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BackgroundMusic | Background Music, a macOS audio utility: automatically pause | Music Player library

 by   kyleneideck C++ Version: 0.4.0-SNAPSHOT-b38f6dd License: Non-SPDX

 by   kyleneideck C++ Version: 0.4.0-SNAPSHOT-b38f6dd License: Non-SPDX

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kandi X-RAY | BackgroundMusic Summary

BackgroundMusic is a C++ library typically used in Audio, Music Player, macOS applications. BackgroundMusic has no bugs, it has no vulnerabilities and it has medium support. However BackgroundMusic has a Non-SPDX License. You can download it from GitHub.
Background Music, a macOS audio utility: automatically pause your music, set individual apps' volumes and record system audio.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • BackgroundMusic has a medium active ecosystem.
  • It has 11173 star(s) with 555 fork(s). There are 145 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 384 open issues and 141 have been closed. On average issues are closed in 213 days. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of BackgroundMusic is 0.4.0-SNAPSHOT-b38f6dd
BackgroundMusic Support
Best in #Music Player
Average in #Music Player
BackgroundMusic Support
Best in #Music Player
Average in #Music Player

quality kandi Quality

  • BackgroundMusic has 0 bugs and 0 code smells.
BackgroundMusic Quality
Best in #Music Player
Average in #Music Player
BackgroundMusic Quality
Best in #Music Player
Average in #Music Player

securitySecurity

  • BackgroundMusic has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • BackgroundMusic code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
BackgroundMusic Security
Best in #Music Player
Average in #Music Player
BackgroundMusic Security
Best in #Music Player
Average in #Music Player

license License

  • BackgroundMusic has a Non-SPDX License.
  • Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.
BackgroundMusic License
Best in #Music Player
Average in #Music Player
BackgroundMusic License
Best in #Music Player
Average in #Music Player

buildReuse

  • BackgroundMusic releases are available to install and integrate.
  • Installation instructions, examples and code snippets are available.
  • It has 6 lines of code, 0 functions and 2 files.
  • It has low code complexity. Code complexity directly impacts maintainability of the code.
BackgroundMusic Reuse
Best in #Music Player
Average in #Music Player
BackgroundMusic Reuse
Best in #Music Player
Average in #Music Player
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BackgroundMusic Key Features

Background Music, a macOS audio utility: automatically pause your music, set individual apps' volumes and record system audio.

Option 2

copy iconCopydownload iconDownload
brew install --cask background-music

Option 1

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(set -eo pipefail; URL='https://github.com/kyleneideck/BackgroundMusic/archive/master.tar.gz'; \
    cd $(mktemp -d); echo Downloading $URL to $(pwd); curl -qfL# $URL | gzcat - | tar x && \
    /bin/bash BackgroundMusic-master/build_and_install.sh -w && rm -rf BackgroundMusic-master)

How do I make all of a certain type of automatically generated sprites (that are on screen - or exist) move to a defined point on Phaser?

copy iconCopydownload iconDownload
class GameScene extends Phaser.Scene {
    constructor() {
      super({ key: 'GameScene' });
    }
    
    loadCoins(coins){
    
        for(let i = 0; i < 5; i++){
            let yCoord = Math.random() * 200;
            let coin = this.add.rectangle(400, yCoord, 15, 15, 0xFFFF00);
            coin = this.physics.add.existing(coin);
            coins.add(coin);
        }  
        coins.setVelocityX(-100); 
    }
    
    create() {
        this.running = true;
        this.message = this.add.text(10, 10, 'Click to activate Magnet');
        
        this.player = this.add.rectangle(200, 100, 20, 20, 0xffffff);
        this.physics.add.existing(this.player);

