Two weeks to the day after the fantastic Alpha 2 release, I’m pleased to announce our third and most spectacular release, quickly leading up to the final Banshee 1.0.

The Banshee logo

Introducing Hardware Support

I landed my new hardware layer in Banshee’s core just a few days after the Alpha 2 release. This layer allows us to interact with hardware in a platform agnostic manner. Currently we’ve only implemented a HAL backend, but this separation layer should make it relatively easy to implement Windows and OS X hardware support. We’re only focused on supporting the kinds of hardware that we’ll need to handle in Banshee of course - this layer is by no means a general solution to platform agnostic hardware support.

So what kinds of hardware do we support?

Audio CD Playback and Ripping

Alpha 3 builds on the new hardware layer by adding full audio CD playback and ripping. We are now using Scott’s new managed MusicBrainz library which uses the new XML protocol from MusicBrainz.

Because of this, we can now store a slew of extra metadata in the database and directly in the ripped files as read from MusicBrainz, including the full album release date, the track artist and album artist tags, and all of the associated MusicBrainz IDs, along with the standard metadata we’ve always stored.

The next release will introduce some additional features for nice audio CD support.

USB Mass Storage Support

Gabriel also implemented support for syncing USB Mass Storage Digital Audio Players. This is the first media player device class that we’ve implemented for 1.0, but we are working on MTP/PlaysForSure support in parallel. MTP support is currently not as complete as USB Mass Storage, but we expect to have both completed for the next release. If you have a USB Mass Storage device though, you should be mostly set with this release. We’ll add iPod support back after we finish MTP.

Experimental Shuffle UI

Scott created a mockup of a new UI for enabling shuffle playback modes. I’ve never seen anything quite like it, but it grew on my very quickly and the metaphor makes sense. However, we’re a little concerned about the general discoverability of the feature. We’ve decided to keep it in for a few releases to gather some feedback. However, if you’re reading this, you’re probably tainted on providing good discoverability feedback since I’m about to tell you what it is and how to access it — but of course all feedback is welcome!

New Shuffle Mode UI

The basic idea is that the next action implies acting upon the model via some rule - the shuffle mode. Shuffle can either be “off” or “by song” (and soon “by album” and “by artist”, among others). So Scott decided to group the shuffle mode UI with the next button. I guess the good thing for the discoverability issue is that the UI is exactly the same that is used in web browsers, particularly Firefox with the grouping of Next with a History menu.

Last night, Gabriel and Scott apparently pulled all-nighters and managed to fix a large handful of bugs — one of which included implementing smarter shuffle logic. Now Banshee will never play songs you’ve already heard on shuffle or songs you’ve skipped.

Performance Improvements and Bug Fixes

While fixing some DPI issues with the way we were using Pango and Cairo, I saw some areas that needed some performance work. I managed to make text rendering in our managed list view about 160% faster. You can actually feel the difference. Awesome. Oh, and yes, the view now respects your system DPI settings, and even properly adjusts to DPI changes while Banshee is running.

On the whole, we managed to close 46 bugs since the Alpha 2 release. Not bad for two weeks of work, on top of implementing a slew of large new features!

I also spent some much needed time cleaning up and organizing the libbanshee C code, which is where our GStreamer layer is implemented. In the process a few bugs were fixed and the code is now much easier to maintain.

Podcasting and DAAP

Alex Hixon has been working on porting the DAAP client feature to the new code base, and Mike Urbanski checked in his new Podcast code. These features are both still under heavy development, so we’ve turned them off by default in the build. I’ll discuss them both in more detail when we release with the features turned on - hopefully in just a couple short weeks. A big thanks to both Alex and Mike for their hard work in these areas.

Other Banshee Things

  • I realized a few weeks ago that I never announced to the world Planet Banshee, which has technically been around for about a year now. It’s just a planet site like all the others to aggregate the blogs of Banshee contributors. Follow along if you’re interested. We’re also looking for more people to add. If you’re contributing in the Banshee world, let me know if you want your blog added.

