Record sound of one application - objective-c

I want to develop an application for Mac OS X to record audio from one application.
I played around with Soundflower, but it only grabs the full system audio.
I know that I have to use a HAL plug-in. This plug-in is loaded from an application that uses Core Audio and then I can communicate with the plug-in to grab the audio.
My question is: How does such a plug-in look like? Are there examples on the internet? I have not found anything about this topic.

Now that you've decided that using Cocoa injection is a feasible solution to your problem, let's start there.
What you need to do is find out how the ObjC classes in the app are setting up to play audio, and hook in to set a different AU in place of the default system out.
There are two options (besides writing your own custom AU from scratch, which you don't need to do). You can use AUHAL as the AU, and capture the data from AUHAL. This is a bit easier from the point of view of hooking things up, but it means you have to write the code that renderers and saves the audio. Or you can just hook in a save-to-file AU, which is a bit harder to hook up, but once you do it takes care of rendering automatically.
So, how do you hook things in? Well, most of the higher-level CA calls are written to just write to the current output. If the app is doing things that way, you just need to hook in at startup to find your replacement AU and set it as the current output, in place of the default. On the other hand, if the app is writing directly to an AU that it stores in a variable, you have to hook it to store your AU as a variable. And if it's building a graph of AUs, you either replace the default output, or stick yours in front of it, in the graph.
See TN2091 for some sample code fragments for most of the hard parts for most of the possibilities. It doesn't show you how to put them together, and it's got a lot more about setting inputs than outputs (because that's harder), and the terminology can get confusing, but if you read it carefully, you should be able to find the parts you need.
If you haven't yet built a simple AU host and AU plugin before, you really should take the time to work through the whole Audio Unit Development Fundamentals guide. (And if you don't think you really need to know all that to do something simple, you're wrong. Why CoreAudio is Hard explains half of the reason; the changes between OS X versions versions are the other half of the reason.)
You probably also want to look at CocoaDev's CoreAudioAndAudioUnitsTutorial page for a placeholder page for a complete tutorial that nobody's ever written, with links to a lot of useful stuff.
Meanwhile, if injecting the whole MTCoreAudio framework into the app is feasible, it comes with a ton of nice, complete samples. In fact, even if you aren't going to use the framework, it's worth reading the Overview documentation, and possibly the source code.

Related

Applying Non-Standard Power Assertions & Creating Virtual HIDs

I've got a big ask here, but I am hoping someone might be able to help me. If there's another site you think this should be posted on, please let me know.
I'm the developer of the free app Amphetamine for macOS and I'm hoping to add a new feature to the app - keeping a Mac awake while in closed-display (clamshell) mode while not having a keyboard/mouse/power adapter/display connected to the Mac. I get requests to add this feature on an almost daily basis.
I've been working on a solution (and it's mostly ready) which uses a non-App Store helper app that must be download and installed separately. I could still go with that solution, but I want to explore one more option before pushing the separate app solution out to the world.
An Amphetamine user tipped me off that another app, AntiSleep can keep a Mac awake while in closed-display mode, while not meeting Apple's requirements. I've tested this claim, and it's true. After doing a bit of digging into how AntiSleep might be accomplishing this, I've come up with 2 possible theories so far (though there may be more to it):
In addition to the standard power assertion types, it looks like AntiSleep is using (a) private framework(s) to apply non-standard power assertions. The following non-standard power assertion types are active when AntiSleep is keeping a Mac awake: DenySystemSleep, UserIsActive, RequiresDisplayAudio, & InternalPreventDisplaySleep. I haven't been able to find much information on these power assertion types beyond what appears in IOPMLibPrivate.h. I'm not familiar at all with using private frameworks, but I assume I could theoretically add the IOPMLibPrivate header file to a project and then create these power assertion types. I understand that would likely result in an App Store review rejection for Amphetamine, of course. What about non-App Store apps? Would Apple notarize an app using this? Beyond that, could someone help me confirm that the only way to apply these non-standard power assertions is to use a private framework?
I suspect that AntiSleep may also be creating a virtual keyboard and mouse. Certainly, the idea of creating a virtual keyboard and mouse to get around Apple's requirement of having a keyboard and mouse connected to the Mac when using closed-display mode is an intriguing idea. After doing some searching, I found foohid. However, I ran into all kinds of errors trying to add and use the foohid files in a test project. Would someone be willing to take a look at the foohid project and help me understand whether it is theoretically possible to include this functionality in an App Store compatible app? I'm not asking for code help with that (yet). I'd just like some help determining whether it might be possible to do.
Thank you in advance for taking a look.
Would Apple notarize an app using this?
I haven't seen any issues with notarising code that uses private APIs. Currently, Apple only seems to use notarisation for scanning for inclusion of known malware.
Would someone be willing to take a look at the foohid project and help me understand whether it is theoretically possible to include this functionality in an App Store compatible app?
Taking a quick glance at the code of that project, it's clear it implements a kernel extension (kext). Those are not allowed on the App Store.
However, since macOS 10.15 Catalina, there's a new way to write HID drivers, using DriverKit. The idea is that the APIs are very similar to the kernel APIs, although I suspect it'll be a rewrite of the kext as a DriverKit driver, rather than a simple port.
DriverKit drivers are permitted to be included in App Store apps.
I don't know if a DriverKit based HID driver will solve your specific power management issue.
If you go with a DriverKit solution, this will only work on 10.15+.
I suspect that AntiSleep may also be creating a virtual keyboard and mouse.
I haven't looked at AntiSleep, but I do know that in addition to writing an outright HID driver, it's possible to generate HID events using user space APIs such as IOHIDPostEvent(). I don't know if those are allowed on the App Store, but as far as I'm aware, IOKitLib is generally fine.
It's possible you might be able to implement your virtual input device using those.