        //Add World Physics
        this.physics.world.setBounds(0, 0, 400, 200);
        this.player.body.setCollideWorldBounds(true);
        this.player.body.setImmovable(true);

        let coins = this.physics.add.group({immovable: true, allowGravity: false});
        
        this.loadCoins(coins);
 
        this.input.on('pointerdown', _ => {
            if(this.running){
                coins.children.each(coin =>  {
                    // pull only coins infronz of the player
                    if(coin.x >= this.player.x){
                        this.physics.moveToObject(coin, this.player, 1500);
                    }
                });
                this.message.text = 'Click to reset';
            } else {
              this.loadCoins(coins);
              this.message.text = 'Click to activate Magnet';
            }
            this.running = !this.running;
        });
    
    this.physics.add.collider(this.player, coins, 
      (player, coin) => { 
        coin.destroy();
    });

  }
}

const config = {
    type: Phaser.AUTO,
    width: 400,
    height: 200,
    scene: [ GameScene ],
    physics: {
       default: 'arcade',
    }
};

const game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
-----------------------
class GameScene extends Phaser.Scene {
    constructor() {
      super({ key: 'GameScene' });
    }
    
    loadCoins(coins){
    
        for(let i = 0; i < 5; i++){
            let yCoord = Math.random() * 200;
            let coin = this.add.rectangle(400, yCoord, 15, 15, 0xFFFF00);
            coin = this.physics.add.existing(coin);
            coins.add(coin);
        }  
        coins.setVelocityX(-100); 
    }
    
    create() {
        this.running = true;
        this.message = this.add.text(10, 10, 'Click to activate Magnet');
        
        this.player = this.add.rectangle(200, 100, 20, 20, 0xffffff);
        this.physics.add.existing(this.player);

        //Add World Physics
        this.physics.world.setBounds(0, 0, 400, 200);
        this.player.body.setCollideWorldBounds(true);
        this.player.body.setImmovable(true);

        let coins = this.physics.add.group({immovable: true, allowGravity: false});
        
        this.loadCoins(coins);
 
        this.input.on('pointerdown', _ => {
            if(this.running){
                coins.children.each(coin =>  {
                    // pull only coins infronz of the player
                    if(coin.x >= this.player.x){
                        this.physics.moveToObject(coin, this.player, 1500);
                    }
                });
                this.message.text = 'Click to reset';
            } else {
              this.loadCoins(coins);
              this.message.text = 'Click to activate Magnet';
            }
            this.running = !this.running;
        });
    
    this.physics.add.collider(this.player, coins, 
      (player, coin) => { 
        coin.destroy();
    });

  }
}

const config = {
    type: Phaser.AUTO,
    width: 400,
    height: 200,
    scene: [ GameScene ],
    physics: {
       default: 'arcade',
    }
};

const game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>

How can I change the background music from one scene to another?

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using UnityEngine.SceneManagement;

public class BackgroundMusic : MonoBehaviour
{
    private static BackgroundMusic backgroundMusic;

    void Awake() 
    { 
        // Keep singleton pattern implementation here 
        SceneManager.onSceneLoaded += SwitchMusic;
    }

    void SwitchMusic()
    {
        // Logic to change music tracks here.
        // You could have an array of AudioClip and index 
        // that array by the scene's build index, for instance.

        // You can also just check if scenes actually changed, and if not,
        // you can make the music just continue without changing.
    }
}

Can i monitor a variable changed in another class in kotlin?

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import android.os.Handler
import android.os.Looper

// ...

fun follow() {
    Handler(Looper.getMainLooper()).post {
        findNavController().navigate(R.id.action_fullscreenFragmentSolo_to_gameoverFragment)
    }
}

I am getting an error with argument 1 must be pygame.Surface, not None. How do I fix this

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if not self.player_img:
    return

In LibGDX, how to stop music after Android app resumes?

