Device name logging is essential in determining if crashes are on
specific device models that haven't been blocklisted.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The SceneKit visualizer now has a crash check, which will trigger if an
exception is thrown by the app.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Various warnings related to uninitialized variables, or setting values
to variables that would not be used later or would be overwritten by per
loop initializers.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Constrain observer events to the exact context requested, and remove
them with the same context specified.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
For legacy systems that do not support Metal. The Metal SceneKit view
does work on even 10.13.6, if a Metal GPU is present in the system.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
When visualizer windows are created, but not actually visible, stop the
update timer, to save processing, especially if the vis is enabled in
one or the other main/mini windows.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Gate registering observers behind a check variable in the object state,
which will be zero initialized by the Objective-C runtime, and will
prevent the class from erroneously unregistering observers without them
being registered in the first place. Apparently, services cannot be
unregistered if they were never registered first, or else an exception
will be thrown upon attempting to unregister them. This fixes a crash on
startup in the now several times running failure to work properly on
legacy Macs without Metal graphics, now that the new visualization
system has been implemented.
It's probably not worth bringing back the previous Core Graphics based
visualizer method anyway, as on those same legacy machines, it was
causing out of control CPU usage by WindowServer. At least on modern
Macs, any amount of 60fps UI updating will cause WindowServer to use
about 45% of a core, regardless of how many apps are drawing that much
at once.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
If the system has no working Metal devices, disable the visualization.
The legacy visualization was also too slow for said systems to handle
reasonably anyway, so I guess it's safe to say that they shouldn't have
to handle any visualizers at all. At least have working audio playback,
of course, since that is the primary function of the application. Too
bad that the OpenGL renderers don't work on my scene, it would be nice
to have a fallback there. GL 4.1 crashes on an M1, and both GL 4.1 and
3.2 crash with SIGFPE division by zero error on Intel Macs without Metal
devices. Meh.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Remove the default Metal device option, as it can return nil on systems
where it won't be expected to work.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The frequency mode, apparently the default, doesn't like that the code
was setting the width of the spectrum data to 11 instead of the default
1000. This was causing it to overwrite freed memory when the spectrum
started processing audio.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The OpenGL fallback was causing division by zero errors on Intel Macs
running macOS High Sierra.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Apparently, old macOS wants to divide something by the scale size, so
setting it to zero causes division by zero errors? Let's set it to a
really small number instead.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
On legacy OSes, and legacy GPUs, it should use OpenGL and not Metal,
otherwise there could be horrible performance, or even crashes.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Change the peak sphere positions so they float on top of the bottom or
the bars, instead of clipping into them.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Add a dedicated spectrum visualization window, and add the necessary
hooks to start its event timer if playback is already running when it is
first opened.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Enable 8x multisampled anti-aliasing, to improve the appearance of the
spectrum on non-Retina/HiDPI displays. It can't really hurt on HiDPI,
either. Hopefully this won't cause it to use a whole load of GPU
resources, more than is reasonable.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Add options to the Appearance preferences page to allow changing the
spectrum's projection between a 2D-like one and 3D perspective, and add
options to change the bar and peak dot colors.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Introduced a brand new spectrum view based on SceneKit, with a scene
created by @kddlb and then altered by me to add the peak spheres. This
new scene should be lighter on display resources, even though it's fully
3D instead of a vector 2D scene done in Cocoa drawing primitives.
Co-authored-by: Kevin Lopez Brante <kevin@kddlb.cl>
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
The new spectrum mode is linear frequency. Both modes also now have a
lower range of 10Hz, where possible.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Reduce the virtual resolution to match the actual resolution, and set
the analyzere frequency to Nyquist of the audio input, as it seems to
behave as if the entire range of the input FFT bands are up to the
specified frequency, rather than half of it. Otherwise, we lose half of
the frequency range provided by the input data.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Improvement includes greatly reducing the CPU usage by not using an
NSImage based painting system.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>
Borrowing some DFT code from deadbeef, this implements a simple spectrum
visualization into the main toolbar of the app.
Signed-off-by: Christopher Snowhill <kode54@gmail.com>