  • Will Farrington beat everyone to blogging about this Alpha 3 release, so check what he has to say - a great post.

  • LugRadio USA - Tomorrow I’m headed out to San Francisco to give a talk about all of this great new Banshee stuff on Saturday, among um, other things. If you are not planning on attending, it’s not too late to travel! Do everything you can to make it there. Regardless of any expense incurred, it’s sure to be a blast, and the event itself is only $10.

Digg It!

You simply must attend LRL USA this year. It’s going to be awesome. Gabriel and I will be demoing the latest Banshee goodies, there is an impressive speaker and exhibitor list that’s sure to please, and I’m betting the evening social gatherings to be worth it all.

Go to LugRadio Live 2008!

So stop thinking of excuses and just book the flight!

After just under two weeks of hard work, I hereby present Banshee 1.0 Alpha 2!

The Banshee logo

We’re going to be cranking out the releases leading up to the final 1.0 release every one to two weeks, so get used to this!

A Public Screening

You might be wondering what we can accomplish in two weeks? How about full video management and playback?

Banshee 1.0 Alpha 2: All about the video
Banshee 1.0 Alpha 2: all about the video

While the feature is very new, it’s rather complete and solid. We expect to add more goodies on top of this, and I’m sure much bug fixing and tweaking will follow, but I’m quite excited to have finally landed this. We were able to very easily add the video library management by leveraging the power of our new underlying data model.

We will be adding a slick new video collection view in the future to allow you to browse and view your video collection with thumbnails and previews.

Other notable improvements

A number of other smaller features and bug fixes landed in Alpha 2, including:

  • Play Count, Skip Count, Last Played, and Last Skipped columns are updated
  • Improved column handling in the new list view
  • The Bookmarks extension was ported to the new core
  • i18n works again
  • Improved support for dark GTK themes

For more details on the video support and other changes since Alpha 1, read the release notes. Also don’t forget to read about the previous release which has lots of new juicy feature overviews if this is your first time reading about the Banshee 1.0 alpha releases.

Miscellany

Digg It!

As overheard recently in the #banshee IRC channel:

<woodwizzle> Is there a way I can select all the songs in a directory? …
<gabaug> woodwizzle: search for path:directoryname
<gabaug> that’s path[colon]directoryname
<woodwizzle> ooh, thats cool
<woodwizzle> in fact that is friggin awesome

Our query support is fantastic. Try the alpha.

It is my immense pleasure to announce the first preview release of the next generation of Banshee. This Banshee 1.0 Alpha 1 release is a culmination of so much work by so many awesome contributors.

The Banshee logo

Now, first things first. This is going to be a long post, so let me link to the crucial bits first for the lazy enthusiasts out there:

Kudos

Before I dive into the details of the release I would like to highlight few people in particular who have really spent a lot of their own time molding Banshee recently.

  • Scott Peterson - Scott has been a code and ideas machine. He’s committed huge amounts of work to many areas of the new codebase, all while going to school full time as a drama major at NYU, and working on a number of other related projects we’ll eventually sweep up into Banshee.

  • Alexander Hixon - Alex sort of came out of nowhere a couple of months ago and started hacking on the new Banshee by reviving the old Equalizer patch. Alex is also responsible for making Audio Scrobbling work again.

  • Will Farrington - Will has been hanging out in our community for a while, but a couple of months ago he started submitting patches and getting familiar with the codebase. He’s new to C# and some of the technical concepts around GTK/GNOME/Mono, but he’s been learning quickly and making valued contributions.

  • Gabriel Burt - Having Gabriel on the Desktop Team at Novell working on Banshee with me has been fantastic. We’ve made so much progress in so little time. From Last.fm to our new database and Xesam/Query layers, Gabriel is at the heart of it all.