Cocoa: Launch Agent with Objects?

TLDR; is it possible to send/receive objects between an app and a 3rd party launch agent?
I'm writing an extension for an existing app (A). It's packaged and I do not have access to the source - but I can write simple plug-ins that can do some basic Cocoa and host a UI. Read: very limited options.
Ideally, what I'd like to do is have the plugin in app (A) message an external service (B) [sending objects], have (B) do some heavy lifting, then respond back to (A) so the UI can update.
I've been reading up on Launch Agents and they look promising, but I noted the examples all use basic types - no objects. I found one post discussing how to use Distributed Objects, but that's about it. It looks great, but what worries me is I'm not seeing a whole lot of current information on DO and I can't tell if it's something Apple will continue to support going forward.
Does anyone have any suggestions on options for a scenario like this? Maybe I'm just approaching this the wrong way?
Another option is I just completely split this out - write a separate full app and have (A) open it up with AppleScript. The UX wouldn't be as nice, but it would also work.
Thank you,
Eric
NOTE: I can't use NSTask. Or at least I've failed utterly to get it to work in this specific situation. Due to issues with app (A) it breaks when some of the methods run within the process. If I could somehow spawn NSTask so it was executing completely outside of (A) that might be an option. Which is actually what prompted me to look at Launch Agents...

sample mac Firefox Plugins?

I'm trying to re-write an old image-viewing plugin for the mac. The old version uses QuickDraw (I said it was old) and resources (really really old) and so it doesn't work in Firefox 3.6 (which is why I'm re-writing it)
I know some Objective C, and so I figure I'm going co re-write this in that using new-fangled Mac routines and nibs, etc. However, I don't know how to start. I've got the BasicPlugin example that comes with mozilla source, so I know how to create a plugin with entrypoints, etc. However, I don't know how to create the nib, and how to interface Obj-C with the entrypoints, etc.
Does anyone know of a more advanced sample for mac than BasicPlugin.bundle? (Preferably simple enough that I can just look at it and understand it...)
thanks.
Sadly i don't really know of any good "intermediate" example. However, integrating Obj-C isn't that difficult. Thus, following is a short overview of what needs to be done.
You can use Obj-C and C/C++-sources in the same project, its just recommendable to keep them seperated to some extent. This can for example be done by letting the source file with the entry-points and other NPAPI-interfacing stay plain C or C++ files and e.g. forward calls into the plugin from there.
Opaque pointers help to keep a clean seperation, see e.g. here.
The main changes to your plugin include switching to different drawing and event models. These have to be negotiated in NPP_New(), here is an example for the drawing model. When using Cocoa and to support 64bit enviroments, you need to use the Cocoa event model.
To draw UI elements you should be able to use a NSGraphicsContext from the CGContextRef and then draw an NSView in the context. See also the details provided in this post and its follow-ups.

Access the stage in the Flash CS4 IDE

The stage in the Flash CS4 Authoring Enviroment is a running SWF. That what makes thing like the 3D and Bone Tools to work in the IDE.
Is it possible to access that swf ? I suspect the immediate answer would be no because that would raise some security issues maybe and cause lots of developers to crash the IDE every 5 minutes :).
That said I don't expect this to be a straight forward process, but I guess there should be a way to access that.
Any thoughts ?
I can only tell you how components work on the stage, where we've attempted the type of access you talk about.
I suspect that at their core, the 3d and bone tools are implemented using component-like tech to display the "live" stage instance. In general this would involve a compiled instance of a live preview swf that is placed on the stage. It is misleading to think of the stage as a single player. Each component preview runs in its own sandbox that, as far as I can tell, has no means of communication with other component previews on the IDE stage. There is no common storage location.
Of course, if you were in charge of the preview swf (as with the case of a component), you could try LocalConnection to chat, but the previews you want to penetrate are closed. I suspect if you dig hard enough, you'd find the bone/3d preview hidden in the installation folders (perhaps in a swc.. ik.swc looks interesting) and might be able to hack about at it with a decompiler, but straight out the box, I'm not sure there's a solution to what you ask.

Beginning XUL & XPCOM development with XULRunner?

I am planning to design an application XUL & XPCOM for proprietary system. So i have decided to use C/C++ but how can I start the development as a beginner in this field
I cannot find a good guide to start around. It will be good if you can give some links
and books. I also would like to know how to prevent the user from modifying the code specially in the view part because the logic can be done in XPCOM.
XUL explorer is a tool that lets you drag and drop XUL. It's good for mocking up an interface or starting to learn about the various elements you can use.
xulrunner is Mozilla's binary that allows you to run XUL/XPCOM/javascript applications.
The Mozilla Developer Center is your friend.
If you use IRC, check out #xulrunner on irc.mozilla.org . They are fairly tolerant of some questions from beginners.
I don't think there's going to be away around allowing the user to see (or potentially modify) the actually XUL interface. There are some paths for trying to secure JavaScript in some way (some surface level, like obscuring, minifying, but then some possible secure loading methods). XPCOM can be written in C++ or JavaScript, to name a few, if you put more of your code in XPCOM it should be more secure, I think.
A fun start for seeing what you can do in XUL is to check out the XUL Periodic Table.
Preventing the user from modifying your code is futile, as they will always be able to do this.
You could of course ship a modified build of xulrunner (containing some required XPCOM as well) which only loads jars signed by some key, but they could trivially hack around that by modifying the binary or the image in memory.
So don't bother trying to stop people modifying your code - you can't - unless you're on a trusted platform such as a games console - and even then it's not guaranteed.
This helped me to create my first XPCOM.