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    @Override
    protected void onResume () {
    . . .
        this.isWaitingForAudio = true;
        if (this.wasFocusChanged == 1 || this.wasFocusChanged == -1) {
            this.audio.resume(); // <--- here !!
            this.isWaitingForAudio = false;
        }
        super.onResume();
    }
    override fun onResume() {
        super.onResume()
        // Work-around to prevent LibGDX from *always* restarting background music after resume
        this.audio.pause()
    }
    override fun create() {
        . . .
        // Don't play any music from when the app was last resumed
        assets.stopBackgroundMusic()
    }

-----------------------
    @Override
    protected void onResume () {
    . . .
        this.isWaitingForAudio = true;
        if (this.wasFocusChanged == 1 || this.wasFocusChanged == -1) {
            this.audio.resume(); // <--- here !!
            this.isWaitingForAudio = false;
        }
        super.onResume();
    }
    override fun onResume() {
        super.onResume()
        // Work-around to prevent LibGDX from *always* restarting background music after resume
        this.audio.pause()
    }
    override fun create() {
        . . .
        // Don't play any music from when the app was last resumed
        assets.stopBackgroundMusic()
    }

-----------------------
    @Override
    protected void onResume () {
    . . .
        this.isWaitingForAudio = true;
        if (this.wasFocusChanged == 1 || this.wasFocusChanged == -1) {
            this.audio.resume(); // <--- here !!
            this.isWaitingForAudio = false;
        }
        super.onResume();
    }
    override fun onResume() {
        super.onResume()
        // Work-around to prevent LibGDX from *always* restarting background music after resume
        this.audio.pause()
    }
    override fun create() {
        . . .
        // Don't play any music from when the app was last resumed
        assets.stopBackgroundMusic()
    }

Mp3 audio is not playing in swift

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let destination = DownloadRequest.suggestedDownloadDestination(for: .documentDirectory)
 if let bundle = Bundle.main.path(forResource: backgroundMusicFileName, ofType: "mp3") {
    let backgroundMusic = NSURL(fileURLWithPath: bundle)
var documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let downloadedFileUrl = documentsURL.appendingPathComponent(backgroundMusicFileName)
-----------------------
let destination = DownloadRequest.suggestedDownloadDestination(for: .documentDirectory)
 if let bundle = Bundle.main.path(forResource: backgroundMusicFileName, ofType: "mp3") {
    let backgroundMusic = NSURL(fileURLWithPath: bundle)
var documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let downloadedFileUrl = documentsURL.appendingPathComponent(backgroundMusicFileName)
-----------------------
let destination = DownloadRequest.suggestedDownloadDestination(for: .documentDirectory)
 if let bundle = Bundle.main.path(forResource: backgroundMusicFileName, ofType: "mp3") {
    let backgroundMusic = NSURL(fileURLWithPath: bundle)
var documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let downloadedFileUrl = documentsURL.appendingPathComponent(backgroundMusicFileName)

SwiftUI on appear AVAudioPlayer plays multiple times

copy iconCopydownload iconDownload
func playBackgroundMusic(sound: String, type: String) {
    if !(player?.isPlaying ?? false) {
        if let path = Bundle.main.path(forResource: sound, ofType: type) {
            do {
                player = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
                player?.play()
            } catch {
                print("BACKGROUND MUSIC ERROR")
            }
        }
    }
}

Background music destroyed when build index is 0

copy iconCopydownload iconDownload
public class BackgroundMusic : MonoBehaviour
{

    private static BackgroundMusic _instace;

    private void Awake()
    {
        if (_instance && _instance != this)
        {
            Destroy(this.gameObject);
            return;
        }
        
        DontDestroyOnLoaddd(this.gameObject);
        _instance = this;

        SceneManager.sceneLoaded += OnSceneLoaded;
    }

    private void OnDestroy ()
    {
        SceneManager.sceneLoaded -= OnSceneLoaded;
    }

    private void OnSceneLoaded (Scene scene, LoadSceneMode mode)
    {
        if(scene.buildIndex == 0)
        {
            // TODO disable música
            // NOTE: I wouldn't Destroy this though but rather only stop the music
        }
        else
        {
            // TODO enable the music
        }
    }
}

How stop SKAction background music

copy iconCopydownload iconDownload
   var backgroundMusic: AVAudioPlayer!


   func playMusic() {
      if let musicURL = Bundle.main.url(forResource: "musicSource", withExtension: "wav") {
          if let audioPlayer = try? AVAudioPlayer(contentsOf: musicURL) {
              backgroundMusic = audioPlayer
              backgroundMusic.numberOfLoops = -1
              backgroundMusic.play()
              backgroundMusic.volume = 0.2
            
