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.
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.
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.
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.
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.
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.
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.
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.
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.