AppleScript to check BGMApp's state that would be complicated to check
otherwise. (In this case, to check which output device is selected.)

Fixes #101.
2017-05-30 23:22:48 +10:00
Kyle Neideck
8257f49b46
Merge pull request #98 from rakslice/pan 2017-02-14 23:32:21 +11:00
Kyle Neideck
cdea147010
Move the pan sliders into an "extra controls" section of the menu items.
Also add centre tick marks and "L"/"R" (left/right) labels to them.

The idea is to eventually include extra controls like an equalizer, recording
apps, hiding/ignoring apps, routing apps, etc.

Also, remove the left margin from the App Volumes menu items. Even macOS isn't
consistent about including that margin, as far as I can tell.
2017-02-11 16:47:52 +11:00
Kyle Neideck
a91615fc5e
Fix a deadlock when changing output device while IO is running.
BGM_Device::StartIO blocks on
BGMAudioDeviceManager::waitForOutputDeviceToStart, which could be blocked by
HAL requests that the HAL wouldn't return until BGM_Device::StartIO returned.

Also:
 - Replace BGMPlayThrough's move constructor with a SetDevices function for
   simplicity.
 - Pause/abort debug builds if an error is logged.
2017-02-01 09:09:00 +11:00
Kyle Neideck
467b072a9d
Don't throw in BGMPlayThrough::DestroyIOProcIDs if the device has been removed.
Also, default to only aborting debug builds when they log and swallow an
exception if the exception was unexpected. That is, the developer didn't
realise the code could throw.
2017-01-27 00:33:34 +11:00
Kyle Neideck
a62fae6fd1
Merge branch 'pan' of https://github.com/rakslice/BackgroundMusic into rakslice-pan 2017-01-18 21:49:20 +11:00
Kyle Neideck
129c21a180
Add BGM_STOP_DEBUGGER_ON_LOGGED_EXCEPTIONS preprocessor flag. Also, add...
an option to build_and_install.sh for passing extra options to xcodebuild.
2017-01-16 23:58:19 +11:00
rakslice
94c594b342 added per-app pan sliders 2017-01-02 02:30:00 -08:00
Kyle Neideck
7992a5708c
Use data source names instead of device names in the output device menu.
The names of the data source(s) for a device are generally the names
intended to be shown to the user, since the OS X volume menu, System
Preferences, etc. use them.

A menu item is now added for each data source of each output device,
rather than one per device.

Also adds some macros/functions for casting values to __nonnull.

Resolves #59.
2016-12-23 01:46:27 +11:00
Kyle Neideck
31b501e832
Make BGMPlayThrough::WaitForOutputDeviceToStart noexcept. 2016-12-16 21:54:08 +11:00
Kyle Neideck
ab9d4cdc2b
Add more exception handling to BGMApp...
And other reliability improvements. Mostly in BGMPlayThrough and the
classes that use it. Trying to catch C++ exceptions as early as possible
in the Objective-C++ code and, if necessary, convert them to NSErrors.

More errors are logged in release builds now, which will hopefully help
with debugging issues the developers can't reproduce themselves.
2016-12-15 03:20:07 +11:00
Kyle Neideck
679d624860 Add BGM_Driver tests: get/set the music player bundle ID property. 2016-07-04 16:32:59 +10:00
Kyle Neideck
1ee9fa348e Fix build failure on case-sensitive file systems. Fixes #64.
It seems that BGMDriver was failing to compile on case-sensitive file
systems because BGM_Types.h included "AudioServerPlugin.h" instead of
"AudioServerPlugIn.h". (Lowercase "i".)

I tried building with the project and Xcode on a case-sensitive disk
image and it would fail without this patch. So I figure it should at
least build now. I haven't had time to test Background Music on a system
running on a case-insensitive file system yet, so I added a TODO about
it in TODO.md.

Also, some unrelated tidying up.
2016-06-16 18:38:29 +10:00
Kyle Neideck
960fe0d28d Fix rare race condition in BGM_TaskQueue (hopefully).
Also enable a few more warnings in the BGMDriver project.
2016-04-30 20:50:29 +10:00
Kyle Neideck
33b6b17115 Add an XPC helper. Sync BGMApp and BGMDriver with it while starting IO.
The BGMApp project now builds an XPC service bundle called BGMXPCHelper,
which vends a Mach service that BGMApp and BGMDriver can use to
communicate. This will hopefully be useful for some of the tasks HAL
notifications aren't suited to.

In this commit, BGMDriver uses the XPC helper when starting IO, to wait
until BGMApp is ready for playthrough. BGMApp can only start playthrough
when the output hardware is ready for IO. BGMDriver can now tell the HAL
when we're ready for IO, which means we don't have to keep the output
hardware running all the time (or drop frames or increase latency).

The end result is that playthrough doesn't waste CPU time while idle any
more. This also means that now playthrough won't prevent the system from
sleeping when idle.
2016-03-31 11:42:24 +11:00