          }    
      }
   }


   override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
     super.touchesBegan(touches, with: event)

      if let touch = touches.first {
          let pos = touch.location(in: self)
          let node = self.atPoint(pos)

       let musicOff = UserDefaults.standard.bool(forKey: "musicOff")

       if node == musicButton && musicOff == false {

               backgroundMusic.stop()
               UserDefaults.standard.set(true, forKey: "musicOff")

       }

       if node == musicButton && musicOff == true {

                backgroundMusic.play()
                backgroundMusic.volume = 0.3
                UserDefaults.standard.set(false, forKey: "musicOff")

       }
     }
   }

use winsound in a tkinter program from within a dictionary in python

copy iconCopydownload iconDownload
'situation_2': {
    'story': ...
    'song': 'situation_2.wav',
    'buttons': [...]
},
class Situation(tk.Frame):
    def __init__(self, master=None, story='', buttons=[], song=None, **kwargs):
        tk.Frame.__init__(self, master, **kwargs)

        story_lbl = tk.Label(self, text=story, justify=tk.LEFT, anchor=tk.NW, font=("Play", 10))
        story_lbl.pack()
        
        for btn_text, new_situation in buttons:
            btn = tk.Button(self, text=btn_text, command=partial(self.quit_, new_situation), padx=10, pady=10)
            btn.pack()

        if song:
            winsound.PlaySound(song, winsound.SND_ASYNC)
-----------------------
'situation_2': {
    'story': ...
    'song': 'situation_2.wav',
    'buttons': [...]
},
class Situation(tk.Frame):
    def __init__(self, master=None, story='', buttons=[], song=None, **kwargs):
        tk.Frame.__init__(self, master, **kwargs)

        story_lbl = tk.Label(self, text=story, justify=tk.LEFT, anchor=tk.NW, font=("Play", 10))
        story_lbl.pack()
        
        for btn_text, new_situation in buttons:
            btn = tk.Button(self, text=btn_text, command=partial(self.quit_, new_situation), padx=10, pady=10)
            btn.pack()

        if song:
            winsound.PlaySound(song, winsound.SND_ASYNC)

Community Discussions

Trending Discussions on BackgroundMusic
  • How do I make all of a certain type of automatically generated sprites (that are on screen - or exist) move to a defined point on Phaser?
  • How can I change the background music from one scene to another?
  • Can i monitor a variable changed in another class in kotlin?
  • I am getting an error with argument 1 must be pygame.Surface, not None. How do I fix this
  • In LibGDX, how to stop music after Android app resumes?
  • Mp3 audio is not playing in swift
  • SwiftUI on appear AVAudioPlayer plays multiple times
  • Background music destroyed when build index is 0
  • How stop SKAction background music
  • use winsound in a tkinter program from within a dictionary in python
Trending Discussions on BackgroundMusic

QUESTION

How do I make all of a certain type of automatically generated sprites (that are on screen - or exist) move to a defined point on Phaser?

Asked 2022-Mar-03 at 09:59

Very new to Phaser so I think I might be fundamentally misunderstanding something.

My game is supposed to be a clone of 'Jetpack Joyride' where the player jumps to avoid obstacles and collect coins etc.

I am currently trying to create a powerup which makes all of the coins on screen zoom towards the player (and therefore collect all of the coins).

I have used the this.physics.moveToObject function but it always gives me the error: 'Uncaught TypeError: Cannot read properties of undefined (reading 'velocity')'.

My thinking is that this function can't pull multiple objects at once - or it isn't able to 'locate' all instances of 'coins'(perhaps because of the way I have set up the random generation of them).

This could also be something to do with a basic syntax error on my end.

One issue I have noticed is, I need to actually destroy the sprites as they go off the screen - but not sure this is related to the above.