A Short History

This is the first release that shows off the hard work we’ve done on rewriting the core of Banshee. There were a number of critical flaws in previous releases due primarily to the fact that writing custom data models for the GtkTreeView was not possible until very recently in Gtk#.

We took some much needed time to redesign the database layer of Banshee to be able to deliver powerful model/query/cache level features and provide a framework to build on for years to come.

I decided to ditch the GtkTreeView and it has paid off. On top of this model sits a slick new list view rendered using Cairo. We control 100% of the drawing, so we can take this thing anywhere we want in the future - things you can only dream of with the GtkTreeView. You’ll already notice some nice GUI “bling” when using the view - try reordering columns.

With all of these core architecture changes, what we have now is a truly flexible framework for developing our prized Banshee. Here’s a somewhat dated diagram of how the different components all fit together.

That said, we still have a ton of work to do. This release does not have feature parity with previous releases. We’ve still got some more core changes to make (namely, finishing the new hardware layer) and a number of plugin features to port to the new core. See the release notes for details on what features are not yet available in this release.

Screenshot. Just one.

Banshee 1.0 Alpha 1

New Features

Just a quick overview of new features. You should really read the release notes after this.

  • Artist/Album Browser - Yes. Finally. Probably the most requested feature over the past three years has been the ability to filter a source by Artist and Album selections. The album view features glorious cover art previews, of course.

  • Listen with Peace of Mind - Now that Banshee is built on a solid data model, we can drive playback independent of what source you have in view. This means you can play a song in one source and switch to another source without having the playback switch to the new source once the song you started playing finishes. Playback continues from whatever source you start playing from.

  • The Play Queue - Really this is just a small UI layer on top of the dedicated source playback mentioned in the previous bullet. But it’s pretty nice. If the queue is populated, it forces itself to always be the dedicated playback source. Once an item plays from the queue, it is removed. When the queue is empty, playback resumes from your library.

  • Last.fm Integration - Last.fm is everywhere in Banshee, and we’re not done by a long shot. The Last.fm radio extension will change the way you listen to music. Try it now.

  • Software Equalizer - At least it’s entertaining to play with, though it’s hard for me to be a real fan of software eq. I’m told though that it can help a lot when you’re stuck with a less than ideal sound system.

Performance

The new Banshee has loads of impressive performance improvements that really should be the subject of a separate detailed writing. With that in mind, I’ll just touch on each point.

  • Faster Startup - For me, on average it takes 1.5 seconds to fully “boot” Banshee. The key here is that startup time is no longer a function of the size of your collection. While there are still many things to optimize (just connecting to DBus appears to take about 1/5 of a second), this time is impressive compared to previous Banshee releases (startup time was proportional to the size of your library).

    For curious users, starting Banshee from the command line with the --debug argument will print a summary of exactly how the startup time breaks down. This will help us pinpoint services to improve later, leading to even faster start up.

  • Decreased Memory Footprint - Again, regardless of the size of your collection, Banshee should have a relatively constant memory footprint that is much reduced from what you might be used to with previous Banshee releases. I’ll talk numbers in a separate post.

Try it now!

One huge thing to note about this release, and all releases to follow - it can be installed and used in parallel with previous Banshee releases. This means you can try the new stuff out without ditching the old! So there should be nothing stopping you from trying it!

Your existing Banshee library will first be copied and then migrated to the new database format. While it is not backwards compatible, the new releases will not mutate any data used by previous Banshee releases.

It’s safe to package, install, and use side-by-side with previous releases. I will be submitting the new release to openSUSE 11 tomorrow and we may ship with both package sets, depending on when we actually can make the final 1.0 feature parity release. I say this to emphasize it’s safe to use… now.

More to come

We’ve got so much more planned. Remember, this is just the first alpha release leading up to the 1.0 release. What will that be? As soon as we reach feature parity with our current stable series - that’s when - and it’s not too far off either. In the mean time we’ll also be adding new features, so stay tuned, and try the releases.

