So instead of deactivating the audio session in my pause method I just leave it active and wait this:
// Listen for UIApplicationWillResignActiveNotification
-(void)appWillResignActive:(NSNotification*)notification {
// player node paused?
if (self.amIPaused) //
{
// Then we must audio engine pause.
[self.audioEngine pause];
// Then we must deactivate the audio session.
[self runOperationToDeactivateAudioSession];
}
}
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So I think the playback time issue (audio being skipped) when I pause both the playerNode and the audio engine is that when resuming the playback...I call a helper method that does something like this:
-(void)resume
{
if (!self.playerNode.isPlaying)
{
[self _startAudioEngineIfNotRunningAndConnectPlayerNodeToMainMixer];
}
else
{
// Already playing.
}
}
Which has a check like
-(BOOL)_startAudioEngineIfNotRunningAndConnectPlayerNodeToMainMixer
if (!self.audioEngine.isRunning)
{
// connect the player node to the main mixer node and start the engine..
//code here...
}
else
{
// engine already running...
return YES;
}
If I modify the _startAudioEngineIfNotRunningAndConnectPlayerNodeToMainMixer to include this check:
NSArray<AVAudioConnectionPoint *> *connections = [engine outputConnectionPointsForNode:playerNode outputBus:0];
if (connections.count > 0) {
// player node already connected... only need to start the engine
}
else{
// connect the player node...
}
Playback position isn't lost on resume. So that's good. When I deactivated the audio session and got that AVAudioSessionErrorCodeIsBusy error perhaps the system paused the audio session and returned that error to tell me about my "incorrect API use."
In regards to my initial issue regarding the MPRemoteCommandCenter I think what I'm going to do is this:
Only pause the player node in my -pause method and keep the audio session running if my app is in the foreground.
When/if my app is moved to the background if my player node is paused I'll pause the audio engine as well and deactivate the audio session for the sake of getting the 'now playing center' to update the toggle play-pause button image. Since this is async and in a background task I have to hope it runs and updates the now playing center button before the user can see it
I'm still thinking about this: I don't think this is currently possible...but I'm not sure if there is ever a situation where my app can be on screen at the same time as the "Now Playing Center" in a multi-window situation. If so the play-pause toggle button will have the wrong image until my app is backgrounded. So there is that, if that's even possible but I don't think I have any other options?
--
Perhaps my thinking is naive but I think this could be a lot easier if the system just read the MPNowPlayingInfoCenter.playbackState property on iOS instead of inferring it from AVAudioSession. If I don't own the now playing center who cares what I set the .playbackState property to? Feels like the system is in a better position to make a decision of whether or not my audio session should be deactivated than I am. But I have to explicitly deactivate my audio session when my app is backgrounded every time (if my audio is paused).
I tried pausing the player node and the audio engine:
-(void)pause
{
[self.playerNode pause];
[self.audioEngine pause];
[self runOperationToDeactivateAudioSession];
// This does nothing on iOS:
MPNowPlayingInfoCenter *nowPlayingCenter = [MPNowPlayingInfoCenter defaultCenter];
nowPlayingCenter.playbackState = MPNowPlayingPlaybackStatePaused;
}
The good news? My AVAudioSession -setActive:error: call to deactivate the session no longer gives me a AVAudioSessionErrorCodeIsBusy error. The bad news? When resuming playback, it doesn't play any audio still. The rest of the buffer at the time of the call to -pause is just skipped. No errors reported
After fiddling with this some more I noticed that
-When I deactivate the audio session after pausing the player node (and get AVAudioSessionErrorCodeIsBusy but the play/pause button in the 'now playing center' does update its image properly)...this has a bad consequence when I resume audio. When I resume the player node I don't hear any playback. My code looks something like this:
-(void)resume
{
[self runOperationToActivateAudioSession];
[self.playerNode play];
}
So after the calls -pause (which gives AVAudioSessionErrorCodeIsBusy) and then -resume... when resuming the player node just skips to the end of the buffer instead of resuming playback (I don't hear any audio).