Anyway, any help is appreciated!

const gameState = {
    score: 0,
    endGame: 0, 
    timer: 0,
    text1: '',
    text2: '',
    music:'',
    coinscore: 0,
    coincollect:'',
    speed: -400, 
    coins: '',
};


class GameScene extends Phaser.Scene {
    constructor() {
      super({ key: 'GameScene' })
    }



create() {

//Background 
this.createParalaxBackgrounds();

//Add Timer 
gameState.timer = this.time.addEvent({
    delay: 999999,
    paused: false
  });

//Add Player

var playerAnimation = this.anims.create({
    key: 'run',
    frames: [{
        key: 'player',
        frame: "sprite6"
    }, {
        key: 'player',
        frame: "sprite16"
    }],
    frameRate: 5,
    repeat: -1
  });

this.anims.create(playerAnimation);

this.player = this.physics.add.sprite(320, 300, 'Player').setScale(3).setDepth(11).play('run');
this.player.setSize(15, 16, false);

//Add Music

//gameState.music = this.sound.add('BackgroundMusic', { loop: true});
gameState.coincollect = this.sound.add('coin_collect', {loop : false});




//Add World Physics
this.physics.world.setBounds(0, 0, 800, 600);
this.player.setCollideWorldBounds(true);
this.player.setImmovable(true);

//Add Covid Physics
const covid = this.physics.add.group({immovable: true,
    allowGravity: false});
covid.setDepth(11);

gameState.coins = this.physics.add.group({immovable: true, allowGravity: false});
gameState.coins.setDepth(11);

const magnets = this.physics.add.group({immovable: true, allowGravity: false})
magnets.setDepth(11);



//Add Test Text
gameState.text1 = this.add.text(700, 10, `Score = ${gameState.score}`);
gameState.text1.setOrigin(0.5, 0.5).setDepth(11);
gameState.text2 = this.add.text(400, 50, `Coins Collected = ${gameState.coinscore}`, { fontSize: '15px', fill: '#000000' });
gameState.text2.setOrigin(0.5, 0.5).setDepth(11)

//Random Score Used for Coin Spawn Generation
const CoinNumb = 500;
//Random Score Used for Enemy Spawn Generation
const RandomCovidGenNumb = 2000;
//Random Scored used for Magnet
const MagnetSpawnNumb = 4000;
// Enemy Spawn
function CovidGen () {
    const yCoord = Math.random() * 600;
    covid.create(800, yCoord, 'Covid').setDepth(11);
    covid.setVelocityX(gameState.speed);

}

// Power Up Spawn 

function MagnetGen() {
    const yCoord = Math.random() * 600;
    magnets.create(800, yCoord, 'coin_magnet').setDepth(11);
    magnets.setVelocityX(gameState.speed);

}

// Adding Enemy Spawn Loop
const CovidGenLoop = this.time.addEvent({
    delay: RandomCovidGenNumb,
    callback: CovidGen,
    callbackScope: this,
    loop: true,
 });

// Adding Coin Spawn
function CoinGen () {
    const yCoord = Math.random() * 600;
    gameState.coins.create(800, yCoord, 'coin').setDepth(11).setScale(0.25);
    gameState.coins.setVelocityX(gameState.speed);

}

// Adding Coin Spawn Loop
const CoinGenLoop = this.time.addEvent({
    delay: CoinNumb,
    callback: CoinGen,
    callbackScope: this,
    loop: true,
 });

const MagnetGenLoop = this.time.addEvent({
    delay: MagnetSpawnNumb,
    callback: MagnetGen,
    callbackScope: this,
    loop: true,
 });


// Add Keyboard Input
const SpaceBar = this.input.keyboard.addKey('SPACE');



//Setting Enemy Spawn Velocity
//covid.setVelocityX(-300);