UPDATE: I forgot to mention some resources on the Banshee Wiki that might be useful for those who want to dive in and try this preview release from source tarball or trunk. Quite important, these links!

Digg It

Recursive VNC Cubes

I’m giving a demo tomorrow remotely and wanted to see how much VNC could take. Enable VNC server, run vncviewer against yourself, and play with Compiz — or just move some windows around. The infinite mirror effect is always good for hours of entertainment, now in 3D.

A wonderful patch just landed in Banshee trunk, revived by Alexander Hixon that adds software equalization support — the typical 10-band deal with a pre-amp. We had added most of what was necessary for this about 1.5 years ago, but never got around to finishing it. Ivan Zlatev did much of the player engine work at the time and actually started the effort, I did much of the UI work, and Alexander has revived it all for our new codebase in trunk.

Here’s the old screenshot of the Equalizer UI designed so long ago — I still like it very much, though it does need a bit of tweaking still:

Banshee Equalizer

That being said, I hate software equalization. I’m reminded of “The Death of High Fidelity”, a wonderful and sad article in Rolling Stone from a few weeks ago. Very much worth the read, and be sure to listen to the samples at the end of it.

I’m still very happy that we finally have this beast enabled in Banshee though. Thanks to both Ivan and Andrew, and Gabriel for staying on top of the patch.

I had the privilege this morning of being the guest “speaker” for the multimedia-themed openSUSE GNOME community meeting where I discussed some of the high level plans for the future of Banshee and what that may mean for openSUSE 11.

I discussed the incredible performance and memory usage improvements, the new model/view, the album/artist browser, the playback queue, our fantastic new Xesam-based search and smart playlist infrastructure, and so on.

As a result of feedback from the meeting, I wrote a guide for building Banshee from trunk on openSUSE 10.3+.

And here are some related links:

And of course, if you’re interested in making your voice count in openSUSE, please join the meetings!

I released Mono.Zeroconf 0.7.4 last night which is a minor bug fix release. Packages are available for openSUSE, SUSE Linux Enterprise, and Fedora. Sources and binaries are available for Linux, Windows and OS X.

What I have found interesting about Mono.Zeroconf is a growing adoption by the Windows crowd. I have been getting almost weekly emails from a new Windows developer using Mono.Zeroconf. A few bugs have been fixed in the process, though mostly in the Bonjour provider, which doesn’t affect modern Linux distros (because they use the Avahi provider, of course).

Since there’s been good feedback from the Windows world, I spent a little time making Mono.Zeroconf actually build on Windows in Visual Studio (yikes!). I am producing .zip files of the regular sources as well to make releases more accessible on Windows. Additionally, I generate a -binary.zip file which contains just pre-compiled assemblies.

The fun thing with all of this is validating how truly remarkable Mono is. I had never written any of Mono.Zeroconf specifically for Windows, never tested it on Windows, yet released the precompiled assemblies (built in Linux by Mono) for the hell of it. And without any changes, everything “just works” on Windows/.NET (and Mac OS X as well).

Leap
Andy made the leap to Linux.

So what’s so important about this? These new Mono.Zeroconf users on Windows inherit the fact that Mono.Zeroconf is truly cross platform, which means their applications are immediately more portable to Linux and other platforms that Mono supports. By luring Windows developers with delicious, easy to use libraries that are already cross platform, we make it easier and more enticing for those developers to bring their awesome applications to Linux.

Awesome. Mono rocks.

I am building nightly, or semi-nightly, packages from the inkscape-current tarballs in the openSUSE Build Service. If you follow Inkscape and are running openSUSE 10.3, you may wish to subscribe to my home project repository and update your inkscape package from there:

http://download.opensuse.org/repositories/home:/aaronbockover/openSUSE_10.3

Enjoy! The latest builds have been very awesome, I’m loving the new dockable tool windows, though they do need a lot of UI work still.

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