Now if I go back to the pause method and comment out the method call to deactivate the audio session resuming playback works as expected. So it seems deactivating the audio session on pause has this side effect on resume. But if I don't deactivate the session the 'Now Playing' center shows the wrong image for the play/pause button.
Never used MPNowPlayingSession (I set up info/remote command center directly) but...
Maybe try setting .automaticallyPublishesNowPlayingInfo = YES; and try not setting up nowPlayingInfoCenter at all...to tell the session to get metadata from AVPlayer.
If that's not what you want or doesn't work....
Try using:
MPNowPlayingInfoCenter *infoCenter = self.nowPlayingSession.nowPlayingInfoCenter
Instead of +defaultCenter (may be the same object, but seems cleaner to do it this way).
Also I think you may need to configure the MPRemoteCommandCenter.
MPRemoteCommandCenter *remoteCommandCenter = self.nowPlayingSession.remoteCommandCenter;
id playPauseTarget = [remoteCommandCenter.togglePlayPauseCommand addTargetWithHandler:^MPRemoteCommandHandlerStatus(MPRemoteCommandEvent *_Nonnull event)
{
// implement
}];
When not using a "session" and just populating the info I believe it is required you configure the remote command center as well (add play/pause etc.) to get your now playing info to show up.
My mistake, it is in the File Providers section now. I was expecting it to be in the "Finder Extension" section like it used to be. My instructions for users now need to be updated for macOS 15.2.
The Finder extension section now appear to be, what used to be called "Quick Actions"
This is still a problem in macOS 15.2 24C101. I just got a 1 star review on the App Store because of this...
I don't think it's hard to do this in AppKit. It's just different.
I haven't done this in awhile. But I'm pretty sure you could use NSSplitViewController.
@interface NSSplitViewController (NSSplitViewControllerToggleSidebarAction)
/// Animatedly collapses or uncollapses the first sidebar split view item in the receiver. Does nothing if the receiver does not contain any sidebars.
- (IBAction)toggleSidebar:(nullable id)sender API_AVAILABLE(macos(10.11));
/// Animatedly collapses or uncollapses the first inspector split view item in the receiver. Does nothing if the receiver does not contain any inspectors.
- (IBAction)toggleInspector:(nullable id)sender API_AVAILABLE(macos(14.0));
@end
To get the toggle sidebar button in the toolbar you need to build an NSToolbar on your window. You could do this in Interface Builder or programmatically. Add a toolbar item to the toolbar with the following identifier:
// A standard item that is configured to send -toggleSidebar: to the firstResponder when invoked.
APPKIT_EXTERN NSToolbarItemIdentifier NSToolbarToggleSidebarItemIdentifier
You might find this sample code helpful.
https://developer.apple.com/documentation/appkit/integrating-a-toolbar-and-touch-bar-into-your-app?language=objc
So ideally (at least in my case) is that I could just use the when parameter passed to the tap block to figure out where in the audio I'm at, but the when needs to be converted to player time in order to get a time that makes sense (I need to determine my time relative to the entire audio buffer I scheduled on the player node, not the buffer of the tap block).
Also when the playerNode is paused, the when parameter doesn't factor the paused time in. The tap block continues to fire while the player node is paused and the when time doesn't know anything about paused/stopped so any UI synchronization you do will just jump all over the place once you start pausing/resuming. -playerTimeForNodeTime: does know about all this, but....
I don't think it's safe to call any of the audio engine/player node APIs in the tap block without risking a deadlock. If I'm wrong about all this I'd be grateful for an education. The documentation seems a bit scarce, and the dev forums have been pretty quiet lately.
What I came up with now is to just sync my own atomic_bool with my calls that pause/play the player node. Read the atomic bool in the tap block instead of if (!playerNode.isPlaying) { return; }
Then to account for the node time/ player time situation.. every time I schedule a buffer, I reset a counter to 0 that's synchronized with the tap block. In the tap block I increment it on each invocation to compute sample time relative to the entire audio buffer. I only schedule one buffer at a time (for now). I suppose I would need to figure out a good place to reset the counter to 0 if I scheduled two buffers at the same time.
