On 05.01.12 12:53, Colin Guthrie wrote:
'Twas brillig, and Roman Beslik at 05/01/12 00:24 did gyre and gimble:
On 03.01.12 14:37, Colin Guthrie wrote:
'Twas brillig, and Roman Beslik at 02/01/12 22:55 did gyre and gimble:
them) for enhanced user experience. E.g., Skype outputs incoming call
ringing to speakers and talk to a handset. Because programs do not chose
Yes, programs can create as many streams as they want (each sink will
only support (I think) 32 streams, but that's just to prevent too much
craziness! :)
Yeah, that's good. Actually incoming call ringing is not visible because
it is included into "System Sounds", I was perplexed and read other
perplexed users' discussions, and decided that there is some defect in
PulseAudio or Skype.
Yeah, this is intentional. Event sounds, like a buddy signing in, are
very short lived, so as was mentioned in your other thread, they are
simply grouped up under "Event Sounds" such that the user does actually
have a real chance of adjusting their volume to suit their tastes. I
appreciate it might not be as transparent as it could be however.
Perhaps there is something we can do about that in the GUIs. Such as
show the names+icons of the 5 most recent applications that have
produced an event sound, just so that it's a bit more obvious to users
looking to adjust the volume.
That would be fine.
Over all this metadata allows for interesting things to happen
automatically. For example if someone has a headset (USB or Bluetooth)
we can automatically use it for phone calls which is (with ~90%
liklihood) what the user wants. Obviously the user should still have
manual control over this, but if we can "do the right thing"(tm) out of
the box by using this additional metadata then all is well.
This would be cool. It seems to me that this metadata is different from
the case with Skype. This metadata is more like "preferred sink for a
stream." Suppose a game sends audio to 2 gamers. 2 streams, but all have
"headset" as their preferred sink.
Hmmm, not sure what you mean... are there cases where two people play on
the same machine when they are sharing the same h/w? I appreciate there
a multi-headed systems but usually the sound h/w is partitioned too and
thus each user would be logged in separately and run their own instance
of the software - i.e. two game processes, two separate PA daemon, two
separate USB headsets etc.
I mean, gamers are playing against each other in 1 game. Buying another
computer, establishing a network would be a hurdle. I am not a decent
gamer too. I saw options for 2 players in
http://en.wikipedia.org/wiki/Split_Second:_Velocity
There is a split-screen mode for 2 players with no network. Though I had
no chance to test it.
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