//Adding Collider between enemy and player + scene restart
this.physics.add.collider(this.player, covid, () => {
    gameState.score += gameState.coinscore;
    this.add.text(400, 300, `Game Over! \n Total Distance Travelled = ${gameState.score - gameState.coinscore} \n Total Coins Collected = ${gameState.coinscore} \n Total Score = ${gameState.score}`, { fontSize: '15px', fill: '#000000' }).setOrigin(0.5, 0.5).setDepth(11);
    CovidGenLoop.destroy();
    CoinGenLoop.destroy();
    this.physics.pause();
    gameState.timer.paused = true;
    gameState.endGame += 1;
    this.anims.pauseAll();
    
    this.input.on('pointerup', () => {
        gameState.endGame -= 1;
        this.scene.restart();
        gameState.timer.remove();
        gameState.coinscore = 0;
        this.anims.resumeAll();

    });
    
})

//Adding Collider between player and coin
this.physics.add.collider(this.player, gameState.coins, (player, coin) => { 
    coin.destroy();
    gameState.coinscore += 1;
    gameState.coincollect.play();
})

//Adding Collider between player and magnet power up

this.physics.add.collider(this.player, magnets, (player, magnet, coin) => { 
    magnet.destroy();
   
    this.physics.moveToObject(gameState.coins, this.player, 200);

    
    

})




}

ANSWER

Answered 2022-Mar-03 at 09:59

Well the error is caused, because you are passing a group and not a gameobject to the function (details can befound in the documentation).
You could loop over all children/conis in the group, a call the function moveToObjecton each of them.

here a short demo (adapted from your code):

class GameScene extends Phaser.Scene {
    constructor() {
      super({ key: 'GameScene' });
    }
    
    loadCoins(coins){
    
        for(let i = 0; i < 5; i++){
            let yCoord = Math.random() * 200;
            let coin = this.add.rectangle(400, yCoord, 15, 15, 0xFFFF00);
            coin = this.physics.add.existing(coin);
            coins.add(coin);
        }  
        coins.setVelocityX(-100); 
    }
    
    create() {
        this.running = true;
        this.message = this.add.text(10, 10, 'Click to activate Magnet');
        
        this.player = this.add.rectangle(200, 100, 20, 20, 0xffffff);
        this.physics.add.existing(this.player);

        //Add World Physics
        this.physics.world.setBounds(0, 0, 400, 200);
        this.player.body.setCollideWorldBounds(true);
        this.player.body.setImmovable(true);

        let coins = this.physics.add.group({immovable: true, allowGravity: false});
        
        this.loadCoins(coins);
 
        this.input.on('pointerdown', _ => {
            if(this.running){
                coins.children.each(coin =>  {
                    // pull only coins infronz of the player
                    if(coin.x >= this.player.x){
                        this.physics.moveToObject(coin, this.player, 1500);
                    }
                });
                this.message.text = 'Click to reset';
            } else {
              this.loadCoins(coins);
              this.message.text = 'Click to activate Magnet';
            }
            this.running = !this.running;
        });
    
    this.physics.add.collider(this.player, coins, 
      (player, coin) => { 
        coin.destroy();
    });

  }
}

const config = {
    type: Phaser.AUTO,
    width: 400,
    height: 200,
    scene: [ GameScene ],
    physics: {
       default: 'arcade',
    }
};

const game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>

Update:
I updated the code, so that "coins", that are behind the player won't be fulled. This can be tweeked to:

  • only pull coins in a specific distance
  • only pull coins that are visible
  • and so on

Source https://stackoverflow.com/questions/71315668

Community Discussions, Code Snippets contain sources that include Stack Exchange Network

Vulnerabilities

No vulnerabilities reported

Install BackgroundMusic

You can download the current version of Background Music using the following options. We also have snapshot builds.

Support

If Background Music crashes and your audio stops working, open System Preferences > Sound and change your system's default output device to something other than the Background Music device. If it already is, then change the default device and then change it back again. Make sure you allow "microphone access" when you first run Background Music. If you denied it, go to System Preferences > Security & Privacy > Privacy > Microphone, find Background Music in the list and check the box next to it. Background Music doesn't actually listen to your microphone. It needs the permission because it gets your system audio from its virtual input device, which macOS counts as a microphone. (We're working on it in #177.). If the volume slider for an app isn't working, try looking in More Apps for entries like Some App (Helper). For some meeting or video chat apps, you may need to do this to change the current meeting volume.

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