If the system ever stops my player node (on error or something) my tap block could be out of sync since my flag I use to track playerNode.isPlaying is not binded to 'the truth' but it's better than deadlocking.
If there is a cleaner way to achieve this, I'm all ears.
Alll these calls invoke AVAudioNodeImplBase::GetAttachAndEngineLock internally so I don't think I can use them in the tap block. Grr.
The documentation states that playerTimeForNodeTime: will return nil if the player node is not playing. Not sure if I can call the tap block or if it's possible to run into the same issue (like reading isRunning on AVAudioEngine on the main thread and playerNode.isPlaying on another thread)
I was thinking of just using my own atomic bool and setting it when I play/pause the player node. Then in the tap block, just read that BOOL instead of reading from playerNode directly.
But I imagine it would be possible for the system to stop the player node. And my flag could be out of sync with the true playerNode.isPlaying property. Is there a notification for such an event?
So many questions.
This didn't resolve the issue. I just ran into an issue where simply invoking the isRunning getter in AVAudioEngine deadlocks.
My app started beach balling and I paused the debugger. The call stack looks like this:
#0 0x000000019391ca9c in __psynch_mutexwait ()
#1 0x00000001029a5100 in _pthread_mutex_firstfit_lock_wait ()
#2 0x00000001029a5014 in _pthread_mutex_firstfit_lock_slow ()
#3 0x00000001938928ec in std::__1::recursive_mutex::lock ()
#4 0x00000001ef8b87dc in -[AVAudioEngine isRunning] ()
So I have an if statement
if (!engine.isRunning)
{
// Do something
}
I do have a tap block installed on the player node. Inside the tap block I read:
if (!weakToStrongPlayerNode.isPlaying)
{
// Don't do anything in the tap block while the player node is paused.
return;
}
Which appears to be being accessed at the same time.
Thread 82 Queue : RealtimeMessenger.mServiceQueue (serial)
#0 0x000000019391d3c8 in __semwait_signal ()
#1 0x00000001937fc714 in nanosleep ()
#2 0x00000001938932f4 in std::__1::this_thread::sleep_for ()
#3 0x00000001ef89a498 in AVAudioNodeImplBase::GetAttachAndEngineLock ()
#4 0x00000001ef8aa57c in -[AVAudioPlayerNode isPlaying] ()
Is it not safe to check the playing state of the player node in the tap block? What about calls to methods like -playerTimeForNodeTime: ? Can I call these in the tap block?
So, I think the way to go is to make sure the engine isn't running before I connect the player node to the main mixer node. I will need to reconnect if the engine is paused/stopped before restarting the engine though, so I'm checking if (!isRunning) before connecting.
I think my mistake was accidentally connecting on the engine when it was already running (and was already connected).
I think the problem is that I called -connect:to:format: on the player node multiple times (already connected). So I'll just connect the player node to the main mixer node once and leave it. I think when I connect the player node multiple times it tears down a bunch of stuff as a side effect which looks like can cause a deadlock. Perhaps something related to the fact that I have a tap block?
Assuming this resolves the issue (need to test it more), is there any point where I should reconnect the player node to the main mixer node (as a part of error handling or a configuration change)?
Seems like this can be triggered in some other scenarios as well.
I have my MacBook Pro connected to an external display. That external display is also connected to another computer.
The external display input is currently active on the input for the other computer (not the MacBook Pro). Not saying that this matters (the input of the monitor), but it did make it obvious that the issue was happening again. Now my MacBook Pro is open and I'm clicking to open files in Finder, etc. and nothing seems to be happening. It's because macOS has the other monitor (the one that's technically connected to the other display, but not really visible) as the mainScreen so all windows are opening on the wrong screen. Not sure why main screen status didn't move to the laptop's display when clicking around. This occurrence didn't involve my app at all, though it's the same issue (main screen status not being given to the screen that seemingly should have it).
My bug report and TSI report seems to have been ghosted unfortunately. Still wondering if this is considered a bug and if there is any potential workaround for available for my app.