BackgroundMusic | Background Music , a macOS audio utility | Music Player library

 by   kyleneideck C++ Version: v0.4.0 License: GPL-2.0

kandi X-RAY | BackgroundMusic Summary

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, it has a Strong Copyleft License and it has medium support. You can download it from GitHub.

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

            kandi-support Support

              BackgroundMusic has a medium active ecosystem.
              It has 13656 star(s) with 632 fork(s). There are 146 watchers for this library.
              It had no major release in the last 12 months.
              There are 431 open issues and 161 have been closed. On average issues are closed in 242 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of BackgroundMusic is v0.4.0

            kandi-Quality Quality

              BackgroundMusic has 0 bugs and 0 code smells.

            kandi-Security Security

              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.

            kandi-License License

              BackgroundMusic is licensed under the GPL-2.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              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.

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            BackgroundMusic Key Features

            No Key Features are available at this moment for BackgroundMusic.

            BackgroundMusic Examples and Code Snippets

            No Code Snippets are available at this moment for BackgroundMusic.

            Community Discussions


            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!



            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):



            How can I change the background music from one scene to another?
            Asked 2022-Jan-07 at 10:16

            There are only two scenes in my game. The first is the menu and the second is the game. In the second scene I added background music and I made sure that when reloading the scene the music did not interrupt, but this means that when returning to the menu the music continues overlapping that of the menu.

            Can you give me any solutions please? Thank you!

            This is the code to make the music continue with the scene reloads:



            Answered 2021-Dec-23 at 00:43

            Put the same game object with the BackgroundMusic script on both of the scenes. Since you implemented the singleton pattern, this will ensure that only 1 music player will ever play at one time.

            Now, subscribe to SceneManager.sceneLoaded so that you can change the music based on the scene, like so:



            Can i monitor a variable changed in another class in kotlin?
            Asked 2022-Jan-02 at 20:33

            Im in a fragment1 and i want go to fragment2 if an event occurred in a class called from the fragment1. I have tried a callback of fuction: function in Class call a function in fragment1 to go in fragment but i collect this error:



            Answered 2022-Jan-02 at 20:33

            This exception is due to your code calling (through navigation) the LifecycleRegistry.addObserver from a thread other than the Main thread. You have to ensure that you call the navigation from the main thread.

            Change to this in the follow() function



            I am getting an error with argument 1 must be pygame.Surface, not None. How do I fix this
            Asked 2021-Dec-10 at 12:05

            I am following a code tutorial on YouTube and for some reason my code wont execute as it is producing this error code. Please assist, thank you.

            Traceback (most recent call last): File "H:\Year 12 ict\game project\space game booster", line 194, in main() File "H:\Year 12 ict\game project\space game booster", line 192, in main redraw_window() File "H:\Year 12 ict\game project\space game booster", line 144, in redraw_window enemy.draw(WINDOW) File "H:\Year 12 ict\game project\space game booster", line 81, in draw window.blit(self.player_img, (self.x, self.y)) TypeError: argument 1 must be pygame.Surface, not None

            The code is:



            Answered 2021-Dec-10 at 12:05

            Try changing self.player_img = None to self.player_img = pygame.Surface((0, 0)) in the ship class. Also, when you load an image, use .convert or .convert_alpha() at the end, for example img = pygame.image.load("image.png").convert_alpha(). It should improve the performance.

            You can also put this in draw() before blitting:



            In LibGDX, how to stop music after Android app resumes?
            Asked 2021-Nov-19 at 06:21

            I'm developing a simple game in Kotlin using LibGDX that plays music in the background. On Android, when the user is playing the game and presses the HOME button, then resumes the game once more, my pause screen appears - and the music resumes. What I want is for the music to always be off whenever my pause screen is being displayed.

            When I start up a new game, whenever I press my in-game "pause" button, the music stops as intended - then starts again once I click my in-game "resume" button. That's working just fine. It's only when pressing the HOME button that I have issues.

            I found this JavaDoc comment in the LibGDX doc:

            Music instances are automatically paused and resumed when an Application is paused or resumed. See ApplicationListener.

            That is not the behaviour I want but I can't figure out how to stop it. I've tried to stop the music when the app resumes but none of that seems to have any effect - the music always plays.

            I'm using an Assets class, following the recommendations here: libgdx: best way to load all assets in the game

            Here's my Assets class:



            Answered 2021-Nov-19 at 06:21

            I've found a couple of ways to resolve this issue.

            It's caused by the following code in



            Mp3 audio is not playing in swift
            Asked 2021-Oct-19 at 09:59

            this is my swift class



            Answered 2021-Oct-19 at 09:37

            As explain in comment ;



            SwiftUI on appear AVAudioPlayer plays multiple times
            Asked 2021-Jul-06 at 01:21

            Im trying to add a AVAudioPlayer for background music on my app, I am initiating the player at the main screen, trying to start playing when the app opens but get unexpected behavior...
            It plays and instantly keeps sort of creating new players and playing those players so there is tens of the same sound playing at the same time

            Initiating and playing function for the music



            Answered 2021-Jul-06 at 01:21

            you could try something like this:



            Background music destroyed when build index is 0
            Asked 2021-Jun-13 at 16:53

            I've got this background sound playing throughout the game. The problem is that I want it to stop when the scene index is 0.



            Answered 2021-Jun-13 at 16:53

            If you use DontDestroyOnLoad it is "forever" you don't have to do it for each scene again.

            And then note that after that the Start is not called for every scene load again only the first time!

            Rather use SceneManager.sceneLoaded like e.g.



            How stop SKAction background music
            Asked 2021-Mar-26 at 10:10

            I'm trying to make a game and in the main menu, there is a label to start music, and another to stop music.



            Answered 2021-Mar-26 at 10:10

            I've had the same issue a while ago: This is how I got it working. This is specific for background music.



            use winsound in a tkinter program from within a dictionary in python
            Asked 2021-Jan-19 at 16:26

            I have edited the code a bit would this new code work and if not what should i do to get it to work



            Answered 2021-Jan-15 at 16:05

            Add a song item in each situation like:


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


            No vulnerabilities reported

            Install BackgroundMusic

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


            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.
            Find more information at:

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